SHARK said:
Greetings!
How developed of an economy do you use in your games? Have you worked out books of detail on coinage systems, exchange rates, resources, detailed trade relationships, or is it just sort of handwaved?
I think that having a fairly detailed section on guilds and economics can be very useful. For example, knowing the trade realtionships and the exchange values, and having some sections that detail how much things are valued, and by who, can help a Game Master when running a game where the party is in a ship at sea, and raiding, and they come across a merchant ship that they capture. The merchant ship is full of leapard furs, ten cases of exotic perfume, and 12 tons of finely crafted furniture made out of Teak and Mahogany wood. The ship that the players captured is 220 miles away from the city of Spearmint, which is especially fond of the perfume, while 385 miles away is the city of Blackberry, and they are known to especially value the fine exotic furniture.
Obviously, having some knowledge of guilds, import duties, exchange rates, values, and coinage will prove useful in such situations, and potentially even inspire various kinds of adventures, based on pursuing or working for some trade or merchant interest. The possibilities are quite diverse, and can offer some very different kinds of adventuring beyond dungeon raiding and hack and slash.
What do you think?
Semper Fidelis,
SHARK
Wow! a SHARK 3fer.
Trade is a funny thing IMC. I have been running most of my adventures in a sizable country called Vinyar. It is an island bigger than the British isles with a warm temerate climate and a population of about 7 million.
It has the unique trait that the inhabitants are widely feared xenophobic death obessed loonies in the eyes of the rest of the world
This dates in part to campaign prehistory in which the epic level mages of Vinyar accidently wiped out a country with a super blight spell. It wasn't intended to do anything but wipe out all of the noble families of the enemy nations but the spell was botched and it got everyone within that nationsa borders and left in unihabitable for a hundred years
The Vinyar aren't obsessed with death really, they just don't care if they die. They have a saying 'death is easy, life is hard".
While trade has resumed a bit the Vinyar will only trade excess grain for gold, silver, copper, steel or jems. They don't import anything else in the way of goods or export anything but mercenarys
The Vinyar have a single ally nation the Brin Republic which brokers all the trade for 25% of the profits. This works well for everyone involved. The Vinyar will sell surplus to the Brin and only the Brin
Another odd part of the equation are the mercenaries.
The Vinyar "Frecom" are excellent mercenaries and reliable to boot. They can be found anywhere, basically all of energetic and quarrelsome Vinar end up doing a stint in one of the Frecom or the "Incoom" INdentured Comainies
The companies do share the xenophobia of the parent country though and aboard surprisingly little in the way of foriegn ideas outside of warcraft.
I haven't worked out the trade set up for the other 60 or so nations yet, many are fuedal or isolated.
There are a few great trade powers, the 10 cities and the Brin Republic. They trade with a few of the decadent northern nations, Orenita (my version of Rokugan with a highly mixed flavor) each other and anyone that they can.
I also have some Seafolk tyoes that trade hither and yon but in raw amounts it isn't much
By 18th century standards the trade amounts are a joke (no colonies for starters) but there is some trading on Midrea. Not as much as their could be but its hard to get much going of there is a near apocolypse ever couple hundred years