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Empires, Trade, and Gold!
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<blockquote data-quote="Umbran" data-source="post: 75164" data-attributes="member: 177"><p>In most of the D&D games I run, economics fits in the "don't detail it unless you have to" bin. Having a detailed champaign world is nice, but you can end up painting yourself into a corner if you make up details you don't need. One can be pretty vague, and still have it be quite believable (so long as your players aren't economists <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ).</p><p></p><p>I've never had a player that was actually interested in econiomics except insofar as it influenced their plotline. Nobody's ever wanted to become a merchant, or a prince that did trade negotiations, or whatnot. I also tend to use plot devices that are... less mundane. Sure, there's economics. But there's also vendettas and betrayal, evil clerics, dragons, romance, and gods knows what else. The plight of little green peices of paper is not particularly dramatic, and thus of little interest to my players. If it doesn't interest them, it makes sense to only interject economic reality at need - like when the players try to dump thousands of gold pieces on a small market, or similar odd instances.</p></blockquote><p></p>
[QUOTE="Umbran, post: 75164, member: 177"] In most of the D&D games I run, economics fits in the "don't detail it unless you have to" bin. Having a detailed champaign world is nice, but you can end up painting yourself into a corner if you make up details you don't need. One can be pretty vague, and still have it be quite believable (so long as your players aren't economists :) ). I've never had a player that was actually interested in econiomics except insofar as it influenced their plotline. Nobody's ever wanted to become a merchant, or a prince that did trade negotiations, or whatnot. I also tend to use plot devices that are... less mundane. Sure, there's economics. But there's also vendettas and betrayal, evil clerics, dragons, romance, and gods knows what else. The plight of little green peices of paper is not particularly dramatic, and thus of little interest to my players. If it doesn't interest them, it makes sense to only interject economic reality at need - like when the players try to dump thousands of gold pieces on a small market, or similar odd instances. [/QUOTE]
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