The Forge Reference Project

 

Topic: [Fiat Money] Reflections towards a new contemporary fantastic game
Started by: oswald
Started on: 8/21/2010
Board: First Thoughts


On 8/21/2010 at 8:43pm, oswald wrote:
[Fiat Money] Reflections towards a new contemporary fantastic game

Ok first of all i would like to say I havent been using forums for many years, and i am quite new to this particular one : Ill try my best to respect the rules and lores of the place but please forgive me if i miss out anything ! Anyway thanks for taking the time to read my post, and I am looking forward to reading any criticisms and suggestions you might come up with. Although I havent been playing for nearly six years now I never quite stopped to think in terms of game design, but i realise many of the subtelties of practical game design probably escape my understanding, so do not hesitate to point out all sort of issues you might think of while reading my ideas !

There are many games already present on the market that deal with the idea of magic, occult or even religion within a contemporary setting - the idea of contemporary fantastic seems to be a very popular one and many different interpretation of the concept have been developed in the last 20 years.
By its very definition, the idea of magic is a very vague one, that can be interpreted in a variety of different ways, and therefore it is no surprise to discover that contemporary fantastic settings, relying essentially on the nature of their "magic" (here i understand magic in the larger sense of the world, that is the fantastic element of the setting) to differentiate themselves from other games in this category. For most of us, or at least for me, reality is defined by the fact that magic as understood by major traditions and/or most roleplaying games is impossible, which is something I know based on my belief in science. A contemporary setting needs to acknowledge the existence of science as both a force within its setting, and a theory explaining the universe, generally antagonistic to the magical/fantastical elements that are included in the setting. I generally can identify three different directions in the ways rpgs are dealing with this contradiction :
1> The approach i would call supernatural ; In this mindset, fantastic elements are unexplained but arent necessary antagonistic with the idea of science. Supernatural events happen and are or will be explained by science, maybe not now but one day. Obvious examples could range from aliens to psychic powers, but in some setting magic as a tradition can also be explained scientifically.
2> The second approach i would call occult : This approach generally requires the reference to an idea of tradition, as in the hidden existence throughout the ages of a secret knowledge. There are powers adverse to science, that fail at being explained within the positivist, scientific logic and answer to a logic of their own, described and developed in doctrines or sciences that have existed since the dawn of the world. Those generally are pereniallists in essence, claiming that there was a greater understanding and knowledge of the occult sciences in ancient civilisations, and that time has only been driving mankind away from this essential knowledge. Games of "social" horror where magical creatures are organised within a society (WoD for example) and heavily occult themed games tend to stick to this approach.
3> Last but not least i see a third approach, post-modern settings. Generally we could describe this take as science doesnt exist, science is magic : where as supernatural approaches claim that society is a lie, while occult settings see history as a lie, post-modern settings see reality as a lie, including of course society, history and everything else. From this point of view the forces at play in science are modern expressions of the same powers that were once called magic, only they have been shaped, for a reason or an other, to follow different rules. Science is no permanent truth but is the result of the spirit of the time, its cultural, like everything else. Settings that follow this idea are fewer than the two previous ones, but I guess Mage : The Ascension and Unknown Armies are two excellent examples. By their bulimic and self-reflective nature, very often those settings tend to appropriate and re-interprete all or parts of the traditional elements of supernatural or occult settings.

You might have guessed from my enthusiasm its to this last, post modern family i am aiming my project at : the original idea came to my mind listening to a conversation between a couple of my friends as they were first discussing questions of finance and share-based company ownership, and later on the phenomenon known as "fiat money" :
Fiat Money is a very poetical terminology, describing the type of money we are all using in our every day interactions. Until Nixon in the US, the dollar notes and coins had a fixed value in gold, and the government was, more or less, liable to exchange it for a sum of gold at any time if the owner of the coins/notes was willing to do so. For this purpose the federal bank was keeping in Fort Knox a huge amount of gold, keeping in control of enough gold to exchange all of the currency in circulation. During the Nixon Crisis, for seveal reasons both political and financial, Richard Nixon decided to start printing more money than they had gold. This virtual money, that had no material existence or value, was to be called Fiat Money, in reference to Fiat Lux, which in the King James Bible's Genesis is the latin wording for Let There Be Light. It could be translated by Let The Be Money.
This phenomenon came somehow like a crown onto several centuries considerable abstraction in the flux and mechanics of finance, with their own, invisible crisis and history, their wars and their heroes, jargons and rival schools - As I dipped into the infinitely complex and exciting world of economy and financial history, I could not deny the similarities between occult as we understand it in contemporary fantastic games, and economy. The idea of combining the two came rather naturally, as finance seemed to be both an odd, yet complex and abstract enough, setting for a magical system.

For several years of gaming i was unsatisfied with the way games treat magical ressources, be it in MedFan or Contemporary fantastic, most games (at the notable exception of Unknown Armies which had an interesting attempt at variating this logic) express the magical energy, that is to say the ressource used by the act of casting spells or creating any supernatural effect, as a pool of points. Magic being in contemporary fantastic games a pillar and central element of the setting i thought i was allowed to expect a more original and a more "integrated" approach to the question. Where as the idea of Health Point had been more or less dismissed for several years already it seemed no one cared for getting rid of magic points. As I realised shortly after, there was a good reason for this : where as health point can be expressed by their material, visible consequences, magic point have no visual or "in game" manifestation.
When I heard about the idea of fiat money, i was charmed by the nearly romantic idea of money being an abstracted, ethereal notion that had lost any fetter to the material world - In a word money was like those magic points, an unsubstantial energy of great power, which, in sufficient quantity, was pretty much omnipotent. From this conclusion, I came to the central idea of my future game, that is to say that money is magical energy. When a character want to cast a spell he needs to spend some money. So far, this is both the concept of the game, money as magic, and the only thing i am sure about.

Now here are a few ideas I had to develop the concept further, be it in terms of game or in terms of setting :

- Obviously in most games, especially contemporary games, dealing with the monetary means of a character is usually a task the GM is, wisely probably, more or less doing for the players. An overly simulationist approach to the question would be both dull and time consuming and we often end up with characters suscribing to either the stereotype of homeless (who needs money when you are a vampire ?) or of magical billionaires. In the case of my game i will need to design a system, and eventually devise a "culture" as in a relationship to money, that will differ. In this game, to magicians, money is sacred, and it is the most valuable, in a way transcendantal, good one can accumulate. For the mechanics to both respect this idea without being deadly boring for the players I will need to make accounting exciting lol. I know that sounds like a BIG challenge.

- Gold. I have been surprised in the past to how universal the value of gold was throughout history. Have you ever wondered how come the same metal was considered as the most valuable good in cultures that couldnt have been in contact ? Gold also have an occult symbolic very powerful, the most obvious example being alchemists trying to change lead into gold - maybe what they were trying to achieve was nothing else than Fiat Money before its time ? I could create an exciting and engaging mythology and secret history around those ideas.

- Pacts; The traditional idea of selling your soul to the devil ; In exchange for your freedom you gain both money and power. Also the idea of slavery is quite interesting.

- Egregores. I was reading Emile Durkheim "Elementary Forms of Religious Life" the other day, and he essentially argues that in the modern world, collectivity has replaced religion and that society, as a concept, is god. I knew of the idea for years and in occult this echoes the idea of egregores, which are spirits existing as the manifestation of a collectivity. Companies, corporations, zaibatsus, etc. in their constant search for more money (aka more magic!) will generate spirits, and in their dedication to the cause of the corporation will somehow venerate the said egregores. When a company start costing loosing money, the egregore becomes too hungry and its servants are at risk of seeing the spirit devour themselves, or maybe even devour their souls...

- Spells. Spells would basically come down to invocating a spirit. The magician would pay a certain sum to a company and then the egregore of this company, with his own particular magical power, would manifest itself.

- Business minded ! I like this relatively recent trend where characters are united by a common goal or organisation structure since the character creation. It could be interesting for the players to create their characters as being share-holders and/or employees of their own start-up business. They could have their own egregore and their very own spell, trying to promote its use and negociating contracts with other magicians.

- Communists ! In Michael Burleigh excellent essay on the links between totalitarian cultures and religion (Sacred Causes) he speaks about a sect called God Builders present within the early soviet movement. Anti-money stance, as well as socialists and other political orientation can be interpreted in different ways under the light of this setting. They could present interesting antagonists... In the same spirit when one looks at the history of actual secret societies (here I think Illumines of Bavaria, Free Masons, etc.) the importance of their relationship to money and to politics, in real world, often over-shadowed their actual interest in occult, that could be used too. Like the occult symbols on the dollar notes, or the process of the "treasure" of the Templars...

Ok I could go on forever, I probably already bored to death half of my readers so im gonna stop here for today !

Please tell me if any of those ideas are already being used in other games, and if you think they are practically viable, and, last but not least, if they sounds interesting and exciting to you ?

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On 8/21/2010 at 9:30pm, masqueradeball wrote:
Re: [Fiat Money] Reflections towards a new contemporary fantastic game

i think this premise is awesome. I would be very intrigued to play with all these elements. the only question i have is: what would you actually do, in play, with all these ideas.

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On 8/22/2010 at 12:47am, oswald wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

I am not absolutely sure if you refer to the actual rules of the game or to what sort of scenario I would go for ?
In terms of rules, except concerning the accent to put on accounting, I have pretty much no idea. I guess an idea of mine has been for long to try to incorporate other factors in a roll than the usual character vs. character or character vs. surrounding. I bet that's sounding pretty blurry but It isnt much clearer in my mind either lol. An other element that was present in each of the game ive designed was the importance of relationships. Generally there are a (large) fixed number of NPCs which the players can browse in order to define their allies, enemies, friends, kindreds, mentors, etc. That is an idea i still feel relevant but i guess I will try to develop it further.
In terms of scenarios now, my personal taste orient me generally towards more low key, minimalist scenarios largely based on the characters background decided by the players. The day to day resolution of their issues and ambition, with a sufficiently complete character creation process is generally enough - now I realise that this would bore most players and gms to death so I always try to leave enough room and elements to satisfy more epic en cinematographic approaches. I think the interactions between modern and traditional magics, diverse real world inspired (Enron anyone ?) financial events, or the conflictual relationships between companies can provide many genres of games. In terms of actual game, a typical game could be "In need of more money you have sold x shares of your egregore to dude y six years ago. Now that you need again more money to expend your company/egregore at a critical time, he offers once again to inject some money, which is quite suspicious given that, being part of the administration council he is aware of the risky financial situation you are in. While researching his recent activities you realise he is actually trying to bring the company down in order to buy it to the lowest price" - In terms of in-game magic, anything that can allow someone to get in touch with the company responsible for the particular spell one want to use will work. Depending on the company though, they might be accessible only by phone or through the internet, or not at all on the internet (in which case you need to drop by their offices, or even worst, send them a letter!).
I hope i answered your question ? Anyway thanks for your enthusiasm it is very much appreciated !

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On 8/22/2010 at 12:56am, Ar Kayon wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

So the idea of the game is to get money so that you can get magic so that you can get more money? 

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On 8/22/2010 at 3:40am, Moganhio wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

Gold has not being considered valuable in most cultures by chance. It's the only metal that appear pure in nature. You heard about 'gold veins', but never about 'iron veins' or 'copper veins'. Nothing hidden or strange on it.

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On 8/22/2010 at 4:00am, johnthedm7000 wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

You certainly have an interesting premise, and one that I feel could work very well in creating a most-modern occult game. One concern I'd have though is the possibility that by tying magic to money you'd make all successful magicians ultimately the same (ie. billionaires). Perhaps one thing to consider is that instead of tying magic to the expenditure of money, perhaps it could be tied to objects of value. By this I mean not just the perception of monetary value, but also the perception of an object's emotional value. This would reinforce the post-modern feel of your game by tying the value of your "magic fuel" very tightly to people's perceptions of it, and not just allow a variety of different styles of magic to surface and be viable but also make shaping people's perceptions and beliefs very important to the practice of magic. I feel as if you have a great idea, but that limiting it to one specific form of value limits the scope of the game significantly and might cut off potentially interesting characters and scenarios.

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On 8/22/2010 at 5:17am, masqueradeball wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

Sorry if I was vague. My question was what would happen on a session to session level and within the various sessions. So the game would be about corporate politics? Not that that's a bad thing, but I, and I think a lot of other people, would need a lot of advice to make that doable and interesting. Do you have any specific sources, like TV shows or movies that tell the kind of stories your talking about (It like Wall Street, but with magic), also, what would I do with my magic power? Is it just to make my life easier/niftier, or do I need to do something with it (like combat demons or battle the egregore of other companies to make their stocks go down).

I still think this premise is really good, and I think magic= money is refined enough and doesn't need to be expanded.

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On 8/22/2010 at 12:36pm, Vulpinoid wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

I could easily see this premise being used as the driving force in a game of Sorceror (by Ron Edward's...the Forge's Overseer).

Simply apply money as an intermediary between the spirit world and the manifested powers in the physical world.

But it does sound like a great premise for a game.

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On 8/22/2010 at 2:00pm, oswald wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

Wooops loads of good ideas im glad i took the time to post this here !
Here we go for the answers :

Ar wrote:
So the idea of the game is to get money so that you can get magic so that you can get more money?  
and i guess this will answer some of masueradeball's questions too :
Essentially you are highlighting one lack within my premise, which is something that i tend to call an exit door : Golconda for the vampires, Agartha for the Nephilims, etc. The accumulation of magic, in most games based on esoteric traditions, hints towards a transcendental element, which the magi are striving towards as a solution, both physical and philosophical, to their condition. I think this idea is intrinsequely "occult" in terms of category and I try to avoid it : within a post-modern mind set, life doesnt have a meaning and there is no direction to strive towards. "Your own opinion is just as valid as anyone else's" we could say. Id like the players to be very much "human after all" - although i am not absolutely sure how much of this I want to include, between the lines there is something vaguely caricatural in this game. Suming it up will make me sound like an pretentious a-hole or a commie lol, but i guess i gotta try and keep it short and sweet : we live in a society where no one knows what to do, and while some are still trying to be happy, the more "moderns" among us disregard this very idea running after power as a form of factual freedom. I would love to translate this feel of relative aimlessness in a game, where the relationships between characters is the true engine of the scenarios, and where disabused magicians have lost nearly all interests in the "secrets" behind magic.
Now as I said I realise that's all my own little nevrosis so I am all for adding some more epic, or more quest-like elements. First of all, naturally, there is a political dimension. Within the very realm of liberalism there are numerous economical and political idea, many of them antagonists. One of the things I loved the most about Mage : The Ascension is that, more than any other games from old WoD, the factions were defined by a political orientation (namely traditions were right wing (conservatives) and technocracy was left wing (positivists) ) - In the creation of the diverse factions I would like to echo this concern with a "magical reality" or "magical mechanic" that support or translate each ideology. Obviously all games with bits annd bobs of politics walk towards espionnage games, and I have nothing against this : The Cold War take a mystical dimension seen under the light of free-market vs state economy.
Last, to answer more specifically Ar Kayon's question : i like the idea of magic working like money in real life... People try to gain money in order to have "buying power" that is to say the ability to live the life they want to (or maybe they think they want to) - arrive a certain level of income anyone else would just stop counting the zeros because one billion more isnt going to change your life that radically if you already got a few... so my theory is that they get addicted to success and see money as a game (see game theory!) - I guess this might sounds a bit dull but I wouldnt have my characters starting very rich : I think it is much more interesting if they actually start completely broke, where they gotta decide if they gonna have a big mac or save up for the spell they need by the end of the month lol. Much in the spirit of Unknown Armies the daily woes and worries, in a premise where magic is everywhere, can provide a lot of entertainment !

Moganhio wrote: Gold has not being considered valuable in most cultures by chance. It's the only metal that appear pure in nature. You heard about 'gold veins', but never about 'iron veins' or 'copper veins'. Nothing hidden or strange on it.
I had no clue about that but thanks for the tip - to be honest the fact that gold is the only metal found pure in nature is relatively wonderfull in itself - I bet there must be some sort of chemical explanation but I can imagine how to tie it to my setting.

johnthedm7000 wrote:
You certainly have an interesting premise, and one that I feel could work very well in creating a most-modern occult game. One concern I'd have though is the possibility that by tying magic to money you'd make all successful magicians ultimately the same (ie. billionaires). Perhaps one thing to consider is that instead of tying magic to the expenditure of money, perhaps it could be tied to objects of value. By this I mean not just the perception of monetary value, but also the perception of an object's emotional value. This would reinforce the post-modern feel of your game by tying the value of your "magic fuel" very tightly to people's perceptions of it, and not just allow a variety of different styles of magic to surface and be viable but also make shaping people's perceptions and beliefs very important to the practice of magic. I feel as if you have a great idea, but that limiting it to one specific form of value limits the scope of the game significantly and might cut off potentially interesting characters and scenarios.

Dear John, that's a very interesting question! The truth is, I have been thinking pretty much in those terms myself ! Let me try to explain you why I gave up on this : the idea that now appear to me as fundamental in this project, it to give the "magic fuel" as you call it, a worldly, in a way material, existence - although the idea of value would as you note, emphasize the individuality and therefore the post-modernism of magic as a resource, it would also abstract it, anchoring magic in an emotional state rather than a material object, which is, I think, central to this premises. Also, the idea of emotional value, if I definitely agree on the fact it would bring a valuable diversity to the game, is too close to Unknown Armies for my taste, the character would be too lovable lol. Now the idea of objects of value do come into place in my idea, I didnt wanted to develop it further in my first post but since you so kindly give me the occasion to blurb, here we go!
One thing that absolutely fascinated me in Mage : The Ascension (I was 13 when I read it and sort of sticked lol) was the fact that magic explain the world as a whole. Each and every element of the game was fuelled on magic and every function of an object from the hammer breaking stuff to the car driving down the road was working thanks to magical energy. To me this is the paroxysm of post-modernity ! I think money lend itself very well to this approach too since those days money can pretty much buy everything. Everything as a value, and generally, the higher the value, the more "potent" is the object, as in the more uses it can have, or the better it is at those uses. A more expensive car will go faster, a better knife wont get blunt as fast, ect. And essentially, whichever exemple you take, the more you use the said object, the more it looses value. Therefore, in a way, all objects consume money !
To this rule i can think of three exception : luxury, internet, and performance speakers ! Performance speakers for Djs or producers have the very strange characteristic to go up in prices after their release. If you go back to look at the same speaker three years later on the brand's website it actually is more expensive than at its release. Yet of course a good producer need near-new speakers all year long, so using them do make them loose value, but not using them make the value rise ! A special kind of Egregore maybe ?
Luxury - there come a point, especially in terms of fashion, where the price tag justify itself (or doesnt justify at all lol, depending of your income) - that is to say there is a point where the expenditure of the item becomes an end in itself. Its all the most obvious with jewellery, but it can be seen in many fields, most actually, from cars to watches, shoes to furniture, etc. I kind of like the idea of those particular objects developping special powers, like "watcha ! My burberry scarf gives me +2/+2 against badly dressed people" lol. And there could be something very Lock, Stock and Two Smoking Barrels in having the characters trying to steal a particularly expensive item.
Finally, internet. Obviously e-economy, under many different aspects, is a bit of an exception : The more someone uses a service, a website, the more this one gains value. Although it is also the case with commercial spaces, at some extent high-street brands, and innovative technologies, it is crystallized within websites for those have little maintenance cost and therefore nearly only gain value over time. In a way I am inclined to think a magic based game needs its astral/umbra/eidos world, and Id like to the internet to be my astral plan, but one where people cannot travel, an astral plan that have virtually no other powers than the internet does lol. But then again its been hinted at many time before so i might be better off leaving that off and sticking to the already rather complex setting.
So if you have any suggestions concerning those magical objects please let me know !

Now concerning the diversity of the characters and practices - i can only agree that the characters are at risk to all look a bit alike ! Everyone in grey suit with their blackberry stuck to their ears half of the game... lets face it business men are rarely the most visual or exciting people... But, but, but... I can see three categories at least that will define the individuality of the character : I think if the political aspect of each character is developed enough (provided i will provide an outlook of the various political views and what each means in terms of magic) and then a speciality (given that the pcs are collaborating in a company, one will be sales director, one will be R&D director, one will be Human Ressources, or whatever not lol) that will give them templates to stick to (or not) in their relationships to each others, and finally which field do they work in : someone who work for LVMH (The company that owns Louis Vuiton and most luxury fashion) will certainly be very different from someone working for Dassault or other weaponry companies - and then you can also take the quicker route, aka drug business or money laudering !  This could eventually be developed into clans/tribes/traditions/school/factions lol, although i am still ambivalent concerning the necessity of such game mechanics. On the top of that lets add the existence of traditional magics (proper old school occultists, who'se magic will most probably be fuelled by actual gold) and anti-money people, as in revolutionaries both left and right wing, with all the strange magic their curious beliefs can bring along.
Also, I definitely do not want them to be Billionaires. That's most probably what they will be striving towards, but I want them to suffer for their magic ! Depending on the demand and supply law, and other factors, the value of the spells they want to cast will vary throughout the time, and the most powerfull spells will require years and years of savings for them to cast ! A bit like in Unknown Armies, the casting of a particular spell will be the subject of a whole campaign ! Although they do own their company at the beginning it is merely a start up and they better make sure the spell they "sell" is popular enough, and watch out for concurent spells copying yours, if they dont want to file for bankruptcy (and have their soul sized by the cosmic bailiffs lol); Do you still think the characters will be too alike ? I think I have mastered too many games where the pcs were gothic vampires with skinny puppy facial tatoos lol, and now i am longing for something more subdued and more subtle !

masqueradeball wrote:
Sorry if I was vague. My question was what would happen on a session to session level and within the various sessions. So the game would be about corporate politics? Not that that's a bad thing, but I, and I think a lot of other people, would need a lot of advice to make that doable and interesting. Do you have any specific sources, like TV shows or movies that tell the kind of stories your talking about (It like Wall Street, but with magic), also, what would I do with my magic power? Is it just to make my life easier/niftier, or do I need to do something with it (like combat demons or battle the egregore of other companies to make their stocks go down).

I still think this premise is really good, and I think magic= money is refined enough and doesn't need to be expanded.

No problem MB (can I call you MB ?) - Yeah corporate politics is probably how I would play it, now there is space for other things, from esoteric knowledge quest to anti-governmental resistance, through shadowrun-style mercenaries or plain survival/conspiracy. I realise the fields of economics and finance are little known by the general public, which is both the strength and weakness of my idea : Micro and macro-economics, game theory, corporate law, international business are all excellent sources of inspirations that have never (at least rarely, I can only think of Mage's Syndicate that was very much under exploited, and UA's Ploutomancers) been fully exploited before. Yet the mecanisms that rule this world are very abstract and can seems very complicated, but I think if it is all written clearly and illustrated decently it could be perfectly accessible and sparks a passion in the heart of many gamers !
Now as for fiction-inspiration, I must admit i am a bit short lol. The "Enron" theatre play, in terms of aesthetics, definitely influenced me. The Mad Men Tv serie maybe ? American Psycho too I guess... Lock Stock and Two Smoking Barels could be, in a less serious style, quoted as an inspiration. HELP ME ! I dont have any inspirations lol. Any suggestions will be very welcome (even the not so serious ones !) ; I hope I answer your questions ?

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On 8/22/2010 at 3:18pm, Moganhio wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

oswald wrote:
I had no clue about that but thanks for the tip - to be honest the fact that gold is the only metal found pure in nature is relatively wonderfull in itself - I bet there must be some sort of chemical explanation but I can imagine how to tie it to my setting.


Well, this is more or less the big issue around gold: it remains pure (have you ever seen a rusty gold ring?), it's useless (too soft for a metal) and scarce.

If I would choose a money for magic... just an idea: children. They are pure. They are 'useless'. And they are scarce. If innocence would be the energy of magic, children could be the money.

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On 8/23/2010 at 2:56am, masqueradeball wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

Awesome... keep it focused, Enron, Mad Men... those are good enough to give me a sense of what its all about. What about mechanics, though? What kind of structure do you think you could give a guy like me (who loves the idea, but who has no idea how to make those kinds of stories happen at the table) be able to run/play this game and not have degenerate (I guess I should use a more neutral word: metamorphose) into something I'm more familiar with (Ars Magica or Mage, for instance).

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On 8/23/2010 at 11:27pm, stefoid wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

I guess the magic = money = value idea has been around for yonks in the form of sacrifice.  Back in the day, killing a bull or goat to gain a magical boon was all the rage.    So I suppose in a modern setting, spending money is the equivalent.  But is spending money really sacrifice?  Youd have to give it away, or destroy it maybe.  Depends on rationale I suppose.  Is the 'act of spending something' that intrinsically generates magic, or is it more of an offering to a magical 3rd party type of deal - 'oh great beezlebum, please take this porche 911 as my humble gift'  *Boom*

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On 8/24/2010 at 10:40am, Vulpinoid wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

Look up the KLF, the influential electronic British band from the 1990s.

One of their final public acts was to withdraw one million British pounds from the bank, then burn it.

Given their penchant for conspiracy theories and mysticism, there could be something worth researching for you.

But then again, a lot of their other work has proven to be elaborate hoax work. It's all a part of the mystery of the band.

V

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On 8/24/2010 at 2:15pm, masqueradeball wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

What I got was that investing money in the company, and making it more powerful and effective, was the think that got you magic, not what you did with the money you made from the company.

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On 8/31/2010 at 8:41pm, Spooky Fanboy wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

What I'd like to see is a game that taught people money-making strategies, and how to handle money, with the reward being the ability to rewrite the setting the way they wanted to with the creative/labor energy stored in the profit they made.

Ever wanted to be immortal? What if you got a chance to see the price tag? Still want to be immortal?

Ever want to bring someone back from the grave, like a childhood friend who died too soon? At what cost?

Ever wanted to see the actual price tag on love?

How about the price of peace?

Basically, I'm kind of inspired by Freemarket, where you have to build things and give people stuff to get influence and get things you want done. The way I see it, if done right this game could take it further: Show how to capitalize on opportunities, how to get the most done for your "heaven money", how to set aside money for those ongoing extended effects, and so on. Basically, turning the whole "money is a form of magic" thing and taking it to it's logical conclusion.

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On 8/31/2010 at 10:09pm, John Stephens wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

You might want to check out Your Money or Your Life by Joe Dominguez & Vicki Robin-- the chapter "Money Ain't What It Used to Be--and Never Was" seems like it would be right up the ally of a game like this. Dominguez claims that the only universally consistent definition of money is this: Money is something we choose to trade our life energy for.

Our life energy is our allotment of time here on earth, the hours of precious life available to us. When we go to our jobs, we are trading our life energy for money. This truth, while simple, is profound. Less obvious but equally true, when we go to the welfare office, we are trading our life energy for money. When we go to Reno, we are trading our life energy for money (we hope). Even windfalls like inheritances must in some way be "earned" to actually belong to the heir--life energy must be exchanged. Time must be spent with lawyers, accountants, trustees, brokers and investment counselors to handle the money. Or time is spent in therapy working out the relationship with the deceased or the guilt at receiving all that money. Or time is spent investigating worthy causes to fund. All this is life energy traded for money.

[...]

Money = Your Life Energy

This seems like a relevant concept to toy with or build on in your game mechanics. Perhaps it's contrary to the idea of fiat money, but it might help concretize the idea of sacrifice Stefoid mentioned. Whether you curry favor with fickle unseen gods by killing your best bull or lamb-- an animal you raised yourself and poured your life into --or bind corporate Granfalloons to your will through money, it's similar currency.

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On 9/20/2010 at 1:01pm, thezenbear wrote:
RE: Re: [Fiat Money] Reflections towards a new contemporary fantastic game

For inspiration, have you seen the 90s TV series "Profit"?  It only lasted a short run because of its dark subject matter but you can get it easily and cheaply enough on DVD.  The central character schemes constantly to increase his power within the conglomerate in which he works and, although he is an employee rather than an business-owner, the sheer variety of schemes and scenarios with the emphasis on psychology and manipulation might well be useful to you.

It is also really good entertainment!

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