[RPG] Encouraging players to not cheat the item purchase system

burning-wheelgm-techniques

I'm running a campaign for a group of friends who – while not new to roleplaying – are new to the idea of a generic resource points system. I'm talking about Burning Wheel, specifically during character creation.

Generally, I interpret the RPs system to list all the items your character always has with them – called 'props' in some systems. Things like a special obsidian dagger, or some such. Or a house.

However, as I'm finding out this opens the system to abuse. Imagine the following conversation:

Player: Can I have this really expensive shield?

Me: Well, yes, but it's really expensive. You sure?

Player: Oh, well, my character is a blacksmith – they probably found the metal in a scrap metal bin.

Me: Well, that should logically reduce the cost, and it's fully reasonable… but honestly, that just makes it stupidly cheap. NO: GM FIAT

However, this discourages players – they become frustrated with the fact that their resource pool no longer makes sense, especially in a game like Burning Wheel, where the system is entirely logic. In short, how do I encourage players to come up with creative stories for how they got their possessions, while not totally breaking the resources system, and not discouraging them from getting expensive stuff?

Should I be forcing this at all? Or should I accept the logical decrement in cost and leave it at that? Additionally, what do I do when players are very persistent in finding ways around the RP system?

Best Answer

This answer is specific to .

Burning Wheel Gold, page 104

Basic, Naked Characters

Characters start the game naked and stupid. Literacy is earned through skills. Clothing is purchased with resource points.

Burning Wheel does not coddle the players. If they want something, they need to work at it. They'll fail along the way, but those failures will spur interesting and unexpected developments. Getting expensive things is hard!

They shouldn't have a creative story as to how they got their shield, unless in character burning they bought the shield with resource points or they acquired the Family Heirloom trait (page 325).

If they want to make a shield, they should get the raw materials (Resources, perhaps Mining), find an armorer (Circles) and convince them (Duel of Wits, Haggling, Resources) to use their workshop (unless they bought one with resource points), and test their Armorer skill (not Blacksmithing).

If they want to buy it, it looks like an Ob 3+ Resources test depending on how fancy it is; get some friends to help or find someone to give them a loan. Or they can go adventuring and use the resulting treasure as Cash on Hand (page 374) dice to buy the shield. If they fail the Resources test, you can invoke the Gift of Kindness (page 370). If they covet someone else's shield, they can go steal or fight for it.

In my first Burning Wheel game, my character started without shoes, and it sure as hell caused some problems.

If getting this shield is important, they should write a belief about it. You should challenge that belief against their other beliefs. How badly do they want it? Find out in play. This isn't GM fiat. This is using and engaging the rules of the game. Depending on what other games they've played, they might not be used to it.