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this post was submitted on 16 Jan 2025
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Plenty of those games have quests to do for gold, I figure just cut out the gold and have quests unlock more of the shop’s gear for you rather than pay for it. You could even just rename gold to influence points or something, that way the devs could still have the players spend an amount of things for an amount of something else.
The Rogue Trader CRPG was a little like this (for different reasons, obviously) - your wealth was immeasurable, but purchasing things involves your reputation with a faction and an abstraction of the degree of your wealth.
The ttrpg it was based on also had this mechanic. Only extreme material investments, like equipping a regiment with plasma guns, put a dent in your profit factor
I liked the way Ys VIII did it, there's no money to collect since you're stuck on a desert island, so to buy new stuff and upgrade it you just gather resources. There's a storyline reason for it, but something like that could be implemented in any other game to have a system that doesn't directly involve gathering money.