EDIT: This was an
April Fools Day post.
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Being a Game Master is hard work. Not only are you creating and sustaining an entire world for your players to mess around in, but you also have to spend a lot of time before each session doing all your prep work. Add on to that the effort of hosting a group of people in your house, apartment, or parent's basement and possibly procuring and preparing food and snacks or everyone, and you've basically got yourself a full-time job. Plus, you have to buy books, modules, dice, battle mats, minis, props, and all the accoutrements of GMing. Nonetheless, running games for your friends is a rewarding hobby. But if you are like me, you may be wondering: how can we make it
more rewarding?
It's time to bring tabletop RPGs into the modern era! Mobile games have completely changed the gaming landscape, not only by opening up gaming to a broader spectrum of players, but also by popularizing the microtransaction economy. What are microtransactions? Basically, they allow the player to spend a small amount of money to purchase items or unlock special benefits in the game. If that sounds annoying to you, you're wrong: if it were annoying, it wouldn't make any money, but in 2014 players spent
1.33 billion dollars on microtransactions in the game
Candy Crush Saga. The free market has spoken! Microtransactions are by no means limited to games you play on your phone - they are an increasing presence in console and PC games as well. Heck, in the free-to-play massively multiplayer RPG
Dungeons & Dragons Online, players had to pay to unlock fan-favorite races and classes like drow, warforged, monks, and druids.
So what's to stop us from applying the microtransaction business model to our tabletop games? Ask and ye shall receive, dear readers. Presented below is the microtransaction system I'm implementing at my table starting with today's game.
The Metacurrency
Metacurrency is a technique that a lot of games use. This is a type of in-game currency that you buy. Basically, it's a second level of abstraction to help your brain forget that you are spending actual hard-earned legal tender on fake stuff in a game. I've implemented three different metacurrencies in my game: Dungeon Bucks, Hero Coins, and Magic Gems. Dungeon Bucks are the basic metacurrency that you use to buy Hero Coins. Magic Gems cannot be bought with Dungeon Bucks or Hero Coins, and have to be purchased separately or won in-game. Here's the breakdown:
Of course, I give each player a starting pool of 500 Dungeon Bucks and 10 Hero Coins - gotta give them a little taste so they keep coming back for more.
Now you may be wondering: how does this system interact with the in-game gold economy? Can you spend in-game gold to buy Dungeon Bucks? Of course not. But you can buy keys that unlock...