Over in Zee Googles, Zey Do Nothink thread, Kung Fu Ferret said thusly:
On 4/8/2016 at 8:49 AM, KungFuFerret said:1. It helps to keep your players hungry. EotE stresses that your players are always looking for more credits to pay for their stuff. Think of shows like Firefly, where they are living hand to mouth most of the time. Same type of mood/theme. So, remind them that they are in a fluid economy. Docking their ship at a spaceport? Costs some credits. Refueling? Credits. Hiring an NPC to repair/modify their gear? Credits again. Hiring a Twi'lek dancer to give them a lap dance? Credits. Going to the doctor after the having the lap dance to get a shot of omnicilin? Credits again. This insures a steady outflow of credits, not just an inflow to the player, which is what an economy would do to the player. Now, if you are playing it in a style of making credits rain from the sky, then I wouldn't really worry about it. But if you are trying to emphasize the "living on the edge" mood, having constant, and ubiquitous ways to bleed the credits out of your players, is a good system to use.
And no, this isn't me calling you out or anything. You're just the catalyst for something I've been thinking about for a while and thought the community could discuss.
Why is it important to keep players broke?
From one story standpoint, I could see it - Han owes Jabba a boatload of money, which drives his story arc and sets up the curtain puller beat for Return of the Jedi. The Queen's ship is broken down on Tatooine and they cant buy a hyperdrive, etc, etc. So yes, having to scramble for resources can occasionally inform the story.
And when a game is first starting out, having all the toys in the world does take some of the fun out of the game. Working for some bitchin' armor, a nice ship and a cool gun gives the characters something to do.
But it strikes me weird that GMs seem constantly afraid of players in a state of anything but perpetual poverty. That a player with money will suddenly stop going out to do things or that there are no more challenges when they have bitchin' armor, a nice ship and a cool gun. Being in that state doesn't stop James Bond (who while not necessarily rich himself, has the backing of the entire crown at his disposal and Q Branch to give him cool toys) and it doesn't stop Bruce Wayne and Tony Stark from going out to adventure either.
And just because a player has money, it doesn't mean that his problems go away. It just means that he has an all-new set of problems. Friends and relatives coming out of the woodwork, people trying to take that money, intrigue and backstabbing amongst the powerful elite. The son of that Hutt you just killed? No amount of money will placate father or deter the bounty hunters he sends after you.
And money can enable adventures, too. My previous character was a princess from a powerful and influential core world family with servants and an ancestral palace and bathrooms bigger than most mere mortal's dwellings. After a particularly harrowing set of adventures, she sprung for a vacation for the team on a planet that was basically Westworld . And so we had a lighthearted, fluffy game where the characters were divided up into two teams and engaged in a wargame against each other. Something like that would have been outside the scope of a poverty stricken game.
She also had to deal with a pretty massive story arc with the Sith Empire invasion of her homeworld, striking a deal with the Republic, bringing the system into the galactic community's fold, smoothing over native relations with the Jedi and generally doing ambassadorial leadery things. That's not the sort of game you'll get when you're scrounging under the couches for gas money.
So I reject the notion that keeping players hungry is the only way to keep a game interesting. It is A way to keep it interesting, but not the end all. There is nothing wrong with being a high roller at at a million dollar a hand sabbac table at the most exclusive casino on Cloud City, either.
Edited by Desslok