Tuesday, November 23, 2021

Climb on my back

In the past couple weeks I have been doing a lot of carries in WOW.  The ways it works is I am in a bunch of discord channels and an advertiser posts a run.  Boosters like me reply if the post suits them, and then we gather into a group in game and carry someone through a dungeon.  The ad will tell us how much we get paid, how difficult the dungeon will be, and who they need.

This pays extremely well.  I make 4 to 10 times as much gold carrying people as I would doing anything else in the game.  It isn't trivial to get that gold though, as you need to have a high level of skill to do dungeons with one or two people in your group who are incompetent or even afk.  The value of the gold I earn means I am being paid between 4 and 10 dollars an hour depending on the run, which isn't a great hourly rate, but I am being paid to play WOW, so I can't complain that much.  In the end though it isn't like I convert this gold to dollars, I use it to pay for all the potions and food and other junk I need to play as well as my monthly subscription.

The booster community is an interesting place.  People seem to think that I mostly get paid to carry totally incompetent people to rewards they don't deserve, but that hasn't been my experience so far.  Mostly it is people starting off a brand new character who want some good gear but who don't want to spend months trying to work their way up.  They pay some money to get carried to a bunch of good gear so they can get into the content they actually want.  The others are people who are able to do the content but who struggle to find groups.  They don't want to spend hours trying to find people to run with and then have the group fall apart.  

Instead they pay 15 bucks so that a group of friendly, highly skilled people show up and efficiently beat the dungeon with them... and at the end, the buyer gets all the loot!  I can see people looking at it like a movie ticket, where they pay a modest sum and get the experience they want.

I am not interested in buying a boost at all, ever, but I can understand people who do.

There are downsides to boosting though.  The main one is that you need advertisers who sit in trade chat and group finder and constantly spam advertise their services.  I could apply to be one of those advertisers, but I would be miserable.  Even if the gold per hour is better, and I am sure it is, I am not interested.  However, the constant spam does annoy and frustrate players who want to find groups the normal way, without paying for the service.

That spam doesn't affect me.  Trade chat is useless, and is just there for people to post memes, chuck norris jokes, and political diatribes.  I have it turned off.  I have a simple mod that blocks all of the advertisers in group finder when I am looking, so I don't even see that.  For me boosting is all upside.  I don't care if other people buy boosts in general, and I like it a lot when they pay me stacks of gold to do fun activities.  I play the game to do challenging stuff with my buddies, and I don't care if somebody else buys an achievement I worked for by opening their wallet.  The important part is the striving and the improvement, which a buyer misses entirely.

Mostly the people I run into while boosting are a lot like the people I run into anywhere else.  Generally we get along and things are fine, but occasionally I run into a jackass who annoys me.  

One thing about boosting that I often see is people complaining that boosters are giving Blizzard money, and that any new and difficult content is just Blizzard cooperating with boosters do make tons of money.  The idea is that if something is hard, buyers will purchase tons of subscription tokens for real money, sell them for gold, and use that gold to pay me to boost them.  

This makes zero sense.  If there are 1 million players who never buy boosts, Blizzard makes 20 million dollars a month.  If most of those players are buying or selling boosts, Blizzard makes 20 million dollars per month.  No amount of boosting can change that - everybody buys exactly 1 subscription per month.  All that happens if lots of boosting is occurring is that the best players don't pay for their subscriptions because they get subsidized by the buyers.

Boosting is here to stay, and I think we all ought to just get over it.  Focus on playing the game your way, and don't worry about what everyone else is up to.  If you don't boost, then nothing the boosting community does affects you.  Those top skilled players were not going to show up for your run anyway... if they weren't getting paid, they would just be doing something else entirely.

Tuesday, November 2, 2021

Cash money

Naked Man and I often lock horns about money.  Not real world money though, just the currency that we use in our RPGs.  Recently we have been talking about how our characters interact with gold and how we would like for it to work.  NM loves the idea of gold mattering to characters.  He is a big fan of them seeking out treasure to buy the things they want, keeping track of expenses, and budgeting.  In his ideal world we would each keep track of exactly how many coins we have of each denomination and have fun collecting old and obscure currencies that we can then try to convert into more useful coinage.

I, on the other hand, built a whole roleplaying system where player wealth is described simply by Destitute - Poor - Professional - Landowner - Mayor - Royal - Monarch.  What level you are at tells you what stuff you can buy and what you can own.

I often give NM trouble because in our DnD game I do a lot of rounding of money and don't bother to keep meticulous track of it.  I also complain about pricing of things when those prices don't make sense to me.  For example, early on we ended up in a big city and I wanted to learn spells.  The prices seemed ludicrous to me, because to learn a single level 1 spell was 1000g.  1000g could buy me a decent magical item, so the idea that it cost 1000g to just look at someone else's spellbook for an hour seemed absurd to me.  Who in the world is paying those prices?  The person selling the spells doesn't even expend anything when they make a sale!  These strange prices often come up because we are combining sources from a variety of editions, some of which are decades old.  This leads to some strange situations.

For example, in our last session we suddenly got rich.  Up until this point we had accumulated roughly 30,000g between all of us.  About half had been spent on various things like spell research and magic items, and the rest we were carrying around in cash.  In this session we sold a bunch of items we had gotten in our recent adventure for a total of 70,000g.  50,000g of that was in just 2 items that we were selling because they weren't much use.  It makes sense in the lore of the world that these items would be valuable and sought after - they had a history and were completely unique.  Unfortunately that windfall makes it hard for us to take money seriously otherwise.

How do you make yourself worry about small change when you randomly stumble upon single items worth as much as all the loot you have ever seen?  I think DnD has always had this sort of problem because as you level up you find more and more expensive and powerful things, and this leads to out of control inflation from the perspective of characters.  

It is hard to worry about spending 100g on something when you will randomly open a box and find 10,000g in it!

This trouble is exascerbated by our current campaign style.  We are on the clock trying to save the world from apocalypse.  Adventurers that take long breaks and choose their missions based on monetary rewards can interact with world economics in fun ways.  Do we go fight the ogres, which is easy, or do we delve into the lich's tomb, which is dangerous, but probably much more rewarding?  That is a good question.  However, our adventures are often part of saving the world and so we don't have a lot of choice.  Chasing ogres for cash isn't happening.  I suspect that interesting monetary dilemmas are extremely hard to maintain in a race to avoid armageddon.

One thing NM has wanted is for spell components to be expensive.  He likes the idea of spells that have expensive components that we have to either find or pay for as a way to bleed off some of our money.  That works for me, but it is a tricky balance to strike.  Recently I came upon a bunch of spells, some of which had expensive components.  However, the spells were extremely weak, much worse than other ones that didn't have any extra cost.  That isn't going to make for any interesting decisions - why would I pay 1000g to cast an inferior spell?

After some back and forth NM decided to improve those spells and suddenly there were some interesting choices.  A few of the spells were decidedly more powerful than similar free ones, or at least offered a unique perk.  I like that situation, as it lets me choose between free spells or spending cash on something new and exciting.  I have to decide what to prepare each day, so I face the challenges of figuring out when I will need the big guns and getting ready to spend resources on them.

There are ways to make gold interesting in a fantasy RPG, but I don't know that they end up being worth the effort.  When I think about fantasy stories none of them ever involve the characters taking months off to go fight trivial opponents to collect cash.  That isn't a bulletproof argument though, because we aren't playing a book, we are playing a game, and these are different things.  

When I am running games I don't think I am willing to put in the effort to build a complete economic system for the players to interact with.  It is just too much, and I am not interested in something half baked.  NM, on the other hand, seems dead set on including an economics simulator in his fantasy RPG.