What I've come up with is this: every character falls into one of five income ranges or social classes. But what exactly that can purchase, especially in terms of technology, depends on what society you are from. The wealthiest Aralean warlord visiting Granarctia would probably live no better than the upper middle class. And an average Moy trader probably commands as much wealth as a god-king of the Elme. So says Adam Smith.
| Total Purchasing Power | Taksan | Granarctia | Moy | Aralei | Retulia | Elme | 'Haraz |
|---|---|---|---|---|---|---|---|
| 9 | T5/Ex | G5/T+1Ex | |||||
| 8 | T4/T+1Ex | G4/T | M5/T | ||||
| 7 | T3/T | G3/G | M4/G | A5/G | |||
| 6 | T2/G | G2/M | M3/M | A4/M | R5/M | ||
| 5 | T1/M | G1/M | M2/M | A3/A | R4/A | E5 | |
| 4 | M1/M | A2/A | R3/R | E4 | |||
| 3 | A1/R | R2/R | E3/E | ||||
| 2 | R1/E | E2/H | H5/E | ||||
| 1 | E1/H | H4-1/H |
Every racial social class is designated by a letter and number - 5 for ridiculously rich, 1 for debilitatingly poor. The letter after the slash is the technology level someone in that society at that level of income could afford - which I still need to tweak some more to account for different societies' levels of social mobility and wealth distribution.
On the one hand, I'd like to leave it at that - broad categories. Your character is middle class, so he can afford this. Kind of like the resources system in White Wolf games. But I'm probably actually going to have to break this down into prices so I can effectively reward adventurers with money - you do this job in this country, and you get this much money.
I've recently got my hands on some old GURPS sourcebooks which might help me solve this problem without reinventing the wheel.

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