Charge RPG
By Fari RPGsPower Your Storytelling
Introductions
Goals
What You Need To Play
The Game
Safety at the Table
Character Creation
Creating your Character
Mechanics
Fiction First
Rolling Dice
Action Roll
Consequences
Determination Roll
Flashbacks
Momentum
Recovery
Fortune Roll
Team Work
Clocks
Progression
Projects and Complications
In a Nutshell
Preparing the Game
Making a Compelling Campaign
Before We Start
Hacking the Game
What to Hack
Making Playbooks
Community Resources
Keita's World Force Generator
Conclusion
What Next
Credits
Licencing
Character Sheets
Glossary
Extras
What are Extras
Asset Extra
Solo Extra
Attachment Extra
World Extra
Quick Charge Extra
Magic Extra
Scars Extra
Goals Extra
Party Extra
Threat Level Extra
Resource Pool Extra
Economy Extra
The Market Clock
Money
Narrative Gear Extra
Economy Extra
Charge RPG
An abstracted form of economic interaction that models a fluctuating market system
- By Dylan Greene
This is a genericized version of the Marketplace and Shard system that I designed for No_Stalgia. It’s meant to be an abstracted form of economic interaction that models a fluctuating market system. In No_Stalgia, interacting with the Marketplace is a core gameplay function, which combined with its hacking rules makes for a highly exploitable economy. It may be tempting to include this extra for the sake of being comprehensive, but remember that it should add to whatever you’re designing.
The Market Clock
When players buy and sell goods on the market, they need to make a market roll. Every market roll starts with 1d6 but the economy ebbs and flows over a day which might add or remove dice to the roll. Players can also spend money to add 1d6 to a roll per money spent.- Empty: Equilibrium
- One segment: Low (+1d6 when buying, -1d6 when selling )
- Two segments: High (-1d6 when buying, +1d6 when selling)
- Three segments: Low (+1d6 when buying, -1d6 when selling)
- Full clock: High (-1d6 when buying, +1d6 when selling)