Gygax On…Duties, Excises, Fees, Tariffs, Taxes, Tithes and Tolls

As my players will tell you, I am generosity personified while running a game. They are often overcome with the amount of gold, platinum and magical items they uncover.* Their main problem is how to transport their almost boundless wealth from the dungeon!

By William McAusland (Outland Arts)

By William McAusland (Outland Arts)

 

*This is all somewhat untrue.

In reality, I like to run a low magic, gritty style of campaign and part of that atmosphere comes from limiting access to vast amounts of wealth. In turn, this limits the PCs’ ability to buy themselves out of trouble—the PCs must use their wits, cunning and innate abilities to prosper and thrive instead of buying tons of magic items to solve every problem.

That said, once I benevolently gift the PCs their treasures, I rarely take it away from them as they’ve earned it. However it now seems that accordingly to Gary I’ve been doing this a tad wrong!

So what did Gary have to say?

“It is important in most campaigns to take excess monies away from player characters, and taxation is one of the better means of accomplishing this end.” 

AD&D Dungeon Master’s Guide (page 90), Gary Gygax

I think Gary wrote this for a couple of reasons—while the game is unabashed fantasy, Gary strove for a certain level of realism in his games and taxes are (sadly) a very real part of life. Indeed, Gary goes onto discuss how in medieval times, the average person suffered much higher levels of tax (proportionally) than we do now.

In game, it makes a certain amount of sense that greedy lords, scheming church officials and officious town officials would all want a piece of the PCs’ wealth—after all they’ve just liberated from the dungeon more wealth than most people see in a lifetime!

I think the other reason he wrote this passage was to give his PCs another imperative to adventure. After all, one of the major reasons to adventure is to gain loot and if you lose it as quickly as you get it, you’ll need to get more pronto! 1st Edition didn’t really embrace the concept of magic shops and I suspect Gary was reacting to PCs with relatively vast amounts of wealth who had nothing to spend it on. (Of course, wise PCs saved for the fortress they would eventually establish once they reached name level or spent much of their wealth on their henchmen and hirelings’ wages.)

I cannot recall if taxes and suchlike got much coverage in 2nd Edition, but by 3rd edition they were well and truly a thing of the past. Thinking about it, though, I think that’s a shame as taxes—and the people that collect them—are part of a living, breathing campaign world. While I wouldn’t want to set taxes at a level that impacted the players’ enjoyment, I nevertheless think they could be a fun part of the game: chaotic PCs are going to try and avoid them—gaining a sense of satisfaction when they succeed—while lawful characters will no doubt be delighted to pay because the various authorities receiving these taxes will look kindly upon those paying taxes and may even be a source of future assistance or adventure.

As an aside, we often joked how in Red Hodges campaign, we ended up working for powerful clients for no pay except we got to keep what we find. (Although taxes never really came up). Coincidentally, Red Hodges often runs us through old classic modules of yesteryear. It would be fascinating to know if the designers assumed PCs were normally taxed on their ill-gotten gains.

What Do You Think?

Do you use taxes, tolls and more in your campaign? Is this too much realistic details for you? Let me know, in the comments below.

Creighton is the publisher at Raging Swan Press and the designer of the award winning adventure Madness at Gardmore Abbey. He has designed many critically acclaimed modules such as Retribution and Shadowed Keep on the Borderlands and worked with Wizards of the Coast, Paizo, Expeditious Retreat Press, Rite Publishing and Kobold Press.

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12 thoughts on “Gygax On…Duties, Excises, Fees, Tariffs, Taxes, Tithes and Tolls

  1. Lew Pulsipher did a very good article in Dragon #74 outlining all the ways to separate a player from his gold and I used some of them, upkeep, weapon repair etc. There’s a similar article in Imagine #17 that essentially adopts the Runequest approach – money can be used for training in an extra class / skill other than your ‘base class’.

    The latter idea has been superseded by modern design, but at the time – 1984! -, it was revolutionary to me, at least.

    I also have never place a ‘magic shop’ in any of my campaigns!

  2. There’s an interesting line in the DM’s Guide that I wasn’t aware of until recently. 100gp/level is assessed to the characters for various living expenses. I would assume that includes taxes, although Gygax did write about taxes separately.

    The point was not to simply take all the stuff the characters found, but to give an impetus to the characters to go out and adventure more. They live high, spend freely, eat well . . . when they have money. Like many characters in the stories found in Appendix N (Conan, Fafhrd/Grey Mouser, Cudgel), they frequently found themselves out of money, ready to pounce on any opportunity that came by.

    So I don’t use taxes in a realistic manner, but the tax-man is ever-present. Yes, he’s hated, and yes the players try to avoid him. But that in itself is a bit of an adventure.

  3. Instead of worrying about calculating taxes, tithes, etc, I determine living expenses randomly per week. Players must pay 1d10*100 gold pieces per week to account for all expenses except for adventuring gear and hirelings/henchmen. If they don’t have enough to cover the upkeep, they are in debt to an individual or organization of the DM’s choosing.

  4. I used taxes in one of my campaigns. Set in the City of Greyhawk, the pcs were plundering Castle Greyhawk. They made it abundantly clear to all that huge sums of treasure could be gained adventuring. People from all walks of life quit their jobs, bought weapons, and headed off to the ruins. The pcs found lines at the entrances to the towers. The influx of adventurers caused prices for adventuring gear to skyrocket, the city instituted treasure taxation to cover the added cost of extra patrols along the road to the ruins as well as city gates that had to deal with more traffic. Magic items were taxed the heaviest since many were considered weapons of mass destruction.

  5. Excellent article. This makes complete sense. Why wouldn’t a local Noble, Lord, or King want a large portion of anything found within their lands? Also, this gives the party incentive to be tight-lipped about their business.

  6. Taxes live in my games even though I do add a variety of avenues for buying magic items. I use them for the obvious: separate gold from adventurer.

    The other reason is because there are some bad guys that live in castles.

    A great way to illustrate corruption and greed in a campaign is through heavy taxation. I don’t just use taxes either. A church can be corrupted leading to mandatory tithes. You don’t pay, suffer the deity’s wrath.

    PCs should see tax collectors on the road. Public shakedowns are a nice urban encounter. A bridge warded by a sanctioned wizard demanding exorbitant tolls. All of these help the players understand that the people in charge are not OK.

  7. I love to use taxes in my WFRP games. Taxes, tariffs, fines and fees are something addressed in the Core rulebook, WFRP Compendium, arms and armour book, and several other places. The recurring taxes range from place to place, but are usually 10%-15% of the PCs “income” (based on career/class), and are usually collected twice per year.

    Fees are something like 5 gold to carry a weapon inside a city, 3 pennies to cross a bridge, 10% (or more) of earnings to the local guild when plying any trade (miner, fisherman, merchant…). Fines of course would be if you commit a low level crime, bribes, or not paying your guild to get a licence to trade. All these are enforced by local bailiffs, constables, tax collectors, guilds, etc., who have long arms and longer memories.

    To hammer all this home, I use fantasy coins, gold painted rocks, glass jewels, and other items to represent the PC’s wealth… whenever something comes up; from a night at the local tavern, healing after that bar fight, or just your tax duties, the PCs find themselves digging into their literal pouches and saying “good-by” to their loot. They become astutely aware of their expenditures, and the strive to be cost effective AND look for ways to legitimately earn more.

    This, I’ve found, is a nice (and modest) way to make the soul-crushing poverty inherent in the game something they can overcome. Besides, when they earn those coins (rocks, bits of glass, etc.) back… that jingle in their pouches makes it all worthwhile. 🙂

  8. I do use taxes, and bandits, and cutpurses, and hirelings (having spells cast for you is a very expensive endeavour). I recently had a 1st level PC acquire Find Familiar on a scroll. He desperately wanted to use it. Mind you, I am playing 2nd Edition AD&D, which is (I believe) the best version of D&D around. Actually, I think 1st and 2nd Edition are equally as important and interesting, but I wish 1st Edition had 2nd’s organization. Anyway, he wanted to cast Find Familiar, but the wizard realized he needed 1,ooo gp worth of exotic incense to do it. Being in a far flung part of the country in a time of imminent war makes gaining access to those herbs difficult. I like this because if the player really wants things like this for his character, he will have to do one of two things: 1. Quest for the herbs, or 2. Obtain them illegally. Unintentionally, I provided them with the means to gain the herbs via a traveling tinker and seller (and obtainer) of curiosities and (very rarely magical) magic potions, tinctures, oils, salves, and objects. He can be hired by the PCs (for a price) to find information and objects (within the limits of his power) to find what they need, given time. It helps relieve them of money and adds some flavour and danger. This character has a cousin in another village that runs an inn. Anything the PCs pay for will be found there. I also introduce magic items of great power, with only one or two charges. The PCs can identify it via hired spell casters (also rare, and expensive) or casting identify themselves. After they use it and discover it no longer works, they will have to be okay with that, or go on an adventure to have it recharged. I also make making magic items very difficult. They require lots of special preparation and ingredients that must be quested for or obtained only after much expense. I love the 2nd Edition description of how to make magic item creation whimsical and adventurous. Makes the commitment to such creation a harrowing task that will require an entire party to accompany their wizard out into the world, into dark dungeons, just to find one ingredient to make a magic sword. Such expenses also make using said magic items a rare and carefully considered event. ‘Do we use it now to blow a hole through the wall of this trap? Or do we hang on to it, because the evil witch is just around the corner? But we really need to get out of here (looking around worriedly at the skeletons).’

    • Yep. I also like to teach through experience. Once a bulging backpack rips, spilling its contents at inopportune times, players begin to think about the things they carry and the stowage capacity of their bags and packs.