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Just How Much Silver Should a Player Spend on Upkeep?
House Rules Jarold W. Holland-Hibbert © 1997 Introduction One of the strengths of the HârnMaster system is in its detailed history
and the completeness of the campaigning environment. The environment ranges
from urban encounters in the dark, alleys of crowed cities to countryside
skirmishes in the thick forests of Hârn. Role-playing the everyday experiences
encountered in HârnWorld provides the backdrop for atmosphere in a campaign
and potential encounters for adventure. Characters in a HârnWorld campaign
have the same basic requirements of regular folk. They need to eat, sleep,
pay taxes, spend money on equipment maintenance and purchase everyday
items ranging from apples to yulpris. Role playing the haggling experience
between shopkeepers and players for major purchase can provide entertainment
for players and GM alike. How much should a player be expected to pay
to keep their character alive and well? Each player is unique in their spending habits and the manner in which
they portray their character. Keeping track of the different levels of
day to day spending for several players on such items as food and drink
can soon become tedious. Often there will be a need for the game to focus
on the immediate or medium range goals of the party and the daily haggle
for butter and eggs would interfere with the smooth flow of the game.
Simplifying the bookkeeping of some daily routines can help maintain game
flow and allow players to focus on more pressing concerns of the campaign.
Quality of Life Players often spend most of their time during spring, summer and fall
adventuring in the classical sense by traveling the breadth of Hârn, exploring
ruins, plundering tombs and hiring themselves out as adventurers. Generally,
the only time players provide honest labour for long periods is as journeymen
on Hârn during the winter months when traveling in the snow would likely
cause them to die of exposure. Typically the wages earned during the winter
months would average 80% of those net incomes listed in HârnDex. To simplify the accounting associated with year round routine monthly
expenses I allow my players to choose a "lifestyle"
or "quality of life" from a choice of four. Players
are encouraged to make a selection that best suits their individual style
of play and how they want their character to be portrayed in encounters.
The player's lifestyle effects how their social and financial status is
perceived by royalty, guild members, merchants, shopkeepers, guards, Lia-Kaviar
and by the common people. The reactions of NPC's to players are influenced
to a degree by first impressions and the often mistaken identity assumed
from dress and mannerisms. Humble players often choose to be thrifty living
the lifestyle of a peasant or farmer and maintaining a quiet profile.
Others will attempt to overstate their wealth to make political and social
connections that would otherwise be inaccessible. Most players will select
a lifestyle somewhere between that of a serf and that of an aristocrat. Lifestyles of the Thrifty and Extravagant The lifestyle's players choose to live are derived from four basic models
of maintenance--in order of increasing expense Thrifty,
Standard, Superior and Extravagant.
The characters run by players are often more boisterous, daring and adventurous
than the typical Hârnic citizen and as such rarely have the capability
to effectively budget their expenditures of silver nor the willpower to
stick to a budget should they come across one. The expenses detailed below
are above average for the typical Hârnic citizen but players tend to live
more than average lives. The exact expenses associated with each lifestyle
should be carefully tailored to availability of silver in a campaign and
the number of days spent in urban environments. Game Masters should remind
PC's to maintain a surplus at the end of the Fall campaign season to enable
players to survive the winter, perform expensive forms of archive and
lab research or buy that shiny long hauberk. The Thrifty player spends roughly 55d total per month: 15d on food and beverage 15d armour and weapon maintenance 15d equipment and clothing maintenance, tolls and taxes 10d accommodation The Standard player spends roughly 95d total per month: 30d on food and beverage 20d armour and weapon maintenance 30d equipment and clothing maintenance, tolls and taxes 15d accommodation The Superior player spends roughly130d total per month: 40d on food and beverage 25d armour and weapon maintenance 45d equipment and clothing maintenance, tolls and taxes 20d accommodation The Extravagant player spends roughly175d total per month: 60d on food and beverage 30d armour and weapon maintenance 60d equipment and clothing maintenance, tolls and taxes 25d accommodation These monthly rates include standard Hârnic tolls and head taxes but
do not include property taxes and transportation. Upkeep for horses, their
tack, harnesses, grooming and fodder would add an additional 60d expense
per month. Players are assumed to do their own minor repairs to weapons,
armour, clothing and equipment using appropriate tools to which they must
have access or carry as additional equipment. Major repairs such as the
reattachment of a severed arm on a coat of mail or replacing the lining
of a leather tunic is performed at an additional cost as outlined in the
HârnMaster Core Weaponcrafting rules. The lifestyle costs assume
approximately 10 days stay in average quality inns (rated 3 stars) in
shared accommodations with the remainder of the month spent sleeping under
the stars, in out buildings (i.e., sheds) or as the guests of NPC's. Players
are also expected to exploit opportunities to supplement their diet with
game obtained from hunting, poaching or foraging while in the wilderness.
When staying for extended periods in an urban environment upkeep is usually
increased by 10%-50% depending on individual circumstances. While working
as a journeyman, a PC's rent and food are usually included as part of
their wages whereas the same PC enjoying himself without employment for
30 days in an inn will increase expenses related to food and accommodation
upkeep by 50%. The specific equipment and armour of each player character
vary and the upkeep costs associated with each lifestyle are generalized.
If a player does not wear armour or carry many weapons the upkeep fees
represent costs for expendable items such as quills, ink, vellum, spell
seeds, incenses and Clerical/Shek Pvar vestments. A thrifty character would own barely adequate maintained
equipment with some minor missing equipment (e.g., belt buckles missing
from flaps) with most equipment appearing well used and looking repaired.
The character would be a typical citizen surviving with few luxury items
except those he carried. They would wear unremarkable linen garments of
average quality with repairs to seams and occasional patches. In the streets
the character would be treated as a commoner and considered to be a farmer
or serf. Washing dishes, splitting wood and mucking the stalls would be
done on occasion by the player as partial payment for food, shelter and
repairs followed by a much needed rest. For game play there would be no
bonus to resistance to diseases or healing rolls and the character would
receive no benefit to attempts at increasing attributes such as strength,
endurance or speed. Regaining body weight lost from illness or injury
would prove to be difficult without increased spending on food and minimal
physical activity. Equipment would wear out in roughly two years requiring
new items to be purchased. If a piece of equipment is stressed beyond
its normal limit the chance of failure is increased by 50% resulting in
a torn seam or broken item (GM discretion). A standard player would have adequately maintained equipment
with some items having a few visible repairs. The PC would have some small
inexpensive luxury items (e.g., a fork, hand mirror) and wear clothing
sewn from serge with a spare garment of buckram detailed with fine stitching.
On the street the PC would be considered a lower- middle class merchant
or low ranking officer. A bonus of +5% would be granted to resistance
to disease with normal healing rolls and normal benefits to attempts at
increasing physical attributes. Regaining lost body weight is possible
with reduced physical activity. Equipment wears out in roughly 2 ½ years
before requiring replacements to be purchased. There are no penalties
to equipment failure. A superior player would own equipment of above average
maintenance with all items appearing used but very serviceable. Some luxury
items would be clearly visible such as rings and good leather shoes. The
PC would wear clothing of buckram material. A second garment of russet
with fur trim or detailed embroidery and perhaps small items of silk (e.g.
kerchief) would be used in more formal settings. In public the player
would be treated as a middle class merchant or high ranking officer and
attract the attention of the public if not escorted by armed guards or
other PC's. A natural resistance of +5% to disease is accompanied by a
bonus of +5% to healing rolls with normal chances at increasing physical
attributes. Regaining lost body weight is possible with regular activity
and the PC will gain 1d10 pounds per year if staying in an urban environment
year round. Equipment will last on average 3 years but most PC's will
want to replace some of their equipment before this to maintain appearances
but at additional expense beyond upkeep. An extravagant player would have good equipment that was
maintained so that items were well cared for and serviceable. Luxury items
such as scented oils would be used daily and signs of visible wealth such
as embroidered items would be apparent. The player would wear russet garments
and own a second piece of clothing made from worsted wool or possibly
average quality silk. In the streets the PC would be treated as an upper
class citizen or wealthy merchant attracting the attention of beggars
and worse. The player may be granted an invitation to attend dinner at
the lord's estate if his presence was noted by officials. Disease resistance
is increased to +10% and healing rolls have a bonus of +5% with normal
chances at increasing physical attributes. Lost body weight can be regained
easily with regular activity and the PC will gain 2d10 pounds per year
if staying in an urban environment year round. Equipment will last 3 ½
years and important pieces will be enhanced by inlaid silver foil or engraving.
Much of the equipment would be routinely replaced every two years to keep
up with current trends at additional expense beyond upkeep. |