Shelter?
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Shelter?
All resource tokens are treated the same way except for Shelter. Shelter is not portable - it's not considered something you can carry. Most characters don't even seem to own any - Shelter is granted to them by those who do own it, such as guild and house heads. Shelter tokens have always been limited in ways other resources are not.
Perhaps Shelter could be removed as a resource. Instead, PCs could include in their Inbetween Events submission where they are staying. Location owners could also state who they're allowing to stay within their property. GMs would have to continue to track how many people each location can support.
Perhaps Shelter could be removed as a resource. Instead, PCs could include in their Inbetween Events submission where they are staying. Location owners could also state who they're allowing to stay within their property. GMs would have to continue to track how many people each location can support.
Learn the past. Observe the present. Guide the future.
RE
Shelter can be traded sorry for the confusion.
Chris
Chris
Chris
I be one of the gamemasters so e-mail me questions if you have them
I be one of the gamemasters so e-mail me questions if you have them
Shelter is the most abstract of the resources. The tags can be traded but you really aren't trading a tangible resource. You are trading the person a place to stay in the future. This also makes it very difficult for us to logically pass them out in plots. I am not really a fan of shelter tags but I see them as a neccesary evil. We need to have 3 required resources to drive the economy. Are there any ideas for a required resource to replace shelter?
Disclaimer: I'm not saying we ARE replacing the shelter resource just that I would like to hear some ideas for alternatives
Disclaimer: I'm not saying we ARE replacing the shelter resource just that I would like to hear some ideas for alternatives
Wayne O
The Game Master Lite
Frag the weak, Hurdle the dead!
The Game Master Lite
Frag the weak, Hurdle the dead!
You could just require either steel or hide instead of shelter. It could easily be explained as for incidental repairs between events. If your character doesn't wear any armor or use any weapons, tough it's still required.
I keep trying to figure out how I could bring my wood elf into this game and I keep coming back to impossible because he sleeps in a tree and wouldn't join any organizations so...
I keep trying to figure out how I could bring my wood elf into this game and I keep coming back to impossible because he sleeps in a tree and wouldn't join any organizations so...
Death=Adder
One of these days...I'm going to cut you into little pieces...
~Pink Floyd~
One of these days...I'm going to cut you into little pieces...
~Pink Floyd~
re
hmmmm
Savage and wilderness survival? That puts you really close
Chris
Savage and wilderness survival? That puts you really close
Chris
Chris
I be one of the gamemasters so e-mail me questions if you have them
I be one of the gamemasters so e-mail me questions if you have them
Ah, I see. You need three resources for economy mechanics, so you chose the essentials – food, clothing, and shelter.
But shelter is weird. It’s not really consumed like other resources are when used – or it’s consumed differently (do buildings have upkeep?). Though it can be traded, I can’t see it working in trade routes (‘Sorry, we just traded your corner of the Guild Hall to Frostfell for these nifty beads.’).
But can it be replaced by something else? You need to eat to live – thus the food resource. You need warmth and protection – thus the cloth resource. If living in one place you need some permanent or semi-permanent residence to keep the cold and wet (and critters) out – thus the shelter resource.
So what else is important to survival? What causes you to suffer if you don’t have enough?
Water is an option. It can be treated like any other resource – it can be carried, traded, stolen, ruined, and is destroyed on consumption. However, it is also practically in infinite supply if you live near a reliable body of water or have frequent enough rains. To work as a resource, it needs to be a concern. There’s a number of ways to do this, but may require a world change.
But shelter is weird. It’s not really consumed like other resources are when used – or it’s consumed differently (do buildings have upkeep?). Though it can be traded, I can’t see it working in trade routes (‘Sorry, we just traded your corner of the Guild Hall to Frostfell for these nifty beads.’).
But can it be replaced by something else? You need to eat to live – thus the food resource. You need warmth and protection – thus the cloth resource. If living in one place you need some permanent or semi-permanent residence to keep the cold and wet (and critters) out – thus the shelter resource.
So what else is important to survival? What causes you to suffer if you don’t have enough?
Water is an option. It can be treated like any other resource – it can be carried, traded, stolen, ruined, and is destroyed on consumption. However, it is also practically in infinite supply if you live near a reliable body of water or have frequent enough rains. To work as a resource, it needs to be a concern. There’s a number of ways to do this, but may require a world change.
Learn the past. Observe the present. Guide the future.
How about instead of shelter we have a resource that represents all the incidental things you need to survive? Shelter can be part of it. Things like buckets, pots and pans, soap, clean water, good firewood, a nice bed roll, backpacks, pouches, etc. Sort of a catch all resource. That way we can hand it out as loot (look, the uber-jub-jub monster had some nice silver plates in his cave. Take a catch all resource tag) or the guilds can continue to bring it in as a trade route (I have an Inn so I have plenty of space for people to sleep. Thanks for being in my guild. Pick a bunk and here are your catch all tags for the weekend)
Thoughts?
Thoughts?
Wayne O
The Game Master Lite
Frag the weak, Hurdle the dead!
The Game Master Lite
Frag the weak, Hurdle the dead!
Buildings
Here an idea, create up some simple rules for builds. Builds would grant protection, a place to store items and resources, but do not grant a great place to survive or live. You must have the proper items "stuff" to still survive, wood for cooking & heat, fresh water, toliets, utlences, pots, pans, soap, repair items for the buildings, etc... So I like the idea of not calling the third item shelter, but call it something else. The Stuff, as stated can be stolen, traded, etc.... Builds can be reinforced, and the "stuff" can be used to make it a place to live.
So you have the following three basic resources
Food
Cloth
Living Items, Tools, Shelter (but with the new defenition)
I kind like this idea.
So you have the following three basic resources
Food
Cloth
Living Items, Tools, Shelter (but with the new defenition)
I kind like this idea.
My Thoughts
Aaron
Aaron
- Lambic
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Storyime with the crappy sage
I think this might allow for good roleplaying too. Example:
Although the tag says "stuff" Lambic decides that what he needs is some more "fire wood" so he goes out to find someone that is less lazy than him and who would trade some cloth that he has for some "fire wood" (ie "stuff"). Whoever he finds can decide whether they have "fire wood" to spare and if they want to trade their extra "fire wood" for cloth. Ravinal (no offense intended) might need cloth and have "stuff" but decide that he doesn't currently have any "fire wood" because he just traded it with Shale who also needed it. So Ravinal tells Lambic that he will got get some and trade it with him. Ravinal then goes into the woods alone for awhile and comes back and trades the "stuff" tags he has had all along as "fire wood" with Lambic.
Did I mention that I am long winded??
Although the tag says "stuff" Lambic decides that what he needs is some more "fire wood" so he goes out to find someone that is less lazy than him and who would trade some cloth that he has for some "fire wood" (ie "stuff"). Whoever he finds can decide whether they have "fire wood" to spare and if they want to trade their extra "fire wood" for cloth. Ravinal (no offense intended) might need cloth and have "stuff" but decide that he doesn't currently have any "fire wood" because he just traded it with Shale who also needed it. So Ravinal tells Lambic that he will got get some and trade it with him. Ravinal then goes into the woods alone for awhile and comes back and trades the "stuff" tags he has had all along as "fire wood" with Lambic.
Did I mention that I am long winded??
- Lambic
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Yeah but Lambic doen't drink water, unless he is out of everything elseDallid wrote:Water is an option. It can be treated like any other resource – it can be carried, traded, stolen, ruined, and is destroyed on consumption. However, it is also practically in infinite supply if you live near a reliable body of water or have frequent enough rains. To work as a resource, it needs to be a concern. There’s a number of ways to do this, but may require a world change.
Stuff can certainly be role-played to suit the character.
Gideon's 'Stuff' could consist solely of some stone tools and a water-proofed hide.
Kathryn's could include silverware, books, paintings, bedding, etc.
Lambic drinks his 'Stuff'.
As 'Stuff' would likely be easier to come by and trade in then 'Shelter', we could increase the difference in requirements between Lifestyles - like 1 for Savage, 3 for Common, and 5 for Privileged (or whatever).
But gotta find a name. 'Stuff' is kinda lame. 'Liveables' is more discriptive, but also more dopey. 'Life Support' is the wrong game. 'Necessities' maybe?
Gideon's 'Stuff' could consist solely of some stone tools and a water-proofed hide.
Kathryn's could include silverware, books, paintings, bedding, etc.
Lambic drinks his 'Stuff'.
As 'Stuff' would likely be easier to come by and trade in then 'Shelter', we could increase the difference in requirements between Lifestyles - like 1 for Savage, 3 for Common, and 5 for Privileged (or whatever).
But gotta find a name. 'Stuff' is kinda lame. 'Liveables' is more discriptive, but also more dopey. 'Life Support' is the wrong game. 'Necessities' maybe?
Learn the past. Observe the present. Guide the future.