SamhainIA wrote:
I was actually really happy that we had done away with lifestyle, as it was more of an accounting exercise than anything. I think it would be a better idea to make money sinks that are interesting rather than the same ol same old
Technically, the same applies to Earning a Living rolls; they're an accounting exercise with nothing but a net gain. As is really any game 'economy'.
An alternative would be to say "At the beginning of every mod, you get X amount of coin based on your current social status. You can spend it or not as you choose, but it doesn't carry over. You get what you get, and that's that." Then you don't have any accounting whatsoever from module to module. Magic/special items become the sole purview of modules to give out as loot from fallen foes. Which would be an interesting way of going about it, but doesn't fit with something we've already established in the Arcanis: RPG; that there is an economy, there is an ebb and flow of money, and that ultimately whether we introduce Lifestyle costs or not, there is accounting that is being done.
What we can do, however, is make the 'accounting exercise' serve the story, rather than the other way around. Off the top of my head I can think of a half dozen mod encounters shaped by the Lifestyle that some people take. One quick example: Someone takes exalted Lifestyle, then heads into the Old Coryan slums trying to get information. Well, they're pretty damn likely to be jumped by a gang of ruffians unless they're obviously well protected, and even then they may be a target of someone who just brushes by them and pick pockets them, simply because they *look* all fancy.