Crimson Circle Coins
The official role play currency of the Crimson Circle is the Crimson Circle Coin, AKA: CCC. The following are rules that strictly govern the use of Crimson Circle Coins.
1. Use of Crimson Circle Coins
1.1 All use of Crimson Circle Coins must take place on regular park days (currently Saturdays) or during Crimson Circle sanctioned events.
1.2 All purchases must be verified or made with the Accountant of the Realm.
1.3 At the end of any day in which the Crimson Circle Coins are used, all players that need to record newly acquired coins or purchases must check in with the Accountant of the Realm.
2. Accountant of the Realm
2.1 This position is appointed by a vote by all Circle of Elders at the beginning of each new monarch term (every six months).
2.2 The Accountant of the Realm keeps track of all Crimson Circle Coins and purchases of game items with those coins.
2.3 The Accountant of the Realm has the final say on any matters dealing with Crimson Circle Coins.
2.4 At any time, the Circle of Elders may vote to remove the Accountant of the Realm (simple majority vote).
3. Distribution of Crimson Circle Coins
3.1 The monarch starts with twenty Crimson Circle Coins.
3.2 The regent starts with fifteen Crimson Circle Coins.
3.3 The chancellor starts with ten Crimson Circle Coins.
3.4 The champion starts with five Crimson Circle Coins.
3.5 Anyone running a quest may be alloted ten Crimson Circle Coins for distribution during the quest.
3.6 Anyone running a tournament (not the Champion Tournament) may be alloted seven Crimson Circle Coins for the following distribution: three to the winner, two to second place, one to third place, and one for good sportsmanship (as seen by the person running the tournament).
4. Reset of Crimson Circle Coins
4.1 Every six months, at the time of a monarch election, all Crimson Circle Coins and game items purchased with those coins are removed from play.
4.2 After the election, the rules for Distribution of Crimson Circle Coins is adhered to.
4.3 Absolutely no Crimson Circle Coins or game items purchased with those coins are carried over after an election.
5. Value of Crimson Circle Coins
5.1 The Accountant of the Realm has the final say on all purchases.
5.2 If an item or enchantment mimics a class ability, the cost is equal to the level at which that ability may be attained plus one if the ability is per game in use. Note: abilities such as the use of armor have a cost per point associated with them.
5.3 If an item or enchantment mimics a spell, the cost is equal to the level at which that spell may be attained, plus one if the spell is per game in use and plus one if the spell costs two spell points to purchase.
5.4 In all cases, use the lowest level of attainment amongst the Standard Fighting Classes to determine the cost.
5.5 Once an item or enchantment with a given ability is purchased, the cost for that particular purchase will go up by one for the next purchase. This is known as the increased cost.
5.6 The increased cost will reset after each monarch election (every six months).
Example: An item with a Wizard's Harden spell on it initially costs three CCC (2nd level plus one for it being a per game spell). The next person to purchase a Wizard's Harden spell on an item must pay four CCC. The next player would have to pay five and so on.
Alright, tell me what you think!!!!
great idea!
Love it,
Should be a easy vote-in at the next sum-thing
Akyo
Former Champion of Crimson Circle
Member of the Circle of Elders
Guild Master of Barbarians
Economy
I'm not from CC, but Jyotis encouraged me to give my input (if I wanted) and so here it is.
I like the system, it is easy and has a decent framework. Having a refresh rate every Monarchy means things should not go to far out of hand.
The increase cost may be a bit steep, but can be easily adjusted later should it turn out to be a big problem.
As far as the amount of money out and available, I could see that needing adjustment as well, but again, something you can do after you 'see how things work'.
Dealing with 'in game' looting of items may come up, and should be addressed. (even if it is to say 'no it can't be done'). Things have more meaning if they can be taken away so I recommend allowing it in some way.
Also when creating 'items' make sure to give at least lip service to 'game balance' though in the end, the only way to know anything at all, is to give it a try. Don't let mine or anyone elses comments paralyze your group into at least trying something. Progress, even in the wrong direction is at least progress :)
Boboko
Frostbrew!!!!
Ideas For A Work In Progress
There are many aspects to consider when delving into the Crimson Circle Coin Concept, such as: the amount of money in circulation, looting, lending, upkeep, purchases other than powers/abilities/spells, game balance, purchasing a lemon, title stipend, and Crimson Circle Coins going outside of the group.
I will give my ideas on each of these, and I encourage everyone to give their suggestions/opinions.
Circulation
I think the amounts for the officials are fine, except that the Chancellor will come in halfway through the period. My suggestion for this is to divide the Chancellor's pay in half for each "quarter".
The real issue with circulation is controlling the money supply. I would rather err on the side of making CCC difficult to attain than too easy to get. That being said, we are a growing park and the CCCC should reflect this. Instead of ten CCC per quest, how about a number of CCC equal to half the attendance (as measured by the Accountant of the Realm). Although this is more cumbersome for the Accountant of the Realm, it would allow the number of CCC in circulation to match the number of people involved. If there was a surge of new players, there would suddenly be more money available for them. If visitors came, an increase could follow as well. On the other hand, if very few park members showed up, the money supply would dwindle to reflect this. As far as the ease of getting the coins, well, that is entirely up to the Quest Writer (as their quest would be sanctioned by the Guildmaster of Quests).
Looting
When I leave my car to swing foam swords, I lock my wallet in there. I think an adventurer traveling into the unknown wilds would do something similar. However, coins that are looted 'on the go' should have some risk associated with them. Everyone remembers the old Conquistador Tale where the Spanish Conquistadors filled their pockets with so much Mayan Gold that they all drowned from the weight of their treasures. Certainly, their corpses were looted. Also, monsters are notorious for taking shiny objects from hapless adventurers - that's where they get all that loot from anyway. My suggestion is that when a player is physically carrying any coins, one may be looted when the player is either subdued or dead. I would also argue that questers could only loot one CCC from a fallen foe when the foe is either subdued or dead. There should be some time necessary for looting, such as saying "Looting" five times.
Looting may not always occur so simply. When anyone is slain by a siege weapon, "looting" should probably be said twenty times to reflect rummaging through the gruesome remains. Any time a Sphere of Annihilation is used, all coins carried by the victim should be permanently removed from the game (there is a lesson here much like the lesson from use of nuclear weapons).
Players looting players should not be allowed. I know no member of Crimson Circle proper would resort to such immoral behavior, but we play this game with other people so we must accommodate.
Lending
Although this could make for some great role-play situations, I am leery of the problems this may impose. If it is lending between players, well, that is up to those players, but the end result needs to be made known to the Accountant of the Realm. When it is lending by a money lender, like the Accountant of the Realm, this generates more circulation, and so, needs to be carefully calibrated. I think lending done by the Accountant of the Realm is something to consider after an initial run-through.
Upkeep
This could be a valuable tool to charge players that have garnered an excessive amount of coinage. It could also be considered for paying for basic equipment, rations, weapons and armor. Using upkeep payments could be an asset, but there are many unknowns at this time. I think upkeep charged by the Accountant of the Realm is something to consider after an initial run-through.
Other Purchases
Are you born with a sword in hand? Well, Jyotis was? Maybe a cost requirement for equipment may be an interesting aspect. My suggestion is to allow one class per six-month period, free of charge, but equipment for a second class would cost some coinage. How much is debatable, but it would be fun to require a Warrior becoming a Wizard to buy a new spell book with CCC. I think that the cost to purchase equipment for a class should reflect the strength level of that particular class. For example, spell books for magic-users may be coveted items. New players, 12 credits or less, would not have to make this decision and can play any class 'free of charge'.
Game Balance
I put two items in the initial version of the rules to promote game balance. 1st, the reset. This will be a big help for new players as they won't be behind forever. 2nd, the increased cost system. If some ability or spell is too good, the increased cost system will weed it out quickly. If something is sooo powerful that the system doesn't work to balance it out, then after an initial run-through, we can make adjustments. Also, the Accountant of the Realm always has the final say when it comes to game balance of an item/ability/spell that is purchased. For example, if a Doomsday Scroll being read by a Scout in Camouflage turns out to be cheesy, then, the Accountant of the Realm can say "We ran out of Doomsday Scrolls. Sorry cheesedick, but you'll have to find some other way to get your cheesedick off."
I Bought A Lemon
I definitely do not want to try this in our first trial of the CCCC, but wouldn't it be cool to have items that backfire or have unintended consequences. This would be something to think about in the long run.
Stipend For Titles
As more and more people get titled, having a stipend of coinage that goes along with that title would be appropriate, especially for rp reasons. As it stands, Orkin and I have a tremendous lead in titles, but that will change over time. The amount would be much smaller than for the elected officials, such as one CCC per rank for the highest title attained. This is another one of those things to think about.
Crimson Circle Coins Emigrating
First off, I am against this because it will push undo burden upon the Accountant of the Realm. Keeping track of random players that visit our park once is not in the spirit of this ongoing monetary system. Not even the closest park to us visits often enough to warrant initiation into the CCCC. Any coins obtained by outside Amtgardians will simply be fizzled away. If the Accountant of the Realm wants to let them spend the coins that day, it is up to them. The burden of keeping track of all the coins/items is only useful for an ongoing sense of accomplishment not to overload the Accountant of the Realm with useless paperwork.
Alrighty, that is enough for now. I have many more ideas, but I would like some feedback on these first.
-J
This just dawned on me...
As I was looking over the part about coins ending up outside of the park, this idea dawned on me. What if we rethink the idea of "money" altogether. I once read in one of my many GURPS books about various ideas for economic systems, and money is just one of many options. What if we went with an option wherein people could trade something else for goods.
A few possible examples:
1. Everyone has an amount of shares of some sort in the shire. These could represent land, ownership in the shire armory, or anything else we could think of. They would basically act like money, but be restricted to shire members.
2. Everyone has a social status within the shire. A player may trade "social status points" for goods, and they can gain social standing on quests. Instead of looting a monster, they just keep track of their kills and collect the points from the questmaster. For RP scenarios, points could similarly be awarded.
3. Barter. On quests, the questers loot valuables. They can barter with the shire treasurer for different things based on the appraised value of the artifact in question. "I'd say that goblin war mask is worth two healing scrolls." "No way, it's worth at least a fireball or a stoneskin." "Alright, I'll give you a barkskin amulet and a charm scroll." "Deal!"
Barter System
So you want to barter?
What's wrong with the coin system?
Barter and Coin
I'm just rambling things off. If you need further explanation I can give it when I have a bit more time.
Barter and a Coin are not mutually exclusive.
If you are encouraging role play, looting from fellow players 'allows' there to be evil/anti social characters in your park. If the theme of the Crimson Circle is that everyone works together for a common goal and it is always players vs NPC's then making a distinction between the two as one being lootable and the other 'not' is a good way to go. Creates more of a Video Game feel then a immersive environment.
By 'not' allowing Looting you create an artificially 'happy/simplified' system, but at least you don't have to worry about as many hard feelings.
Trophy Hunting can be a form of 'economy'.
With the 'reset' built in you solve many of the 'issues' that can occur at the expense of 'realism'. If money means something for at the best 6 months and on average only 3 where is the real drive? In TT and LARPS it really makes me feel good when I see something I've done affect the future, for good or bad, making a difference is one of my goals. On the same note, 'gaining' money is rarely a goal of one of my characters.
No system will be 'perfect' coming out of the box, so I recommend 'starting' as soon as possible with some system, and then addapt it at the Reset points until you get what your looking for. Write in 1 sentance what you want the 'system' to accomplish and go with it.
Is the system going to make adventuring more 'realistic'?
Does the system reward people for going on quests?
Does the systm gauge who is the 'coolest'?
Does the system give people something to do at the end of a fight?
If it were me? I would want a system that gives us a 'reason' to Adventure. As I see it, that is Amtgards biggest failing.
Boboko,
Barter and Coin
I agree with Boboko in that a coin system doesn't have to rule out a barter system. We could have a number of items in a quest along with a number of coins. The items could be anything, but should be approved by someone (Monarch?).
Jumping right into something can help to get the ball rolling, but it can also make people hate it; if it isn't done right. All good things take time.
Besides, we need to work out a design for the coin itself. Then, we will need time to get the coins minted.
probationary peroid for coins
I think what we can do is vote on a probationary period for this system. We can discuss this with everone on Saturday and vote in 2 weeks maybe. We can have the period go until endreign.
Sheriff Shalashaska