I hope this isn't too off-topic for Vanilla, but it seems like a reasonable place for gameplay discussions.
I'm thinking about concepts for a more canon-like variant, so I'm trying to understand the role of money in the game. I take for granted the fact that I find stuff in the dungeon, and sell it and buy stuff in town. But, outside of the Black Market, things purchased in town dwindle to nearly nothing past, say level 20 or so. Mostly its CCW pots, scrolls of recall and identify, staves of identify and teleport self, and wands of teleport other.
I'm of the opinion I've seen elsewhere on here that the Black Market is a little out of place with some of its items. I think this is especially true the closer one wants to get to Tolkien canon.
I guess my question is, outside of the Black Market, how can one make money or other dungeon-found resources an interesting feature later in the game? I have a few rudimentary ideas, but I'd love to hear others thoughts:
1. Eliminate money completely. This would seem to fit canon rather well, as, while there was an economy in LOTR, very little was ever mentioned about anyone having it or spending it, short of treasure hoards. I don't like this answer, because it takes a long-standing component out of the game. I remember tunneling through mineral veins to find gold, and it seems weird to take that out.
2. Make a very money-poor world, so you can buy very little in the early game, then pick up critical items mid-game. I feel like this doesn't really solve the endgame problem at all, though.
3. Use it as part of a crafting system, to pay for services in the world that one's own crafting skills to accomplish. E.g., a character with blacksmithing skills would pay to have potions created that an alchemist-skilled player would be able to make, or buy rare crafting resources.
4. Have ongoing repair/re-enchant/cost-of-playing services required for gold on the surface. This doesn't seem very fun. You're playing the game to pay a tax to play the game.
5. Make items like !Healing or !Speed available in stores other than the Black Market, but at very high prices relative to player gold. This might make the game too easy, and grindier, as players just make gold trips to the dungeon to buy useful supplies.
6. Be able to get quests from something like a Mathom House, where you trade powerful items into a museum in exchange for other useful items, like in (5).
I'd love to hear what other people think. Apologies if this isn't the right place for an open-ended brainstorming kind of post.
I'm thinking about concepts for a more canon-like variant, so I'm trying to understand the role of money in the game. I take for granted the fact that I find stuff in the dungeon, and sell it and buy stuff in town. But, outside of the Black Market, things purchased in town dwindle to nearly nothing past, say level 20 or so. Mostly its CCW pots, scrolls of recall and identify, staves of identify and teleport self, and wands of teleport other.
I'm of the opinion I've seen elsewhere on here that the Black Market is a little out of place with some of its items. I think this is especially true the closer one wants to get to Tolkien canon.
I guess my question is, outside of the Black Market, how can one make money or other dungeon-found resources an interesting feature later in the game? I have a few rudimentary ideas, but I'd love to hear others thoughts:
1. Eliminate money completely. This would seem to fit canon rather well, as, while there was an economy in LOTR, very little was ever mentioned about anyone having it or spending it, short of treasure hoards. I don't like this answer, because it takes a long-standing component out of the game. I remember tunneling through mineral veins to find gold, and it seems weird to take that out.
2. Make a very money-poor world, so you can buy very little in the early game, then pick up critical items mid-game. I feel like this doesn't really solve the endgame problem at all, though.
3. Use it as part of a crafting system, to pay for services in the world that one's own crafting skills to accomplish. E.g., a character with blacksmithing skills would pay to have potions created that an alchemist-skilled player would be able to make, or buy rare crafting resources.
4. Have ongoing repair/re-enchant/cost-of-playing services required for gold on the surface. This doesn't seem very fun. You're playing the game to pay a tax to play the game.
5. Make items like !Healing or !Speed available in stores other than the Black Market, but at very high prices relative to player gold. This might make the game too easy, and grindier, as players just make gold trips to the dungeon to buy useful supplies.
6. Be able to get quests from something like a Mathom House, where you trade powerful items into a museum in exchange for other useful items, like in (5).
I'd love to hear what other people think. Apologies if this isn't the right place for an open-ended brainstorming kind of post.
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