Currencies, Banking, and Economics

Samloyal23

Adventurer
Has anyone used multiple currencies or set up banking systems in their campaigns? How did that work out? How complex can you make a fantasy economy?
 

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I am a new Dming (only been Dming and playing for 2 years; actually I have been Dming for two years and I have NEVER got to play as a PC, I think I have the PC BLUES), but i have ( at least thought about) implemented this (i havent actually implemented these rules (about economics, currency), but I have thought about them, my PC's arent to creative...). You can make it as complex as you want (IT REALLY IS UP TO THE DM, if you want to keep track then do it, dont expect the PC's to keep track of the system). Mutiple currency is a good way to let your PC's gain money from the "stock market." Namely, if one world/metropolis/country/city/town/hamlet/.etc./ has commodity X at price Z and another world/metropolis/country/city/town/hamlet/etc. has commodity X at price Z+/- then your PC's (and your NPC') can make a profit {or lose profit} by selling or buying commodity X at a smart/non-smart exchange. Every world/country/city/town/etc. should have its own rate of exchange to regulate trade.
Remember: It is up to you to figure out a system, but once you figured it out, it should work out nicely. if you want advice on figuring out a system,ask.
 
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The economics of 3.5 was the original major reason my group and I began working on a new game system. Sad but true.

While we didn't go into it because the PCs at the time were so high level (and thus their wealth was ridiculous) that the actual economic systems in place were irrelevant, I'm sure that it's entirely possible to do. On the DM side, it probably becomes a good deal to track unless you've got a solid system for dealing with that level and amount of information, and preferably one that does so relatively rapidly and easily.

In essence, it's a trade-off: the more complex you go, the more work the DM has to do to know what's going on and ensure that things are making a least a small amount of sense, but also the more rewarding it is in terms of detail there that the players can interact with. Any kind of economic system in which the PCs can manipulate a market to make more money may also lead to the party becoming unbalanced due to messing with the wealth-by-level guidelines (assuming you're playing an edition that deals with that and/or care about that kind of thing).
 

The first edition of he Stormbringer RPG had a system that mimicked the complex & realistic economy of the novels- different countries currencies were differently valued, with Melnibonean coins being worth many times that of any other coins. Like the PP vs CP difference. I liked it, but not everyone else did.

If you're willing to do the work, good on you! But don't be surprised if the players don't get it.
 

Has anyone used multiple currencies or set up banking systems in their campaigns? How did that work out? How complex can you make a fantasy economy?
Sure. Coins as one system, gems as a second, pearls as another, chickens as a fourth.
I say this in semi-seriousness, the bartering system is it's own brand of currency. Don't overlook the exchange of trade goods and services as a viable option in an attempt to design something more sophisticated.

As for Banking systems, I.O.U.s from wealthy merchants or nobles and the investment of land has served us well in past games. I've never attempted a universal banking system, mostly because I've not yet played a game where everything took place under the control of a single government.

Hm... Wealthy would be the first Dragon that established a cross-country Banking system.
 

Ya, I've done this. Players never cared. The economy of 3e works fine with it or without it. You just need to know that PCs are to the economy what a a power ball winner is.
 

I stole the idea from NWN2, but the idea of a universally accepted "trade bar" (a stamped slip of paper) issued by the various major merchant organisations, worth 1,000 GP, allows players to store value much more easily, rather than having hundreds of pounds of gold "on their person" or in extra-dimensional space.

They're basically "IOU"s, and the system would have struggled in the beginning, but once it is established, it becomes just another form of currency and works very well.
 


I'm thinking there is a lot of material for adventures to be mined in having a slightly more complex economy. Having different currencies means you need monelenders to change your currency, creating interesting encounters and reasons to travel and trade. You can't foil a bank robbery if banks haven't been invented. Have you ever tried to carry 10,000 gold pieces?

For crunch, I'm thinking the game needs some added skills, like numeracy, haggling, and bureaucracy, that existed in 2E and never got updated. Feats for connections to financial institutions, say if you come from a line of notorious moneylenders or your social rank allows you to get loans at reduced interest, would be helpful. Thoughts?
 


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