Players already have a lot on their plate.

Why threaten their hard-won resources with existential crises like taxes on their treasure and the desertion of their hirelings?

I’m of the mind that if a player buys something, it’s simpler and more effective for them to have that thing — and for that thing to be self-contained — if they can afford to buy it. The main reason it shouldn’t is if they didn’t work for it.

I’ve seen the comment many times that the game progresses at a pace set by the GM. I agree with this — and really I think this area is where many problems arrive.

GMs set a lousy pace for the game, and the game suffers.

I’m a lousy GM, and I’ll admit that many of the problems that arise in my games are the result of my own failings as a game master. So this is as much a tool for me to host better as it is for me to play better.

So GEAs are like those Eternal Stamps or whatever they’re called — you buy them once and they’re good as postage for forever. At least, that’s the impression I got from the commercials. Eternal Stamps might not work like that.

Let’s say you buy a unit of the ‘labor’ asset. The cost suggested by the geometric what-cha-who-sit from my last post is going to be three-times a number based on your level, or the level of the asset or something. I don’t know yet.

Once you’ve paid for the asset — let’s call it a “prepayment,” I’m studying to become and accountant after all — you can redeem it for your hirelings or whatever. It might even be handled as a single transaction.

I think what I’m looking for is some combination of treasure and time.

For example, I’ve set a hard-and-fast rule for leveling up as a week plus an amount of GP based on your level. Each game session is assumed to cover a minimum of one week in time, and it’s up to the players to utilize that week.

They can use more than a week, but compressing time like that has its own associated costs — I’m thinking about engaging a sort of “flashback” mechanic, perhaps borrowing from the mechanic of the same name in Bliss Stage.

I think the essential idea here is that the players can speed up time if they like, but they can never slow it down. Slowing time down is far too tedious.

More on this thought later.