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<blockquote data-quote="kigmatzomat" data-source="post: 9051206" data-attributes="member: 9254"><p>Depends on level of granularity. If you want something simple-ish, look at Vault of Heroes. It has a 3-4 page set of rules for running a trade company and similar page count for estates. It uses general categories (i.e. foodstuffs, commodities/materials, luxury goods, finished goods, gems) where each can have independent profit/losses to provide a bit of verisimilitude of complex markets. Player involvement is also a factor.</p><p></p><p>For a fully detailed system, there is "Magical Medieval Society:Silk Road" from Expeditious Retreat Press. It's many pages of materials, road conditions, markets, etc. Arbitrage simulator.</p><p></p><p>There is a companion book, MMS:Western Europe, which has a complete manor system, which is useful imo on its own right for improving towns and fleshing out NPCs.</p><p></p><p>I would recommend the simplified VoH mechanics supplemented with MMSWE for extensive lists of raw goods, craftsmen, etc. MMSWE also includes information on how magic could impact costs/profits in a manor that can carry over elsewhere, which is useful sanity checks for when players want to try something unexpected.</p><p></p><p>Only go for MMSSR if you reallllly like play-by-xls. (And using MMSWE for manors is likewise a manor simulator)</p><p></p><p>A suggestion for whatever system you use, roll the results well in advance and then incorporate that into the campaign. Foodstuff profits are unusually high because....storms? Rat infestation? Price of iron is down because....a treaty was signed with the gnolls to the south? Jewel prices up because.....there will be a noble wedding and they need jewelry? A wizard is crafting an exotic magic item? A temple is being upgraded? The gnolls get a chest of gems each year?</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9051206, member: 9254"] Depends on level of granularity. If you want something simple-ish, look at Vault of Heroes. It has a 3-4 page set of rules for running a trade company and similar page count for estates. It uses general categories (i.e. foodstuffs, commodities/materials, luxury goods, finished goods, gems) where each can have independent profit/losses to provide a bit of verisimilitude of complex markets. Player involvement is also a factor. For a fully detailed system, there is "Magical Medieval Society:Silk Road" from Expeditious Retreat Press. It's many pages of materials, road conditions, markets, etc. Arbitrage simulator. There is a companion book, MMS:Western Europe, which has a complete manor system, which is useful imo on its own right for improving towns and fleshing out NPCs. I would recommend the simplified VoH mechanics supplemented with MMSWE for extensive lists of raw goods, craftsmen, etc. MMSWE also includes information on how magic could impact costs/profits in a manor that can carry over elsewhere, which is useful sanity checks for when players want to try something unexpected. Only go for MMSSR if you reallllly like play-by-xls. (And using MMSWE for manors is likewise a manor simulator) A suggestion for whatever system you use, roll the results well in advance and then incorporate that into the campaign. Foodstuff profits are unusually high because....storms? Rat infestation? Price of iron is down because....a treaty was signed with the gnolls to the south? Jewel prices up because.....there will be a noble wedding and they need jewelry? A wizard is crafting an exotic magic item? A temple is being upgraded? The gnolls get a chest of gems each year? [/QUOTE]
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