[RPG] How to handle wealthy player characters as a GM

economygm-techniquessimulationsystem-agnosticwealth

One of the long-standing settings our group keeps returning to is classic medieval fantasy. (Examples are MERP, Rolemaster, The Dark Eye — But this question is aimed to be system agnostic and is valid for any system relying on a more or less medieval'ish background.)

I feel we often encounter a problem with player characters quickly getting too wealthy. And I don't mean too wealthy for the designed system: in Rolemaster, for example, magical items, potent herbs/potions/poisons and high-quality goods in general are very, very expensive. So the problem is not that PCs can afford overpowered gear.

My issue originates with the very large societal span of wealth which was common in the middle ages, and — as these often are a base to classical fantasy — is also inherent in many fantasy RPG settings. Although there are obviously rich nobles, powerful wizards, and wealthy merchants, these make for a tiny fraction of overall society. The absolute majority are peasants and craftsmen, generally with a very low and only just self-sustaining income.

Just take a standard long sword: in many systems, its value is as high as what a farmer or small craftsman will earn in half a year. In my experience, this quickly leads to PCs being wealthier than 98% of the people they come in contact with.

With what a PC is walking around in his purse, he could easily buy a peasant's farm, all his cattle, and the craftsman's workshop next door as well.

Now, I am not criticizing the way wealth was distributed in medieval times (that is another story) or the way wealth is distributed in many fantasy settings.

But how do you, as a GM, handle players that are so wealthy that they could buy basically anything a 'normal' person in that setting would want to? (not including powerful artifacts, war horses, or Mithril plate armor…)


Some Issues

I'll maybe elaborate some more on what my problem is, as this seems to have been unclear. Here are some examples I struggle with:

  • I feel encounters between PCs and NPCs are somewhat unbalanced by the enormous difference in wealth. If a PC would give a farmer some pieces of silver (say, for a bit of information) that should send the farmer singing and dancing over his fields as he just earned some months wages.
  • It is difficult to even find something that common folk could offer PCs in a trade or as a reward: anything that is even slightly of interest to the players will be of such enormous value that the commoner would probably rather employ 10 workers and open a business than giving it away.
  • The merchants dealing in items which are 'interesting' to PCs are sitting on stocks worth amazing sums. (A potion maker or a weapon smith could probably buy an entire town with what his goods are worth.) If they are able to acquire products from the PCs they also need to have very big sums of money ready at hand.

Solution?

Up to now our group only had one way to deal with this kind of issue: it mostly includes not letting PCs get too wealthy in the first place. This works out well for a certain time, and we also all enjoyed playing characters who can not just afford (almost) whatever they want.

But eventually the bandits will not be clad in rugs and armed with sticks, but one will wear chain mail and they'll be wielding swords. And Bam!, one looting later the player characters are filthy rich — by standards of common people.

I am especially interested in solutions that work once the PCs already gathered a fair amount of wealth, be it in currency or valuable goods.

P.S.:
Sorry for the re-edits, I realized that the question/issue was only coming together in my head after reading the first responses.

Best Answer

I used to play The Dark Eye (Das Schwarze Auge) myself and in my opinion it strongly resembles medieval Europe - apart from the obvious fantasy additions. It's rule books give information of the economy, trade and demography of nearly everything.

Therefore the dilemma is quite understandable; in medieval Europe a sword was worth a fortune and in the world of The Dark Eye it is the same. However, a hero needs a sword right?

Well, maybe not necessarily. In our group we don't have a rule to handle wealth but here are some thoughts on how we somehow deal with it usually (after writing it down I realised that our heroes are not that wealthy because of these guidelines so it may not suit your question that well):

Equipment has flaws. Nearly everything a (starting) character possesses is not a shiny new blade but rather a crude axe, and old dagger from the grandpa, a warm winter coat with some holes, the elven bow that was handed to the character in a ceremony and would not be considered for sale.

Producing goods has its cost. It is true that potions or magical items are worth a hell lot of money in The Dark Eye. But producing these is an investment and requires material and knowledge - both of which can be costly to find.

Valuable findings are rare. Again, nearly everything a character finds, loots or gets possession of has either flaws or is an unknown object that requires identification. However, here you'll find yourself in a situation where player and character knowledge interferes. An adventurer may not have ever seen a telescope and finds no use in keeping it but the player knows it is worth a ton of money. We also have some problems with stealing because the players have knowledge about the worth of goods - also stealing creates a difficult situation by either letting it pass or punishing the character that may hinder adventure progress (but that's a different story).

Carrying gold or whatever currency is not very common. Carry a chest full of gold and silver and it will attract thieves. Taxes may be imposed upon crossing borders and cities. And the greedy tavern keeper will charge more if he spots the characters entering in bling bling.

Value comfortable but rule-speaking unnecessary goods. Create an environment where player not only value the next best weapon or armor because it will raise their damage and defence in battle. Good shoes can be expensive but keep from getting exhausted and have a minor impact on game balance. The same with regular feel-good massages, company during the night, the feast at the end of an adventure. The more characters act with each other and the more a personality they have the more readily the spend money on that. All these are sorts of money sinks.

But in the end the characters are heroes and it may be frustrating to not get a bit wealthy at some point. The reward for risking their life is loot, treasure and occasionally - a very special event - the acquisition of a new and shiny sword.

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