Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

My Body is a Cage

Slice of life drama in the streets, dungeon crawler in the sheets. · By snow

Economics

A topic by proteininja created Dec 09, 2021 Views: 351 Replies: 2
Viewing posts 1 to 3
(+2)

I'm curious what the economics of the game look like for others. The rule book has reference to rent, prices for purchasing goods and services, and plenty of ways to earn money like jobs and delving. 

Are you charging your players some type of per diem for food and incidentals, or is rent the only recurring expense?

If your players have a $15 an hour job are you letting them take all of that home or are you cutting out a third of it for taxes. 

I mostly curious just how realistic some people like to play it?

The players are expected to start off in an underpaying job, so i usually say the starting job is equal to the cost to stay alive. food and rent is covered by that, but if the players are still motivated to delve the dungeons to get money to keep them happy.

(+1)

This is literally two years later, but I just found out about this game, and, while I haven't run it, it seems like something very abstract would work way better. 

I would actually just steal the whole Burdens /Drives/Hoard mechanic from Trophy Gold and slap it right into this game. Burdens are obligatory money sinks, like rent and bills. Drives are some grand goal or motivation the character has that requires a ton of money, where accomplishing it means your character has "won" and no longer needs to dungeon delve anymore (and conversely... they are driven to continue doing so until they fulfill their ambition or give up on it). Hoard is the savings going towards fulfilling that Drive. I think that would add a lot to the game, honestly, so that players have a reason to risk dungeon delves and push themselves for loot within the dungeons to fulfill both their short obligations and long-term aspirations.