Being a fan of SWN and similar sandbox-style systems, where keeping your ship fueled and your crew members fed is rather important, I was hoping to get some feedback on the following idea. Rather than tracking exact resources (X amount of food, water etc.), a party must restock their supplies in towns or by similar means, slowly draining their supplies. After a set amount of time dependent on their current wealth score (I’m thinking the player’s Wealth^2 in weeks, with a minimum of 1 day) has passed, everyone’s wealth score drops by one point. What this means, is that while wealthy characters can live off their savings for an extended period of time, they still need to do actual adventuring at some point (an important motivation for characters mainly interested in wealth). To prevent this, the party must acquire a small sum of money before the end of the month - making a small score, if you will - or increase their wealth with a big score, thus both improving their possible standard of living and extending the amount of time they can spend without worrying about their wealth dropping off.
A few examples: A wealth 4 character is pretty well off - they can buy the finest armor available in the lands, and can own several horses. They do need to do some upkeep for their finances every 4 months or so (16 weeks), but all they have to do is a small quest, like investigate the nearby town for werewolves or something.
Meanwhile, a wealth 0 character is struggling to survive on a day by day basis. If they don’t get their daily bread sorted each day, they are likely to either starve or contract some kind of flaw due to dire living circumstances. Surviving just for the day might be such a challenge that unless they possess unusual talents, they will likely be relegated to poverty for the rest of their life.
My belief is that this system, while adding a bit of complexity, still feels in line with the design goals of open legend, and doesn’t add too much in terms of resource management - it’s just a set timer for adventurers to go out and earn their keep. If you think that the wealth system favors the rich a bit too much, you could use the formula of (Wealth^2)/2 instead, which does make upkeep a bit more frequent for characters that are richer than an average individual, thus increasing the need to adventure for gold.
Thoughts on this?