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DFRPG / Re: Running a High Resources game
« on: July 01, 2018, 08:48:32 PM »Sorry about the delay in replying, managed to miss the link to the new site!You personally? Nothing.
The rules though?
Of the 25 skills, one quarter are primarily combat orientated(Alertness, Atheletics, Fists, Guns, Might, Weapons), and that's before we start taking into those used for combat mojo, frex Conviction, Discipline, Lore.
Actions are divided into combat and non-Combat; the bulk of powers are combat related.
And of course, this is the norm for most roleplaying games.
That doesn't mean combat is meant to solve everything.
It does mean that it's expected to happen fairly often and be important, though.
Most roleplaying games are like this because people are generally more interested in, and more excited by, violence than accounting.
That's because no roleplaying system has fleshed out money believably. Serious money work means accountants, lawyers, bankers, brokers, each of whom is dealing with their opposite numbers. I tried to make a start at exploring the options in my OP.
Sure, in a completely different system money solving everything wouldn't be a problem. In the system we've got, though...
That's a hook, and nothing more. A lazy hook. And Dresden is poor because he refuses to do things solely for money (if he did, he'd have taken Bob's advice and focused on breast enlargements).
Also 'enough money' is a myth. If you want more, you will keep wanting more. Billionaires don't stop making money - and why should they? As in-universe example, Marcone continues to expand his operations. The only difference is that the reward needs to be substantially higher to be worth his time.
Sometimes it's a hook, sometimes it's more. But even when it's just a hook, it's still a problem if someone de-hooks your story with a Resources roll. So as a GM, you've got to handle Resources with some care.
As for "enough money", it really depends on the person.