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General Tabletop Discussion
*Pathfinder & Starfinder
Camoaign control - Guilds and Monopolies
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<blockquote data-quote="Greenfield" data-source="post: 5466421" data-attributes="member: 6669384"><p>One problem with D&D 3.* is that the economy is broken. There's no other way to say that. In a game world, where spells like Fabricate and Transmute Beverage exist, it's easily possible for PCs of just about any level to rape anything resembling a balanced economy.</p><p></p><p>By the book, there are the theoretical limits on how much wealth can be found in any given city at any given time. You won't sell that Amulet of Ultimate Niftiness for 200,000 gp in just any town or hamlet, after all. But those limits are often waved away or not considered at all. You sell it "in town", and don't worry about which town or to whom it's being sold.</p><p></p><p>In the real world, Kings often granted legal monopolies to certain factions or nobles. </p><p></p><p>Guilds also developed an incredibly strong hold on certain aspects of craft or trade.</p><p></p><p>These would seem to be a reasonable tool for reining in the overly mercenary PC who plans to make his first million before 5th level. Of course, they're just an in-game facade for the DM's "Dispel Bull$h1+" power, but they do the job.</p><p></p><p>I've also heard mention, here in these forums, of a "Delver's Guild", which covers the folks who dig through ruins for buried treasure. </p><p></p><p>So let's talk about these, and other means of keeping the broken game economy from being abused.</p><p></p><p>What controls do you use, and how do they work?</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5466421, member: 6669384"] One problem with D&D 3.* is that the economy is broken. There's no other way to say that. In a game world, where spells like Fabricate and Transmute Beverage exist, it's easily possible for PCs of just about any level to rape anything resembling a balanced economy. By the book, there are the theoretical limits on how much wealth can be found in any given city at any given time. You won't sell that Amulet of Ultimate Niftiness for 200,000 gp in just any town or hamlet, after all. But those limits are often waved away or not considered at all. You sell it "in town", and don't worry about which town or to whom it's being sold. In the real world, Kings often granted legal monopolies to certain factions or nobles. Guilds also developed an incredibly strong hold on certain aspects of craft or trade. These would seem to be a reasonable tool for reining in the overly mercenary PC who plans to make his first million before 5th level. Of course, they're just an in-game facade for the DM's "Dispel Bull$h1+" power, but they do the job. I've also heard mention, here in these forums, of a "Delver's Guild", which covers the folks who dig through ruins for buried treasure. So let's talk about these, and other means of keeping the broken game economy from being abused. What controls do you use, and how do they work? [/QUOTE]
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Camoaign control - Guilds and Monopolies
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