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General Tabletop Discussion
*Pathfinder & Starfinder
How do we make economics that do not limit character concepts?
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<blockquote data-quote="chronoplasm" data-source="post: 4405350" data-attributes="member: 73795"><p>This reminds me of a game that I've been creating called Townsfolk, but one of its concepts may be helpful here.</p><p>Classes in Townsfolk are divided up into four roles:</p><p></p><p>Runners (scout for new materials and transport goods resources from point A to B.)</p><p>Collectors (when materials are found, collectors are sent in to extract them.)</p><p>Processors (processors refine raw materials to make goods.)</p><p>Maintainers (make sure that the process runs as smoothly as possible.)</p><p> </p><p>The classes in Townsfolk are:</p><p></p><p><u>Runners</u></p><p>Sailors</p><p>Traders</p><p>Trailblazers</p><p>Hunters</p><p><u>Collectors</u></p><p>Fishers</p><p>Miners</p><p>Farmers</p><p>Butchers</p><p><u>Processors</u></p><p>Brewers</p><p>Metalworkers</p><p>Carpenters</p><p>Crafters</p><p><u>Maintainers</u></p><p>Guards</p><p>Bankers</p><p>Doctors</p><p>Shephards</p><p> </p><p>Perhaps in addition to Race and Class, players may also choose a Trade.</p><p> </p><p>The Runner classes are ideal for adventurers. Materials and goods have to get from point A to point B, right? This is complicated by the fact that the path is teeming with monsters. For this reason, caravans need to be escorted by strong, daring young men and women who know how to fight.</p><p>This seems like it would work well in the Points of Light Setting.</p><p>Players must fight through the wilderness seeking out towns to sell their wares so that they can bring back money and supplies to their home town. Sometimes they might have to cut time by taking short cuts through derilect old 'dungeons'. Perhaps as trailblazers the adventurers must clear out the monsters and old hazards to use these massive underground roads as trade routes.</p><p> </p><p>The Collectors classes would also be good for a group of adventurers. The surveyors have returned to town after finding a vein of tin in yonder mountains. The adventurers must follow the directions to get the vein where they must extract the ores. Their job is complicated however by the presence of monsters.</p></blockquote><p></p>
[QUOTE="chronoplasm, post: 4405350, member: 73795"] This reminds me of a game that I've been creating called Townsfolk, but one of its concepts may be helpful here. Classes in Townsfolk are divided up into four roles: Runners (scout for new materials and transport goods resources from point A to B.) Collectors (when materials are found, collectors are sent in to extract them.) Processors (processors refine raw materials to make goods.) Maintainers (make sure that the process runs as smoothly as possible.) The classes in Townsfolk are: [U]Runners[/U] Sailors Traders Trailblazers Hunters [U]Collectors[/U] Fishers Miners Farmers Butchers [U]Processors[/U] Brewers Metalworkers Carpenters Crafters [U]Maintainers[/U] Guards Bankers Doctors Shephards Perhaps in addition to Race and Class, players may also choose a Trade. The Runner classes are ideal for adventurers. Materials and goods have to get from point A to point B, right? This is complicated by the fact that the path is teeming with monsters. For this reason, caravans need to be escorted by strong, daring young men and women who know how to fight. This seems like it would work well in the Points of Light Setting. Players must fight through the wilderness seeking out towns to sell their wares so that they can bring back money and supplies to their home town. Sometimes they might have to cut time by taking short cuts through derilect old 'dungeons'. Perhaps as trailblazers the adventurers must clear out the monsters and old hazards to use these massive underground roads as trade routes. The Collectors classes would also be good for a group of adventurers. The surveyors have returned to town after finding a vein of tin in yonder mountains. The adventurers must follow the directions to get the vein where they must extract the ores. Their job is complicated however by the presence of monsters. [/QUOTE]
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How do we make economics that do not limit character concepts?
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