Prices anyone ?

By Morteigan, in Warhammer Fantasy Roleplay

Hi,

I've played my first game yesterday and it was great, except when one of my player ask for a room in the inn and I wasn't able to find the price of a common room, beer and ration in the main book. I patched it up saying pay this and don't bother, but I would like to have price listed somewhere. So does anyone around here have a price table based on the old world armoury and do fit on the new money system ?? Or just a conversion rule for the money, I thoug to try a rule of 3 but when the stuff doesn't exist it's kind of hard to find (my math are far in my head and I want to have fun, not remember how I hated math).

So anyway has anything ?.

Page 80 of the main rulebook deals with food and drink. The prices are very variable because it depends a lot on quality.

Here is a general and exhaustive price list which is much better than the OWA one.

http://www.chumley.co.uk/wfrp/wfrppricelist.pdf

A basic conversion system would be to convert everything into Silver, and then back again into v3, ie, one silver from the price list = 1 silver in WFRP3.

Yeah, I just told my players that a night's lodging including dinner and breakfast the next morning was 10 silver each. A bit on the low side by prior edition prices, but considering that daily sustenance costs just 5 brass and lodging isn't discussed at all, 50 times that seemed more than adequate for room and board for a single night. By the price list referenced above a single bowl of soup costs more than 6 times the amount listed for an entire day in the new rulebook!

Money is one of the few things that has to be tracked with pencil/eraser on the character sheet in this edition and with the lack of guidance on prices, it's clear that FFG didn't want players/GMs getting bogged down in managing wealth/spending. The encumbrance rules are pretty stiff, but there's no encumbrance listed specifically for coins. If you treat them as incidentals, then 20 coins is 1 encumbrance. Considering that the silver is a more common denomination in this version and most starting characters can't carry much more than their starting armour and weapons, it doesn't take much before the PCs have more money than they can carry. I don't think I'm going to worry about exact prices or encumbrance of coins too much and focus more on story. If players are looking for a specific item like upgrades to their armour or weapons, those prices we have. Everything else I'm comfortable just winging it. If the PCs spend a day hanging out at a Festival or Faire eating meat pies and drinking, then at the end of the day I'll just have them mark off a few silver each and not worry about prices of purchases per item. As long as I don't leave them close to broke, so that they start to become worried about running out of money, managing costs and spending shouldn't be an issue.

Figure that lodging costs a couple coins of whichever social tier is appropriate. A stank flophouse that's little more than a common room to pile the drunks in would be a couple brass pennies. A decent room that a travelling merchant might stay in would be a few silver. A sumptuous suite suitable for a noble on vacation would be several gold crowns or more.

I found it odd, considering the direction of the system, how they didn't go with a more abstract monentary system. I've seen it in a few other games (but not many). One nice thing is you can have a lifestyle setting, so it presumes that a character, when possible, is accustom to a type of lifestyle that you choose to live. And we all say that we would never change our lifestyle if we made more money, but that's not true for probably 90% of us. If you became a millionaire next week, your lifestyle would change. You would have more money and therefore spend more money.

One thing that I tend to dislike, in a traditional money is tracked down to the penny system, is that players are expert accountants. In the real world, buying extravegent things makes us feel happy. We do not work to acquire money, we work to acquire things (which need to be purchased with money). In a game, there are (typically) no need for anything extravegent. Characters buy adventuring equipment, weapons, armour and food. It are these things that provide a benefit in game and therefore, those are the things that players will focus on purchasing.

One of the reasons I was toying around with a more long term Stress (and Fatigue) system would be to promote players spending money on R&R. If the elf in the party is holding onto Stress and Fatigue, maybe when he visits a large city and finds some elvish flowers in a marketplace, he might purchase them and then purchase an extravegant hotel room complete with food and bath (where he places the flowers to soak to release the fragrence). All money is 'wasted' from an adventuring standpoint but the long term Stress and Fatigue are removed (either partily or completely).

But tha's just my $0.02.

Sarim Rune said:

One of the reasons I was toying around with a more long term Stress (and Fatigue) system would be to promote players spending money on R&R. If the elf in the party is holding onto Stress and Fatigue, maybe when he visits a large city and finds some elvish flowers in a marketplace, he might purchase them and then purchase an extravegant hotel room complete with food and bath (where he places the flowers to soak to release the fragrence). All money is 'wasted' from an adventuring standpoint but the long term Stress and Fatigue are removed (either partily or completely).

But tha's just my $0.02.

That's a great idea and I'm going to steal it!