All I have to say is to try very hard to allow the players to maintain agency. If the GM arbitrarily takes things away from the players without even rolling dice, it's going to disengage the player from the game as they will be reminded that their characters and the world exist at the whim of the GM.
Wealth Imbalance
I find this depends on how the game is set up - and unfortunately that's something you have to do from the beginning. I was in one game (Farscape, rather than Eote, but the principles the same) where it was established early on that money would drain quickly between adventures. The most extreme example involved us winning a 1.5 million credit racing prize at the end of game. Next game started with "After numerous parties and six months, you're down to food cubes again." Which was fine with everyone, because that was the social contract in the game. Of course, might have helped there wasn't much in the way of equipment in that system...
Edited by QuicksilverI find this depends on how the game is set up - and unfortunately that's something you have to do from the beginning. I was in one game (Farscape, rather than Eote, but the principles the same) where it was established early on that money would drain quickly between adventures. The most extreme example involved us winning a 1.5 million credit racing prize at the end of game. Next game started with "After numerous parties and six months, you're down to food cubes again." Which was fine with everyone, because that was the social contract in the game. Of course, might have helped there wasn't much in the way of equipment in that system...
Also fitting for the setting... Rob a Shadow Depository this week, be fighting over 50 tons of crackers the next....
Winning may be easy. Getting out of the building with it is another story.
Give him some offscreen money sink. Something really expensive, the ship in the example is a good one.
Or just give the other players a big wad of dollar bills and some fancy bit of plot-relevant tech to the Gambler
All I have to say is to try very hard to allow the players to maintain agency. If the GM arbitrarily takes things away from the players without even rolling dice, it's going to disengage the player from the game as they will be reminded that their characters and the world exist at the whim of the GM.
Taking things away willy nilly is as useless as rolling dice - the way to engage players is to build it out of or into story.