

Transcript
Tash is GMing for Farid and Emma.
Farid: I need a new sword. How many gold pieces is that?
Tash: We don’t track coins in this game. Roll your Resource Stat.
Farid rolls successes.
Tash: Success. You have enough coins to pay for your new sword. Mark a test towards advancing resources.
Emma: Wait. Every time we spend money, we get more money?
Tash: It’s a bit more complicated than that, but essentially yes.
Farid and Emma lean towards each other across the table, excited.
Farid: I buy a suit of platemail!
Emma: I buy an alchemical workshop!
In the game, Emma and Farid’s characters are bedecked in expensive armor and surrounded by supplies.
Farid: We can do better. Let’s buy the kingdom!
Emma: And then we’ll sell the king!
The roll comes up all ones.
Tash: Oh dear. With that bad a failure, I’m afraid your Resources are going to be taxed quite a bit.
Emma: What does that mean?
In the game, Farid and Emma’s characters are once again clothed in rags and supply-less.
Emma and Farid: Damn.
Treat your friends to an evening of ritual murder – in a fictional RPG scenario, of course. Uncover your lost memories and escape a supernatural menace in our one-shot adventure, The Voyage.
So resource rolls are just like craps at a casino. Seems legit.
Look man, those dice have been coming up failures all night. That means there has to be a success soon. It’s just statistics!
Hey, at least he still has his sword. :)
Swordbearer, afiak, was the first game not to worry about money. Instead it has a Social Status score and you were expected to be able to purchase whatever you social status allowed. If you found a treasure cache, that was marked in Social Status as well, but of course it was depleted according to the number of people it was divided against. If you found a cache equal or below your Social Status, it just meant you had some extra pocket change.
I’d love to spend this gold, but I have too many friends! ;) Seriously though, that’s interesting. I’ll have to look into that one.