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<blockquote data-quote="Charlaquin" data-source="post: 9765404" data-attributes="member: 6779196"><p>RPGs don’t <em>have</em> economies. There are no market forces. Supply is unlimited and demand comes exclusively from three to five people. There are no natural resources and no labor being done to turn them into products. Even time isn’t really a resource because a few minutes of game time can be stretched out over weeks of play, and months or years can be skipped past with a sentence or so of narration. It’s impossible to simulate an actual economy under such conditions. The best you can do is attempt to create the illusion of market forces, though doing so requires having stock limits and fluctuating prices, which in my experience few GMs have any interest in bothering with. I think what most people actually mean when they’re talking about a game’s “economy” is verisimilar prices for goods and services, and reward structures that don’t outstrip those prices.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9765404, member: 6779196"] RPGs don’t [I]have[/I] economies. There are no market forces. Supply is unlimited and demand comes exclusively from three to five people. There are no natural resources and no labor being done to turn them into products. Even time isn’t really a resource because a few minutes of game time can be stretched out over weeks of play, and months or years can be skipped past with a sentence or so of narration. It’s impossible to simulate an actual economy under such conditions. The best you can do is attempt to create the illusion of market forces, though doing so requires having stock limits and fluctuating prices, which in my experience few GMs have any interest in bothering with. I think what most people actually mean when they’re talking about a game’s “economy” is verisimilar prices for goods and services, and reward structures that don’t outstrip those prices. [/QUOTE]
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