A More Comprehensive Ruleset for Adventurers Between Adventures: Introduction

A Question of Loot

While running a game of Dungeons & Dragons 5th Edition recently, as the adventure wound to a close, and the adventurers made their way out of the Sunless Citadel, and the telling signs of late-night exhaustion made their way 'round my players' faces, I was struck with an urge to remind everyone of what loot they find on their way out. This wasn't something that we had much paid attention to (I'm lucky to play with people whose first instinct isn't always to loot the bodies), but the adventure's end triggered something in my lizardfolk-DM brain, saying that they might need these small treasures later on. 

Now, in the cold light of day, I don't think that they do. 

Of the combined 640+ pages of the 5e Player's Handbook and Dungeon Master's Guide, less than ten pages are dedicated to things that you can reasonably purchase on the daily. There's a chapter on Magical Items in the DMG, yes, but it's difficult to justify the average shop having anything more than a few Potions of Healing available on any given Tyr's Day. I'm strictly thinking of items that you can walk into a store and buy between adventures. 

While providing dense tables of trinkets and adventuring gear, replete with weight and cost and flavor, the latest edition of D&D is content with letting the mechanics of these tables play out "off-screen." I have yet to play in or watch a session in which the purchasing of equipment or "mundane" items is not hand-waved away with a "Sure, we'll say you got that while in town. Anyway, on to the combat..." Spending gold just is not the most interesting thing to do in this game. Neither is haggling for a better price, or determine an object's true value. A single successfully Deception or Persuasion check can get an NPC to do what you want, for the most part, while a single successful Insight or Investigation check will let you know what they're hiding. Why waste time on the <10 pages of paying for things and talking to people, when we can focus on the 20+ pages of combat rules, status conditions, and debates over the definitions of "grapple" and "invisibility"? Not to even mention the scores upon scores of spells and incantations to prepare each day. 

Why, indeed. Most people-- commonly referred to as "normal people"-- will agree that the exploration and combat elements of D&D are the most interesting, and provide the most mechanically interesting elements for a role-playing session. "The tables on buying land and paying upkeep are serviceable, and the rules for social interaction pillar were clearly intended to be fluid and allow for in-character improvisation and fun," the voices in my head tell me. Why would we fix what isn't broken? 

Let's be Barons

Of every campaign I've been a part of, the one I talk about most was the first one. You never forget your first, as they say. It was a fairly modified version of Decipher's The Lord of the Rings, which had been crudely printed out and shoved into a three-ring binder. Our group, which had consisted of mostly the same characters for the whole run, had been playing for four years in real-time, and nearly a decade in-game. This meant that, in addition to wielding mythical weapons of power, one of the three Elvish Rings of Power, and (not to brag) enough magical aptitude to take down a dragon in a single blow, we were also filthy rich

My father, a telecom engineer and the group's de facto banker, realized somewhat suddenly one day that his character (a ranger of the north), had been carrying roughly 900 pounds of gold, jewels, and knick-knacks on his person. Encumbrance issues aside, we hadn't the faintest what to spend it on. By that point, we had become heroes of the land, and were welcome with food and lodging wherever we traveled. We wanted for naught but the cool breeze of adventure in our faces and the warmth of victory at our backs. 

When our game master, a history teacher, presented us with a down-on-its-luck stronghold in need of proper management, there was only one true solution: we bought it, and became barons of the land.

Over the course of several months, spreadsheets were drawn up, detailing the intricate daily plans of the keep. Everything from transporting stones from the quarry to bringing in farmers and cattle to occupy the surrounding hills was detailed with an approximate cost in gold coins. We would hold small council meetings before and after each adventure, voting on which endeavors to fund and which to put on the back burner, slowly building a village around our new castle. With our spreadsheets, we could see the real-time impact of each decision, prompting us to develop investment schemes, saving plans, and plan adventures around how much gold we could bring back to continue our pet projects. I was more enthusiastic and responsible regarding this imaginary money than I have ever been, and potentially ever will be, about the small amount of money I possess in real life. 

So while the social and commercial interactions in D&D aren't broken, by any means, I miss that level of exuberant obsession in tabletop games. The kind ridiculed on TV and in movies, where nerds sit around a table for weeks on end, drowning in their own filth as they calculate the odds of a single arrow sparking a cultural revolution in the east. It was a sort of pure joy that people who liked math and stories could enjoy together, getting lost in not only the fantasy of being a knight in shining armor, but the mystical realities of being a capable accountant, shrewd lawyer, and wise ruler. 

New Adventures in Old Mundanity

Using Dungeons & Dragons as a framework, my intention is to write a small series of rules for adding a welcome complexity to the hum-drum everyday life of an adventurer between missions. Hopefully not too much complexity, but enough to make interaction, rolls, and a player's time valuable. The intent is to make it fun and interesting for players to haggle on prices, set up shops, compete with NPCs for market share, throw parties, and take time enjoying the finer things in life.

Each set of rules will become a new post here, and they'll eventually compiled in a small bundle called "A More Comprehensive Ruleset for Adventurers Between Adventures". I won't write them quickly, I'm sure, but that's the goal.

Topics I'll be covering include the following:

  • Spending Money
  • Property Management
  • Business Management
  • Marketing and Propaganda
  • Laws and Lawyers
  • Friends, Family, and Romantic Interests
  • Holidays, Festivals, and Other Events

With the introduction out of the way-- have you played games like this before? Would you play them again? What topics am I missing, or am I reinventing well-greased wheels?