Hi all
I'm preparing to revamp my campaign a bit. I've played this system long enough now to know what works well and what annoys the crap out of me. And among other things, that means stepping back from some of the really nitty-gritty book-keeping stuff that - I can only assume - was designed to appeal to D&D fans. Do we need the specs for a million types of blaster pistol? Or attachments that can only be fixed to blaster rifles, meaning you can't (RAW) give certain effects to slugthrowers or blaster pistols? I like the fluff around a lot of this stuff - that's all cool lore - but I find the mechanics seem at odds with the core "narrative" concept of the game. It's unnecessarily fiddly. (The 'Genesys' CR, which obviously doesn't have space for all this stuff, is actually much more streamlined in this area as a result. But I digress.)
This brings me on to money.
Take a show like Firefly . Because, let's not kid ourselves, 90% of us are basing our EotE campaigns on that vibe. That's literally what the vibe was built around. Find a crew. Keep flying. All that jazz. And in that show, they're always struggling for money. Except for the episode when they aren't. But we are very, very rarely told how much money. We're just given a general sense that, for example, River's bounty could buy a better ship than Serenity , or that a compression coil is expensive enough that Mal won't fork out on a new one even when his mechanic tells him he should (fool). In fact, I think the only time that explicit amounts of platinum/credits are discussed, it's when Simon tells the crew how much medicine costs.
Even in Star Wars , amounts of money aren't really discussed. I mean, sure, we know that Obi-Wan offers Han 17,000cr to travel to Alderaan, but the number isn't really important: what's important is that it's a lot of money, enough to get Solo out of a bit of trouble. Even in the prequels, which opens with a Trade War, the only mention we get of money is that 20,000 Republic Credits are not considered a suitable currency on Alderaan. That's it. Because what matters narratively is that they don't have enough money to buy the parts they need ("No money, no parts, no deal"), so that Qui-Gon can come up with some hairbrained scheme involving illegal gambling, risking the life of an underage slave, and an enjoyable but unnecessarily long race sequence. The amounts are not important. All this fiddling with 25cr for a medpac, or 500cr for a blaster pistol, or whatever, seems folly - and is, I suspect, partly a hangover from D&D and partly something borrowed from computer games, where keeping track of lots of tiny numbers is extremely easy because... well, because that's basically what computers do.
So, I'm thinking of developing a system where money is just handwaved. The party either has enough money, or they don't. If they've recently done a job, they can afford cooler stuff than if they hadn't recently done a job; if it's been a while since they had any success, maybe they aren't able to afford fuel and the tanks are nearly dry. Narrative play.
But I'm sure there are some massive holes in this kind of thinking. Most significantly, I can see that not having credits to reward players with might make them feel a bit futile. I'm going to discuss it with them, and see what they think, but in the meantime I figured I'd ask the wise and benevolent community of the FFG forums to point out all the ways in which this is a terrible idea, and why I should just give up GMing and go and herd nerfs for the rest of my life.
Thanks in advance.