The Gift Economy In Play
From time to time, the gift economy appears in RPGs - but it’s a niche enough topic that I can probably drag some(?) uncommon advice out of it, after using it in one of my most recent campaigns, set among the Sustainer Cells of the megastructure.
The Sustainer economy works off of personal debt. Goods and services are given away unprompted, and the receiver later reciprocates, getting leaned on if they seem like they’ll never carry out their half of the process. If the PCs want specific items, they have to find someone who makes them, figure out what they want, and go seek it so they can give it away and get their target NPC into their debt.
In this system, it is key that no gift ever quite equals another. To erase your debts with exact returns is to cut yourself from the social fabric.
Above the background noise of the clattering ledger is a system based loosely off Moka exchange as a type of aristocratic conflict. To compete over social standing, two people can give reciprocal gifts, each greater than the last. When one fails to repay, they have lost, losing status as the victor gains it.
Start Your PCs in Debt
Every position in the gift economy offers a hook of some kind except one - the blank slate. If you are in debt, you’re always looking for ways to get out of it. If someone owes you, you’re always looking for ways to leverage that. But since the PCs in the Sustainer game started off without debts, interacting with the economy was optional.
Future campaigns among the Sustainers will tie debt into starting equipment - along with the gear from your background, you can throw some dice on an items table; but for each die you roll, you owe one of the local NPCs.
You Have to Track NPCs, But Not That Much
Having to track personal debts means that you can’t just have the PCs throw handfuls of money at an equipment list in your players’ handbook and then call it a day. But most of what you need is just what they can give, and what they especially want. “Weaponsmith, wants strange metals” will get you far enough. You also don’t need extended, time-consuming shopping sessions - just the time it takes for a player to cross “tapestry” off their inventory and add “gave Kelebek a tapestry” to their sheet.
It’s Best to Stay Local
The benefit of the gift economy is that it entwines the PCs with their community. Even the most bloodthirsty adventurer presumably wants equipment, and if you want equipment you have to consider the people around you instead of slinging a bag of bloodstained coins into a blank void labeled “shopkeeper”. Because of the time it takes to develop PC/NPC relationships, and the extra tracking you need for debts, you benefit from having the PCs return to the same place, with the same NPCs and the same debts. In games where the PCs wander far and forever, never staying in the same town for two nights in a row, there’s no time to tie them into anyone who isn’t moving along with them. This applies just as much in-world - why would I want to have some stranger who just wandered into town today in my debt, when there’s a good chance they won’t be here to give anything back?
Your NPCs Have to Be Active
Running a game with more PC <--> community involvement lets you lead into a game with more PC ambition - not just to accumulate wealth, but to do things with it. A game with PC ambition then benefits from codified downtime, and codifying downtime loops back around and helps you track your NPCs - because they have to be busy.
Your NPCs want the players in their debt - so, when possible, they give the PCs gifts, entirely unprompted. The NPCs then want these debts to be paid - so, when possible, they start standing around and hinting about how much they would simply love one of those dresses they weave up north in Cell Orakbocegi.
Every Gift is a Hook
Or, at least, an excuse to go somewhere. Scrabble through dungeons in order to get the favorite gift of someone you desperately need the aid of, or embark on an overland expedition to find someone who actually wants this pile of gold coins (because, remember - when they aren’t coinage, gold only holds value as an aesthetic trapping. Someone might want two or three to make jewelry with, but nobody around here needs the other five hundred… but maybe in the distant city-states they’ll want some?)
Now - all of this assumes a pretty inabstract system. There are no Debt Points (at least, not that the players can see), no randomized values, no randomized inventories. There are goods, and there are people. There are abstract alternatives - it is a matter of preference.
“oh, obviously on the substack i can make shorter posts than i do on the main blog. totally.” said the fool.