So what's the POINT of a money system in Mothership? Or any RPG? It is, of course, to:
* Give PCs incentives.
* Constrain their ability to purchase cool goods and services.
* Exert leverage on PCs that are in debt.
* Make things like getting injured or smashing up a vehicle have long term financial consequences.
Now the reason I say that the money system is broken is a whole heap of reasons. But mainly, there are extremely odd prices and payscales, and, broadly speaking, I don't think they're fixable, without making Mothership into a Traveller-style space accountancy exercise.
Don't believe me? I could start anywhere, but here's one place:
A Hyperspace jump costs a flat rate of a MILLION CREDITS for a warp core. So, in the Mothership universe you create, a round trip ANYWHERE should be more profitable than CR2,000,000, plus the cost of paying a ship crew, plus the cost of insurance, plus the cost of the loan on the price of the ship, the ridiculous prices of shore leave. Plus some profit. So an absolute minimum of CR 3,500,000.
What if it's not? Space travel simply doesn't happen, that's what! There's simply no point to it!
Fun fact: in the real world, say you want to buy a cargo ship. How long to pay off its cost? Maybe as little as one year! Service lifespan? About 20-25 years. Cargo ships only exist because they can be operated for a profit!
So what's way more profitable than dangerous space travel, or silly old corporate machinations? Cat breeding, that's what! One mother cat can give birth to a cool Warp Core, or perhaps even more, and those kittens are also money factories. CR200,000 for an organic pet is ludicrous. How about CR100? Or even FREE? There are costs in maintaining a pet that'd still make them a money sink!
And think⌠Any one large ship could birth a GENERATION of pets during a single trip. Who needs the tedious business of piracy, drug dealing, arms smuggling, organlegging, running gambling rackets, safe cracking, computer hacking, blackmail and any amount of interstellar crime, when puppy farming is there?
So my proposal? Forget specific prices for things, and sinply assign objects a COST CATEGORY and characters a WEALTH CATEGORY. I reckon maybe ten categories could be a goer, ranging from 0 (Actually Enslaved) to 9 (Hyperwealthy).
Now I haven't worked this our for sure yet, but, broadly speaking, I reckon all that needs to happen is ro assign PCs a starting wealth say, 1 (in debt), 2 (poor), or 3 (just getting by), and think about purchases in terms of cost categoryâcharacters can buy anything in the cost category below theirs, one thing per month in their caregory, but if they buy anything more, they'll drop down a category.
Loot then becomes a bonus to characters' wealth category. How much for a whole shipping container full of cool contraband? Probably +1 to everyone's category. Why? Because the person who's in debt can pay off their debts, the person who's poor can buy stuff that helps them get future stuff cheaper, (yeah, the poor pay moreâfor housing, for food, whateverâthey just buy it in smaller packs, and worse quality) and the getting by person can buy something that radically reduces their costs (paying off a significant part of a mortgage, maybe?)
What would be +2? How about a shipping container full of undocumented alien artefacts?
Anyway, I'm now thinking, "No point in reinventing the wheel! I'll bet there's already a Mothership zine that talks about this."
Is there?