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*Dungeons & Dragons
D&D game world economy, wages and modelling the ancent world
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<blockquote data-quote="Grakarg" data-source="post: 7647306" data-attributes="member: 41096"><p>First a recommendation, when thinking about my game world economy I found 'Grain into Gold' to be helpful.</p><p><a href="https://www.drivethrurpg.com/product/13113/Grain-Into-Gold?term=grain+int" target="_blank">https://www.drivethrurpg.com/product/13113/Grain-Into-Gold?term=grain+int</a></p><p></p><p>While not perfect, it has some good ideas and a long list of standard items priced out using the author's method of pricing. Basically, he starts with what it might cost to make a loaf of bread, how much a peasant could farm to feed themselves and their familiy, and extrapolates from there. It includes some advice on wages, different foodstuffs, and so forth.</p><p></p><p>There is always a big push<--> pull in RPGs between being 'gameist' vs 'simulationist'.</p><p>Some people say, "Hey its just a game! Don't bother trying to make it more realistic or complex, your players won't care!" They're right and that's good advice. But that's the gameist side of the spectrum.</p><p>Other people (DM's mostly) see value in trying to reflect aspects of the reality into their homebrewed worlds, and find value and fun in that same complexity. There is fun to be had in looking at the simulationist side of the hobby.</p><p></p><p>Either way, if you're having fun, you're doing it right.</p><p></p><p>I've toyed with economics for my homebrew world off and on, I find it fun to think about how many peasant farms it takes to support the local lord. It can even serve as a springboard for adventure ideas. In my current campaign, the players are the driving force behind the survival of a fledgling village on the frontier. But instead of just slaying monsters in the area and wandering the countryside, they're to the point of worrying about if they have enough food for the winter, housing for everyone, setting up trade routes, and other more complex problems than what they can just poke with a sword to solve it.</p><p></p><p>Have fun and happy gaming!</p></blockquote><p></p>
[QUOTE="Grakarg, post: 7647306, member: 41096"] First a recommendation, when thinking about my game world economy I found 'Grain into Gold' to be helpful. [URL]https://www.drivethrurpg.com/product/13113/Grain-Into-Gold?term=grain+int[/URL] While not perfect, it has some good ideas and a long list of standard items priced out using the author's method of pricing. Basically, he starts with what it might cost to make a loaf of bread, how much a peasant could farm to feed themselves and their familiy, and extrapolates from there. It includes some advice on wages, different foodstuffs, and so forth. There is always a big push<--> pull in RPGs between being 'gameist' vs 'simulationist'. Some people say, "Hey its just a game! Don't bother trying to make it more realistic or complex, your players won't care!" They're right and that's good advice. But that's the gameist side of the spectrum. Other people (DM's mostly) see value in trying to reflect aspects of the reality into their homebrewed worlds, and find value and fun in that same complexity. There is fun to be had in looking at the simulationist side of the hobby. Either way, if you're having fun, you're doing it right. I've toyed with economics for my homebrew world off and on, I find it fun to think about how many peasant farms it takes to support the local lord. It can even serve as a springboard for adventure ideas. In my current campaign, the players are the driving force behind the survival of a fledgling village on the frontier. But instead of just slaying monsters in the area and wandering the countryside, they're to the point of worrying about if they have enough food for the winter, housing for everyone, setting up trade routes, and other more complex problems than what they can just poke with a sword to solve it. Have fun and happy gaming! [/QUOTE]
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