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General Tabletop Discussion
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Excerpt: Economies [merged]
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<blockquote data-quote="Cadfan" data-source="post: 4220313" data-attributes="member: 40961"><p>I am continually amazed at people who believe that D&D should offer an actual model economy. I am even more amazed at how convinced they are that <em>I</em> need an actual model economy. </p><p></p><p>"What will you do when the PCs decide to travel to the city, find buyers, and sell items at full price?" they ask me. Well, I'll probably roleplay that, and we'll all have a good time. I'll also have some encounters during which they don't get full treasure until things are back in line. These encounters will probably be related to their efforts at becoming merchants, such as bandits, or disasters befalling the caravan they're traveling with, or whatever. And I might have their home town eaten by zombies while they're gone. That happens, you know. It conveniently gives them something to go do after they've run out of used magic items to sell.</p><p></p><p>Personally, I like campaigns where the players aren't rolling in cash. I keep the economy even more simplified than regular D&D- I run things on barter. The PCs don't carry much more than pocket change in gold coins. They do have a smattering of small gems, used items, and owed debts. They then trade these for what they want.</p><p></p><p>An uncommon transaction in one of my games would be a PC buying something for 5000 gp. Where did he get 5000 gp? How has he been carrying it? Instead, he might trade a small emerald, a finely carved +1 dagger, and a promise to "handle" the man who was casing the merchant's shop earlier that morning.</p><p></p><p>Now of course my system doesn't handle a player who intentionally goes out of his way to acquire a hoard of gold coins. Its not supposed to. But by not pointing out to the players that I'm doing what I'm doing, I draw their attention away from it and towards more immediate concerns, like those lousy zombies who keep trying to eat their town.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4220313, member: 40961"] I am continually amazed at people who believe that D&D should offer an actual model economy. I am even more amazed at how convinced they are that [I]I[/I] need an actual model economy. "What will you do when the PCs decide to travel to the city, find buyers, and sell items at full price?" they ask me. Well, I'll probably roleplay that, and we'll all have a good time. I'll also have some encounters during which they don't get full treasure until things are back in line. These encounters will probably be related to their efforts at becoming merchants, such as bandits, or disasters befalling the caravan they're traveling with, or whatever. And I might have their home town eaten by zombies while they're gone. That happens, you know. It conveniently gives them something to go do after they've run out of used magic items to sell. Personally, I like campaigns where the players aren't rolling in cash. I keep the economy even more simplified than regular D&D- I run things on barter. The PCs don't carry much more than pocket change in gold coins. They do have a smattering of small gems, used items, and owed debts. They then trade these for what they want. An uncommon transaction in one of my games would be a PC buying something for 5000 gp. Where did he get 5000 gp? How has he been carrying it? Instead, he might trade a small emerald, a finely carved +1 dagger, and a promise to "handle" the man who was casing the merchant's shop earlier that morning. Now of course my system doesn't handle a player who intentionally goes out of his way to acquire a hoard of gold coins. Its not supposed to. But by not pointing out to the players that I'm doing what I'm doing, I draw their attention away from it and towards more immediate concerns, like those lousy zombies who keep trying to eat their town. [/QUOTE]
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