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<blockquote data-quote="DrunkonDuty" data-source="post: 3784576" data-attributes="member: 54364"><p>It is a good list there, Celebrim.</p><p>And much more succinct than my my endless waffle.</p><p></p><p>Implementing isn't that hard. Realising the issues is the main thing. That way you can think of the likely problems BEFORE your players encounter them.</p><p></p><p>Now I wouldn't suggest that anyone work out a thorough economic system for their world, complete with Keynsian models and inflationary spirals. Not much fun in that. </p><p></p><p>But lets look at implementing a bit economic verisimiltude. Consider first: big local economy or small? An economy's recction to stimuli is relative: a small economy will react much more violently than a large one. </p><p></p><p>PC hero swaggers into a <em>small</em> town branch of Generic Magic Shoppe (tm).</p><p></p><p>PC "I want to spend 100 000gp on magic items."</p><p>Shopkeeper: "And I want to let you!!!!!"</p><p></p><p>This is not say the shop has 100 000gp worth of merchandise in it. But the shopkeeper will cheerfully bump up the prices to accomodate the PC. On the spot inflation. Job done. </p><p> </p><p><em>If </em> you want to develop the ramifications further you can judge the prices of everything in the area go up 50%. And the shopkeeper becomes a major player in the local guild politics. Of course with everything being so much more expensive the common folk demand wage increases in order to meet the increased cost of living. Civil unrest follows the guilds refusal to increase wages. Many folk turn to crime and lots of bandits begin plaguing the highways. PC returns and slaughters a hundred bandits, collects reward. Reduced workforce (ie: the commoners who went bandit are no longer available to work) makes guilds offer higher wages to attract workers from neighbouring town.</p><p></p><p>And so on.</p><p></p><p>Of course there's no reason to do anything from the <em>If</em> paragraph. Or maybe just take a couple of those elements. (say the shopkeeper's sudden rise to prominence.)</p><p></p><p>God, I can't give a short answer to anything.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 3784576, member: 54364"] It is a good list there, Celebrim. And much more succinct than my my endless waffle. Implementing isn't that hard. Realising the issues is the main thing. That way you can think of the likely problems BEFORE your players encounter them. Now I wouldn't suggest that anyone work out a thorough economic system for their world, complete with Keynsian models and inflationary spirals. Not much fun in that. But lets look at implementing a bit economic verisimiltude. Consider first: big local economy or small? An economy's recction to stimuli is relative: a small economy will react much more violently than a large one. PC hero swaggers into a [I]small[/I] town branch of Generic Magic Shoppe (tm). PC "I want to spend 100 000gp on magic items." Shopkeeper: "And I want to let you!!!!!" This is not say the shop has 100 000gp worth of merchandise in it. But the shopkeeper will cheerfully bump up the prices to accomodate the PC. On the spot inflation. Job done. [I]If [/I] you want to develop the ramifications further you can judge the prices of everything in the area go up 50%. And the shopkeeper becomes a major player in the local guild politics. Of course with everything being so much more expensive the common folk demand wage increases in order to meet the increased cost of living. Civil unrest follows the guilds refusal to increase wages. Many folk turn to crime and lots of bandits begin plaguing the highways. PC returns and slaughters a hundred bandits, collects reward. Reduced workforce (ie: the commoners who went bandit are no longer available to work) makes guilds offer higher wages to attract workers from neighbouring town. And so on. Of course there's no reason to do anything from the [I]If[/I] paragraph. Or maybe just take a couple of those elements. (say the shopkeeper's sudden rise to prominence.) God, I can't give a short answer to anything. [/QUOTE]
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