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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 673625" data-attributes="member: 6533"><p>The evil Jeweler's Guild is a super cool idea!!! Very Lankhmar.</p><p></p><p>I'm happy to say that in most cases I wing economics. Most of the sessions I run are city based these days, and since most medieval and classical cities had economic systems that were much less complex and entrenched than our own I feel liberated to do so.</p><p></p><p>Basically I will detail a few patrons, the major groups of clients, the ambitions and authorities of the lords, who pays the clerks and what their authorities and capabilities are, what goods are valued, portable, and require manufacturing, and who the captains are who can command skill and loyalty. The rest runs itself.</p><p></p><p>Now if I were running a rural medieval fantasy campaign then things would become complex.</p><p></p><p>I do tend to put a lot of detail into the economics of magical materials. That seems to me to be an entirely new and complex economy. One that gives expensive and difficult to obtain materials a whole new level of utilitarian value.</p><p></p><p>That and I tend to detail exactly how the market for loot and swag works. That's a detail no GM should be without. In my current campaign it's largely a government monopoly, but there are very specific reasons for that.</p><p></p><p>Sometimes I hit the sumptuary laws pretty hard. A little thing like gaining the right to wear beaver fur can be a remarkable motivator to a party if you spin it right. Tax laws can become similarly interesting.</p><p></p><p>I just finished reading a very interesting book on medieval land management and economics. Fascinating stuff. Would be interesting and difficult to try to apply it to a DnD campaign, though I can also see how a lot of DnD and fantasy generally came out of it.</p><p></p><p>Someday I would like to see a setting that used a well researched and concieved late medieval economic model. I'd love to run dramas that highlighted:</p><p></p><p>-rural lords and urban councils with the very democratic guilds developing into their own powers and winning aristocratic priveleges.</p><p></p><p>-the threat to the life and freedoms of the peasantry represented by liberal capitalist reform of property laws and religion.</p><p></p><p>-the phenomena of carnival, market, and agent systems whereby cities like Venice or Constantinople could dominate whole continents or a single province such as Burgundy could organize itself so effeciently as to become the wealthiest nation in Europe for three generations.</p><p></p><p>Heck, the only thing that prevents me from running the middle ages as a setting is the lack of monsters. I'll be interested to see the setting mentioned previously.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 673625, member: 6533"] The evil Jeweler's Guild is a super cool idea!!! Very Lankhmar. I'm happy to say that in most cases I wing economics. Most of the sessions I run are city based these days, and since most medieval and classical cities had economic systems that were much less complex and entrenched than our own I feel liberated to do so. Basically I will detail a few patrons, the major groups of clients, the ambitions and authorities of the lords, who pays the clerks and what their authorities and capabilities are, what goods are valued, portable, and require manufacturing, and who the captains are who can command skill and loyalty. The rest runs itself. Now if I were running a rural medieval fantasy campaign then things would become complex. I do tend to put a lot of detail into the economics of magical materials. That seems to me to be an entirely new and complex economy. One that gives expensive and difficult to obtain materials a whole new level of utilitarian value. That and I tend to detail exactly how the market for loot and swag works. That's a detail no GM should be without. In my current campaign it's largely a government monopoly, but there are very specific reasons for that. Sometimes I hit the sumptuary laws pretty hard. A little thing like gaining the right to wear beaver fur can be a remarkable motivator to a party if you spin it right. Tax laws can become similarly interesting. I just finished reading a very interesting book on medieval land management and economics. Fascinating stuff. Would be interesting and difficult to try to apply it to a DnD campaign, though I can also see how a lot of DnD and fantasy generally came out of it. Someday I would like to see a setting that used a well researched and concieved late medieval economic model. I'd love to run dramas that highlighted: -rural lords and urban councils with the very democratic guilds developing into their own powers and winning aristocratic priveleges. -the threat to the life and freedoms of the peasantry represented by liberal capitalist reform of property laws and religion. -the phenomena of carnival, market, and agent systems whereby cities like Venice or Constantinople could dominate whole continents or a single province such as Burgundy could organize itself so effeciently as to become the wealthiest nation in Europe for three generations. Heck, the only thing that prevents me from running the middle ages as a setting is the lack of monsters. I'll be interested to see the setting mentioned previously. [/QUOTE]
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