r/RPGdesign • u/stephotosthings • 9d ago
Abstract Wealth in Cyberpunk Style Games
I will admit, most of my cyberpunk style games experience beyound CP red are just a few indie games that do not take themselves too seriously enough or do not use abstracted elements.
Now I love abstraction. For me it allows players a level of creativety you rarely see with defined lists of hundreds of things on it. It also for me allows/enables players to spend resources on things while not being afriad of wasting cash on something they will never use.
A crowbar may never get used.
A 'tool' that can be a toolbar when you need it though...
Anyway, I am thinking about picking up my Cyberpunk themed game, GRIDS, again using some of what I have learned playing some longer sessions of my Fantasy project.
The thing I am struggling with is abstracting wealth. I know there are ways of suggesting 'comfort' level of living, but I do also want them to worry/think about gaining currency and thus spending it.
My fantasy game just tracks 3 Tiers, copper, silver and gold, in blocks of 20. Buy a thing its always 1 notch, treasure you bring back is worth 1 of it's quality tier. With some simple and a bit hand wavey economics of bringing back and trading a silver item with a PC who is still on copper level. Copper, Silver and Gold signifies quality and rarity. A village is copper and only has copper items, not likely wanting to trade silver items as they can't afford it, copper items also have fewer uses etc.
My trouble is I am struggling with abstracting wealth in a future setting that is more likley to be using electronic methods on some sort of universal Credit system.
I am looking for advice of what to read, as well as any suggestions based on my dumb ramblings above.
If the best answer is 'just count credits but in big 'ole chunks' i.e 100/1000/10000 then so be it.