Moving Money Between Worlds
Basic Set: Campaigns · p.514
Open source p.514If the PCs move between game worlds (see Travel Between Game
Worlds, p. 520), they will naturally want to take some cash along. But
what is “legal tender” in one world might be worthless in another.
There are two principles for the GM to remember here:
1. Money in a new world isn’t “legal tender”; it’s a commodity. If you
bring medieval gold coins to the 21st century, they will sell as curios –
or as gold, for perhaps $400 a troy ounce. If you take American paper
money to the 10th century, it will be worthless. So, rather than money,
take along a few plastic hard-hats and maybe an MP3 player. (“What
am I bid for this miraculous orchestra in a box?”)
2. A cross-world trading operation can get very rich very quickly. If
a GM allows cross-world travel, it is up to him to preserve balance by
limiting the quantity or type of goods that traders can move between
worlds. A suggested limit: only what the travelers can carry on their
persons – and trips should not be frequent.
bank robberies, tax increases, and other
entertainments to deprive the PCs of
their savings – or at least make them
work to get their money back. The same
is true of all other possessions the
heroes do not carry with them.