Re: Re: Guilds, Economics, Ships, Trade by Land and Sea!
The players may not care about the world's economy, but they certainly care about their characters' small sliver of it. Historically, many adventurers were risk-taking explorers, bringing back exotic goods from far-away lands.As some above posters have mentioned, most players could really care less about the world's economy.
Modern business theories and economic theories are predicated on a free market with little "friction" -- pretty much the opposite of a medieval economy composed of guilds with monopoly power, cities without passable roads between them, etc.However, I happen to have an MBA from a top business school, and have tried to make logical economics part of our campaign world.
How do you mass-counterfeit silver coins in a quasi-medieval world? Magic?Coinage played a key part of a recent module....There was a counterfeiting scheme required the new ruler to withdraw all old coinage, check the old coins for authenticity, and then exchange them for new coinage (with a small processing fee).