Tune the economy
Currency gives viewers something to chase beyond loot. Wallets are held in copper, the base unit, shown as copper, silver, gold, and platinum at one hundred to one each step. A shop turns that currency back into items.
Shop
Shop
storm-glass price: 5000
copper-ring price: 300Balance earning against spending
Decide how viewers earn: hand out currency from encounters, flows, or channel-point redeems. Then price your shop so the things worth having take a few sessions to afford. A shop that empties in one stream stops being a goal.
Deeper progression is coming
Experience, levels, and stat growth are on the way as part of the game's progression and economy work, and are marked coming soon in the reference. For now, currency and the shop are the levers you have, and they are enough to give a season a sense of building toward something.
Mark this step done to continue.
