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Tips for Creating a Metagame Economy

GMMichael

Guide of Modos
Math wizzes, Excel addicts, and GMs among us: I need to create an economy for my game. I want PCs to earn a limited, variable amount of money per-adventure, and they'll spend that money on supplies, repairing gear, and buying new gear. Some gear/magic items will be expensive and require saving between (not too many) adventures. The economy's inputs and outputs are very limited.

Toying with the ideas of PCs with art skill producing valuable work between adventures, and those with crafting skill being able to repair their own gear at an advantaged rate. Also, crafting skill and negotiating skills offer a flat 10% discount to goods/services.

Is there an easy way to do this without the PCs always needing to save money (being broke) or just sitting on piles of gold?
 
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Celebrim

Legend
It's not easy to do. I can tell you some of the hurdles you'll have to overcome.

First, most price lists are just random numbers pulled out of the air. This creates problems if the PC's get into manufacturing those items and can do so with a cost of production significantly below that of the published price. Realistic prices are a function of the living wage and the time and skill to produce and distribute the goods. Prices are essentially days of labor when you get down to it.

Second, the impact of spells on economies generally has not been considered, and so the rules for any spell with potential economic impact may need to be revisited.

Thirdly, the daily living wage is generally not set realistically in a typical campaign setting. After expenses, PC's are going to want to be earning a couple times more than the base line living wage.

Fourthly, while you can abstract out the daily cost of living to be a function of level based on the assumption that higher level characters have more expensive things they have to maintain, you'll probably want to have modifiers for that depending on what the PC's are supporting - steeds, retainers, excess property etc. Property at 1% of value annually or monthly isn't a bad rule of thumb. Steeds and pets should work out to X times the cost of basic support for a level character depending on the size and type of steed and retainers usually cost more to retain than the standard of living of an equivalent level PC (because the NPCs want to turn a profit).

Fifthly, you'll want to give some thought to taxes. Roughly 30% of income should be going to taxes and fees of various sorts.

From all that you can then work out what sort of wage that the PCs have to pull to cover basic expenses. So as some starting points, the daily living wage in my D&D campaign is 1 s.p. and a 1st level PC has 1 s.p. worth of maintenance costs to cover per day to keep clothes on their back and fed, etc. For the purposes of prices, 1 s.p. buys roughly the equivalent of $50 worth of handmade non-industrial goods such as produce, prepared foods, livestock, hand-made furniture, hand tailored clothing, hand tooled leather ect. Quite a bit of things translates, for example fight quality weapons and armor are generally hand made these days because of low demand, so many times you can work out realistic prices pretty well. Prepare for the PC's to be shocked at how valuable things like clothing are.

If the PC's buy anything that exceeds minimum expenses for their level, that has to be paid for in addition. Typically, what you find is that PC's have to make 3-5 minimum daily wages per day per PC to break even at low level. I typically use a 1 s.p./level rule but allow base expenses to include better quality accommodations as the PC's go up in level.

One thing that happens in this system is that PC's can earn effectively credit whenever an NPC is hospitable. So when an NPC buys dinner or offers to let the PC's spend the night, the PCs are effectively getting paid a portion of what they'd normally have to pay in upkeep.

One other thing you'll notice is that most adventures typically assume the PC's become extremely wealthy very quickly. Under the outline I just gave, a single gold piece in my game is $1000 (20 daily wages) and is treated like it is real money.

But in terms of the balancing act you'll have to do, you'll probably need to eyeball and come up with expenses or windfalls as needed to keep things more or less where you want them to be.
 

Hand of Evil

Hero
Epic
Develop a Cost of Living per day. This is just daily expense for a player, food, lodging, bath, care of animals, supplies, upkeep of clothing, bribes, entertainment, city taxes, gate fees, tolls, guild fees, church fees, insurance, etc... More details the better. Then just minus out the money each day. Then add unexpected events, horse throws a shoe, horse dies, pickpocket, pass the hat/bucket.
 

GMMichael

Guide of Modos
Do you care how abstract the system is?
I can work with abstract. But my PCs will want hard numbers to work with.

One other thing you'll notice is that most adventures typically assume the PC's become extremely wealthy very quickly. Under the outline I just gave, a single gold piece in my game is $1000 (20 daily wages) and is treated like it is real money.

But in terms of the balancing act you'll have to do, you'll probably need to eyeball and come up with expenses or windfalls as needed to keep things more or less where you want them to be.
Taxes, daily wage, etc. won't need to come into play. The "supplies" I mentioned won't go far beyond healing potions, ammo, and torches. So the main expenses are repairing gear, buying new gear, and buying premium gear. (Gear includes learning magic spells).

My PCs will be getting paid in silver, and I'm hoping the economy doesn't get so complex that it needs gold.

I'll be able to tinker with expenses/windfalls by adjusting market prices or adventure purses. I should probably stick to one or the other - not sure if which one makes a difference.

Adding to OP: PC income and labor ideas.
 

Lanefan

Victoria Rules
Taxes, daily wage, etc. won't need to come into play. The "supplies" I mentioned won't go far beyond healing potions, ammo, and torches. So the main expenses are repairing gear, buying new gear, and buying premium gear. (Gear includes learning magic spells).

My PCs will be getting paid in silver, and I'm hoping the economy doesn't get so complex that it needs gold.

I'll be able to tinker with expenses/windfalls by adjusting market prices or adventure purses. I should probably stick to one or the other - not sure if which one makes a difference.

Adding to OP: PC income and labor ideas.
Are you thinking of a silver-based or gold-based currency system for game-play? This alone can make a huge difference: if the local economy runs on silver but the PCs are bringing gold in from the field, the PCs' economy quickly becomes very remote from that of the town they are in.

Also, if this is to be at least somewhat realistic (is that your goal here?) then taxes almost certainly have to be involved somehow. (the easy "lazy-DM" way around this - which I freely admit to having used in the past - is to make an early adventure in the campaign be in direct service of whoever the taxes go to, with the PCs' reward being exemption from future taxes)
 

Celebrim

Legend
Taxes, daily wage, etc. won't need to come into play. The "supplies" I mentioned won't go far beyond healing potions, ammo, and torches.

What I outlined to you doesn't even go as far as that. The maintenance cost I suggested imposing just covers the sort of stuff people would have to cover if they were just living - minor leisure activities, food, lodging, maintenance of existing gear, etc. It does not cover what you might call "business expenses" because those can be highly variable. So PC's in my game still purchase healing potions, ammo, torches etc.

If you want more abstraction than that so that business expenses are rolled into costs you'll need to up the costs, you'll need to have a slot and supply check system where PC's can claim slots for gear with a chance based on cost of gear and level of maintenance they've been paying.

You might want to look at Pendragon for some ideas.
 

Hand of Evil

Hero
Epic
You are just creating more problems but only going with main expenses. Money slips away with the little things. Think about what services are being provided by an adventure guild, place them into tiers, the more you pay in fees the more services you are provided. Then the Church, heals, resurrections, curse removal, protection, these all have a cost. Thieves Guild same way, they provide services, blueprints, people to watch others, skilled labor like document forging.
 

GMMichael

Guide of Modos
You are just creating more problems but only going with main expenses. Money slips away with the little things. Think about what services are being provided by an adventure guild, place them into tiers, the more you pay in fees the more services you are provided. Then the Church, heals, resurrections, curse removal, protection, these all have a cost. Thieves Guild same way, they provide services, blueprints, people to watch others, skilled labor like document forging.
Bankruptcy from a thousand cuts? I'm only going with main expenses because I don't want the PCs to need pocketbooks (or worse, an NPC accountant). After a quest, they'll likely need:

  • Repair for 1 item. Unlikely: 2. Although sometimes, an item breaks and they'll need...
  • A new piece of equipment. Weapons are easily looted instead of purchased (but usually banged up).
  • More arrows.
  • More magic scrolls.

Their guild will cover burial costs and one healing potion per job. And a torch. Healing happens naturally between quests. Resurrection: nope. There are stakes in this game.

So if I'm not mistaken, each PC will need to earn (or be able to earn) the sum of the above costs, plus a margin for buying new and better gear, per quest. The hard part is that there aren't a lot of fixed values in that, and that some PCs might have higher expenses than others, like repairing nice armor can get pricey, or expendable scrolls aren't cheap. Then there are the damn bards...
 


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