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General Tabletop Discussion
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How different PC motivations support sandbox and campaign play
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<blockquote data-quote="pming" data-source="post: 7440172" data-attributes="member: 45197"><p>Hiya!</p><p></p><p> One quick note about the whole "Economic" side of the thread.</p><p></p><p> There was one game whose name eludes me...I think it started with an "A"? The main thrust of the game was that you "roleplayed" a city/town. Yes, you heard me right. One of my players at the time (a history buff...now a history teacher) picked it up. I tried to make a "character" with him. We didn't get to far. It had sooooo many formula and cross-referencing and whatnot that we kinda gave up after a couple hours. Anyway, the point, I think, was that you made a "village". In that village you had NPC's that you could develop...kinda like PC's...and as they did stuff, it improved the Village. As you played the game and 'did stuff', your settlement would get bigger and get into conflicts with neighboring settlements. The game even had a whole chapter/section on ocean/waterway control and how it affected everything.</p><p></p><p>Man. That was a LONG time ago. Probably misremembering most of it. At any rate, it was a bit of an "odd" game.</p><p></p><p>Best, most workable RPG economic system I've found is in Harn and Harnmaster. It uses real-world coins and pretty much gets it's info from actual history. There are supplements for 'managing' a chunk of land (fiefdom, town, etc) and how much land (in acres) is needed to produce X amount of Y crop, how much of X and Y a population of Z needs, etc. Knowing how much attention to detail Harn/Harnmaster puts into it's products, I'm pretty sure the prices for things and their availability are some of the most accurate in a fantasy RPG.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7440172, member: 45197"] Hiya! One quick note about the whole "Economic" side of the thread. There was one game whose name eludes me...I think it started with an "A"? The main thrust of the game was that you "roleplayed" a city/town. Yes, you heard me right. One of my players at the time (a history buff...now a history teacher) picked it up. I tried to make a "character" with him. We didn't get to far. It had sooooo many formula and cross-referencing and whatnot that we kinda gave up after a couple hours. Anyway, the point, I think, was that you made a "village". In that village you had NPC's that you could develop...kinda like PC's...and as they did stuff, it improved the Village. As you played the game and 'did stuff', your settlement would get bigger and get into conflicts with neighboring settlements. The game even had a whole chapter/section on ocean/waterway control and how it affected everything. Man. That was a LONG time ago. Probably misremembering most of it. At any rate, it was a bit of an "odd" game. Best, most workable RPG economic system I've found is in Harn and Harnmaster. It uses real-world coins and pretty much gets it's info from actual history. There are supplements for 'managing' a chunk of land (fiefdom, town, etc) and how much land (in acres) is needed to produce X amount of Y crop, how much of X and Y a population of Z needs, etc. Knowing how much attention to detail Harn/Harnmaster puts into it's products, I'm pretty sure the prices for things and their availability are some of the most accurate in a fantasy RPG. ^_^ Paul L. Ming [/QUOTE]
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