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*TTRPGs General
Fantasy economics and other planes... unworkable?
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<blockquote data-quote="BiggusGeekus" data-source="post: 1494426" data-attributes="member: 1014"><p>In <em>News Ideas From Dead Economists</em> there's a great write up of Compartive Advantage using Gilligan and the Skipper as examples. It not only explained comparative advantage, it exaplined why the Skipper kept Gilligan around on the island.</p><p></p><p>Determining the economics of a fantasy economy is crazy hard. Simple goods and base commodities have their costs almost vanish and skilled labor (either from powerful spellcasters or craftsmen) become the driving force.</p><p></p><p>However in most games this is pretty much ignored. My "favorite" moment in game economics took place in <em>Return to the Temple of Elemental Evil</em> when the St. Cuthbert people were charging us 100gp/spell level for curing spells even though it was established we were the big save-the-world guys. I told the DM that in my spare time I was going to kick back and sell my cleric spells for 10gp/spell level. I got a nasty look for suggesting that.</p><p></p><p>Which brings me to the "no wizard/cleric would stoop so low as to be a common spell peddler" argument. Of course they would. They'd do it in a heartbeat. You think a 9th level wizard wouldn't want to cast a <em>Wall of Steel</em> once a day for the local blacksmiths and spend the rest of his day drinking cold beverages in the shade rather than go into some horrible dungeon filled with monsters that have names he can barely spell much less pronounce? Come on!</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 1494426, member: 1014"] In [i]News Ideas From Dead Economists[/i] there's a great write up of Compartive Advantage using Gilligan and the Skipper as examples. It not only explained comparative advantage, it exaplined why the Skipper kept Gilligan around on the island. Determining the economics of a fantasy economy is crazy hard. Simple goods and base commodities have their costs almost vanish and skilled labor (either from powerful spellcasters or craftsmen) become the driving force. However in most games this is pretty much ignored. My "favorite" moment in game economics took place in [i]Return to the Temple of Elemental Evil[/i] when the St. Cuthbert people were charging us 100gp/spell level for curing spells even though it was established we were the big save-the-world guys. I told the DM that in my spare time I was going to kick back and sell my cleric spells for 10gp/spell level. I got a nasty look for suggesting that. Which brings me to the "no wizard/cleric would stoop so low as to be a common spell peddler" argument. Of course they would. They'd do it in a heartbeat. You think a 9th level wizard wouldn't want to cast a [i]Wall of Steel[/i] once a day for the local blacksmiths and spend the rest of his day drinking cold beverages in the shade rather than go into some horrible dungeon filled with monsters that have names he can barely spell much less pronounce? Come on! [/QUOTE]
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