Question – is it ok to have families and characters earn new surpluses or gain new needs simply as results of the…

Question – is it ok to have families and characters earn new surpluses or gain new needs simply as results of the…

Question – is it ok to have families and characters earn new surpluses or gain new needs simply as results of the fiction? (Rewards and consequences). If so, how would that work? Also – what’s the difference between Barter Goods and Trade?

7 thoughts on “Question – is it ok to have families and characters earn new surpluses or gain new needs simply as results of the…”

  1. Certainly! Looking over the book now I’m surprised to see I didn’t include guidance on gaining surpluses, but it was always my intention that, just as you can lose surpluses and gain needs as a result of the GM’s moves (p. 94), coming across a windfall in the fiction should give you new surpluses.

    For the second question, I imagine Surplus: Barter Goods to be valuable commodities that you would be able to exchange for other things, while Surplus: Trade represents contacts and relationships you can call upon. Basically one’s good for one-off transactions conducted in person, while the other one’s good for long-term commerce relationships with other settlements. Does that make sense?

  2. Aaron Griffin you’re absolutely right of course – it’s sometimes hard for me to remember that any and all mechanics serve as expressions of the fiction.

    James Iles thanks for responding – I’d sort of intended to just run Surplus the way you describe, and it is helpful to get confirmation / clarity! And yes, the idea of Trade as a more lasting relationship involving exchange between two or more entities does make sense – thanks for that as well!

  3. Funny thing is we were discussing about what to do when you get a Surplus or Need you already have.

    These days I see no problem in a Family having for instance Surplus: Barter Goods x3 or Need: Motivation x2.

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