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*TTRPGs General
Buy High, Sell Low is a Dumb Economic Model
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<blockquote data-quote="Zelda Themelin" data-source="post: 5817643" data-attributes="member: 167"><p>I find it rather annoying that rpg:s don't have these rules. And when there are ones they seem awfully random. Let's say for example some writers include housing prices for Golarion area books and some do not. I want everyone to include them, they are useful. My players want to rent/buy houses/boats/ships/warehouses eventually grand houses and castles. Or small village.</p><p></p><p>When I was running Oathbound I included Auction House system to one city, for adventures/rich/gang leaders types of people using it mostly for expensive items. I got lot of laugh out of it after playing wow later but that another story. It worked pretty same however. Auction House had identifiying/curse-removal services, though there was also market for cursed items. Auchtion House runners always identified everything. It was very lawful and very pricey, and there were house cuts and storing costs in their vaults for long term sales. They had magical listing system. You could also leave messages there, like what items you'd rather trade it for. Seller still had to cover the house-cut. It was well working system for exessive adventuring. This was place for need and offer met on equal turf. Economy created itself for these expensive things. Not all of them magic, other kinda property traded hands too. Some days magical healing potions had price-peaks when some particulary bloody event was approaching. And sometimes there was really low prices for good stuff when someone really wanted fast sale.</p><p></p><p>Why this thing happened had history in that world. I can't really use it in most universes. Also Oathbound universe was very adventurer-dense.</p><p></p><p>My players have always managed to find better buyers for their things than some pawn-shop for magic.</p><p></p><p>But what I miss from system makers, are more price lists.</p><p>And they don't have to be wonky-winky's wonderful opal rarely with pearly buttens</p><p>I would actully prefer more general pricing state/community size based on those things I priorly mention. Also art object, large, rare or art object, medium size, uncommon would be good way to tell the prices for those smaller items. And then have separe lists where we can roll for qualities of item. All that golden pearly stuff.</p><p></p><p>Then would be easier to set general price level, and there still could be that eccentric noble-man looking for lin-jin's inmesurable jeweled whatever. </p><p></p><p>I don't want to price things myself especilly for general things. It's boring and feels like work and I would have to dissect not always so logical existing price-list.</p><p></p><p>Some micro-shopping rules should belong into all adventure games. And they should be easy to use, and make it fast. After ah so many (though friendly) arguments over costs of house-building. Which always include "but I have these materials ready/do this job myself".</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 5817643, member: 167"] I find it rather annoying that rpg:s don't have these rules. And when there are ones they seem awfully random. Let's say for example some writers include housing prices for Golarion area books and some do not. I want everyone to include them, they are useful. My players want to rent/buy houses/boats/ships/warehouses eventually grand houses and castles. Or small village. When I was running Oathbound I included Auction House system to one city, for adventures/rich/gang leaders types of people using it mostly for expensive items. I got lot of laugh out of it after playing wow later but that another story. It worked pretty same however. Auction House had identifiying/curse-removal services, though there was also market for cursed items. Auchtion House runners always identified everything. It was very lawful and very pricey, and there were house cuts and storing costs in their vaults for long term sales. They had magical listing system. You could also leave messages there, like what items you'd rather trade it for. Seller still had to cover the house-cut. It was well working system for exessive adventuring. This was place for need and offer met on equal turf. Economy created itself for these expensive things. Not all of them magic, other kinda property traded hands too. Some days magical healing potions had price-peaks when some particulary bloody event was approaching. And sometimes there was really low prices for good stuff when someone really wanted fast sale. Why this thing happened had history in that world. I can't really use it in most universes. Also Oathbound universe was very adventurer-dense. My players have always managed to find better buyers for their things than some pawn-shop for magic. But what I miss from system makers, are more price lists. And they don't have to be wonky-winky's wonderful opal rarely with pearly buttens I would actully prefer more general pricing state/community size based on those things I priorly mention. Also art object, large, rare or art object, medium size, uncommon would be good way to tell the prices for those smaller items. And then have separe lists where we can roll for qualities of item. All that golden pearly stuff. Then would be easier to set general price level, and there still could be that eccentric noble-man looking for lin-jin's inmesurable jeweled whatever. I don't want to price things myself especilly for general things. It's boring and feels like work and I would have to dissect not always so logical existing price-list. Some micro-shopping rules should belong into all adventure games. And they should be easy to use, and make it fast. After ah so many (though friendly) arguments over costs of house-building. Which always include "but I have these materials ready/do this job myself". [/QUOTE]
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