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Jonas Davidsen
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We've handled wealth through Aspects with invocations. The same for ammunitions. Say the players find a small chest of treasure. The get the aspect "small chest of treasure" with maybe 2 invocations. Once those free invokes are gone, so is the chest. They might try to create advantage on the chest in order to sell off some of the gems in the chest for a higher price, granting them more free invocations etc.

Earlier today I asked for advice about a wealth system I've been working on. That discussion, linked below, made me realize I'm not following my own advice. I'm looking at it mechanics first. I need to take a step back and reevaluate what I'm looking to accomplish. Golden Rule of Fate, right?

Originally this was a reply to that post, but it got long enough that I think it merits its own post. So here goes.

My Goal: Give "buying things" some mechanical teeth to keep the players exploring, taking on jobs, and adventuring.
What Happens in the Story: Narratively, as the players buy stuff, they spend monies of some kind. Big purchases are felt for awhile, and small purchases don't make that big of a dent in their pocketbook.

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Mechanical options: Right now I want to try out either skill drain or consequence-like negative aspects, both of which are suggested in the core book:

Option 1: Situation Aspects

If you succeed with style, it's considered a "small purchase" and nothing happens. Your current wealth is enough that you won't even feel it.

Success is grouped in with tie in that it's success at a minor cost: in this case, the fourth bullet point is "place an aspect on the PC…" (

Failure still requires a serious cost. Inability to buy anything else until you get an influx of money? A negative aspect with a free invoke? Something, it doesn't matter right now what…if I decide to go this route, I can address failure later.

Option 2: Skill Drain

The description in Fate Core System says that "[e]very time the character succeeds at a Resources roll, decrease the skill by one level…" .So again a standard success is at a minor cost. Considering that I want small purchases to not impact their wealth, success with style would result in no change to the Resources skill. A tie is the same as success. Failure would result in some serious cost (again, if I decide to go this route, I'll figure out the cost at that time).

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In both cases, it seems that success is treated as a tie, with a (minor) cost associated with it. Which I'm fine with, since it keeps the players hungry for more wealth-boosting stuff.

Thoughts, ideas, inspirations, critiques, etc welcome and encouraged!
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