I'm running a Heros-Fantasy game that revolves around a medium trade-town that is menanced by a Flying Horror (with a few suprises instore). The premise is that heroes and mercenaries have been attracted to the town with the promise of a reward for ridding the town of this menace. Now the first half the reward will not be large enough for mercenary groups to take seriously but juicy enough for indivduals or small groups. Later when political powers start to jockey for supremacy in the town, the mayor will raise the reward enough that the merc groups that have been sniffing around will take it seriously (the merc groups are 30 men strong).
At the moment I'm just stumped for what would be a suitable initial and final level of monetry reward for the person(s) who rids the town of the menace. Anyone want to suggest what I should use?
Suitable monetry rewards for ridding of monsters
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- Dungeon Crawler
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- Dungeon Crawler
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- Joined: Sat Mar 17, 2007 6:35 pm
- Location: The Domain of Parramatta, Terra Australis
Re: Suitable monetry rewards for ridding of monsters
OK though there are spoilers for my PCs should they read (you know who you are!)
My Godslayer games are a blend between Palladium Fantasy and Heroes Unlimited. It revolves around a great war between demons and mankind 5000 years past and the legacies that have survived to the present day.
So that's the gist of it, and the adventure is more indepth than just a monster hunt. So I'm just looking for a good figure for the initial reward and the bumped up reward.
My Godslayer games are a blend between Palladium Fantasy and Heroes Unlimited. It revolves around a great war between demons and mankind 5000 years past and the legacies that have survived to the present day.
Spoiler:
So that's the gist of it, and the adventure is more indepth than just a monster hunt. So I'm just looking for a good figure for the initial reward and the bumped up reward.
- Killer Cyborg
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Re: Suitable monetry rewards for ridding of monsters
It kind of depends on how you want your world economy to be, and how wealthy you want your PCs to be in that context.
Do you want them to have little to no financial difficulty during the game?
Or to struggle and work in order to slowly thrive?
The economics of PFRPG are not well thought-out enough to be realistic, so my suggestion is that you start from scratch.
Do you want them to have little to no financial difficulty during the game?
Or to struggle and work in order to slowly thrive?
The economics of PFRPG are not well thought-out enough to be realistic, so my suggestion is that you start from scratch.
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"Your Eloquence with a sledge hammer is a beautiful thing..." -Zer0 Kay
"That rifle on the wall of the laborer's cottage or working class flat is the symbol of democracy. It is our job to see that it stays there." -George Orwell
Check out my Author Page on Amazon!
Re: Suitable monetry rewards for ridding of monsters
It really depends on how the is run. Like KC said, do you want them to be scraping money together just to get by, break even, or start raking in the cash?
If the characters are materialistic, which a lot of games tend to run, give them enough cash to maintain their weapons/ammo/equipment as well as any healing they may need to do after or during the adventure. Then tack on an additional amount so they can 'live large' is they so desire, living in expensive hotels and fine dining. Or so they can afford to upgrade their weapons/equipment a notch or two.
Of course, you could run it like I used to run Cyberpunk back in the day. Give them a huge reward, let them spend it (or not!), and then take it away. What's that? a character upgraded his chosen 'toy' (armour, weapon, vehicle, etc) with some funky new 'bling'? Someone else may just want that and take it away when they're not watching. Or if they keep it solvent, steal it back!!
The GM giveth, the GM taketh away!! Bruhahahaha....!
8]
If the characters are materialistic, which a lot of games tend to run, give them enough cash to maintain their weapons/ammo/equipment as well as any healing they may need to do after or during the adventure. Then tack on an additional amount so they can 'live large' is they so desire, living in expensive hotels and fine dining. Or so they can afford to upgrade their weapons/equipment a notch or two.
Of course, you could run it like I used to run Cyberpunk back in the day. Give them a huge reward, let them spend it (or not!), and then take it away. What's that? a character upgraded his chosen 'toy' (armour, weapon, vehicle, etc) with some funky new 'bling'? Someone else may just want that and take it away when they're not watching. Or if they keep it solvent, steal it back!!
The GM giveth, the GM taketh away!! Bruhahahaha....!
8]
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- Dungeon Crawler
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Re: Suitable monetry rewards for ridding of monsters
I like Smashed's idea as it would the way the council would think, and a ran a couple of numbers that a mercenary group would charge with pay, upcost, officier pay and company profit. So I'll work with these.
As for leveling to what the characters deserve, this is more of a story tool than a playing reward. They need money, the other hunters are also wanting it but how they act is dependant on how much they want it and how much it is.
I appreciate the input....
As for leveling to what the characters deserve, this is more of a story tool than a playing reward. They need money, the other hunters are also wanting it but how they act is dependant on how much they want it and how much it is.
I appreciate the input....