Ghostwheel, I love that you are aware of any consequences of my style choices.  That's definitely the kind of shit GMs need to be aware of.  The good news is that we need this.  Bear in mind that I am fully wanting to significantly limit the gold they would earn throughout adventuring, which will weaken them compared to some challenges and even NPCs outside the guild.  I feel that this decision will help influence them to explore the sandbox outside the guild halls, and we should try to encourage that without seeming to.<br/><br/>Meanwhile, by allowing crafting to increase their wealth, we counter some of the pitfalls associated with giving them less gold.  What I like is that we effectively give PCs a way to make more money<em>on their own</em>, which might help influence them to take more initiative...or it might make them just sit and craft.  The ideal situation would be a mechanic that makes crafting useful to a PC, but not significantly profitable at later levels.<br/><br/>Also, all three of us will have a primary character.  He/she won't participate in combat as much, but will be a proper PC.  We can talk more about them later, but I would like if all three of us play weaker classes/prestige classes.  You know, the ones that feel cool but just really suck.  I bet Ghostwheel could think of a few nominations.