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How to do a "low" economy game?
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<blockquote data-quote="Vlos" data-source="post: 1722635" data-attributes="member: 15447"><p>Just timing in as it sounds like you have a solution, but wanted to voice additional notes. Some of these were already similarly mentioned. I have a home brew campaign (cataclysm) where all major cities were destroyed when a god tried to enter the prime (not allowed in my world).</p><p></p><p>First as Treasure, hand out non-gold/money things. Metal nugets or smelted bars. These can be used as barter for items. With the many different types of metal, when a play finds smelted bars of mithril they are very very happy.</p><p></p><p></p><p>Magic Items that are handed out. Since little to no magic has been produced since the cataclysm (about 400 years prior) most minor perishable items are gone, thus the few items they do find are worth more, thus less likely to trade or sell.</p><p></p><p></p><p>With the different coins, you say you don't want to take it too far, but one of the more enjoyable campaigns I played in was where each country had their own currency. This would be very similar to our world (pre uro) where neighboring countries had different coins. It wasn't that you couldn't use the coins of a different country, but you were taxed an exchange rate. Those of you from europe know this well and from US to canada. Only Kingdoms(banks) could trade coins at or near the true value, where the average joe always had to exchange at a lower rate. </p><p></p><p>The last is the most book keeping, but its sort of fun to play where the players enter a new town or something close to a border and they go to pay for drinks and the bar tender looks at them funny. Sort of like trying to buy gas with monopoly money. When War breaks out, the other kindoms money is worthless (unless you are a spy) in which case you just created a new campaign arc as the party tries to hide or trade their "illegal" money.</p><p></p><p>If you create a spreadsheet of the coins and their values its fairly easy for the party to pay for things, just leave a column on the left side for the amount of each coins they have.</p><p></p><p>Different types of coins (I sure other players could come up with some cool ones as well):</p><p></p><p>Dwarves like solid tangible coins of different metals, often in the shape of small bars (ingots), marbles, squares. The different metals and shapes can equate to different values.</p><p></p><p>Elves like finer things. They may even have a marker system, where a stick is marked with a magical glyph, all marks are recorded to prevent counterfit. They would be used like debit cards.</p><p></p><p>Gnomes have a counting machine with special machines which deduct from the "credit/debit cards". Not many non-gnomish cultures would use these.</p><p></p><p>Humans, probably your standard coins (what everything else is computed against). Though different kindoms would have differnt types.</p><p></p><p>again just some random thoughts.</p></blockquote><p></p>
[QUOTE="Vlos, post: 1722635, member: 15447"] Just timing in as it sounds like you have a solution, but wanted to voice additional notes. Some of these were already similarly mentioned. I have a home brew campaign (cataclysm) where all major cities were destroyed when a god tried to enter the prime (not allowed in my world). First as Treasure, hand out non-gold/money things. Metal nugets or smelted bars. These can be used as barter for items. With the many different types of metal, when a play finds smelted bars of mithril they are very very happy. Magic Items that are handed out. Since little to no magic has been produced since the cataclysm (about 400 years prior) most minor perishable items are gone, thus the few items they do find are worth more, thus less likely to trade or sell. With the different coins, you say you don't want to take it too far, but one of the more enjoyable campaigns I played in was where each country had their own currency. This would be very similar to our world (pre uro) where neighboring countries had different coins. It wasn't that you couldn't use the coins of a different country, but you were taxed an exchange rate. Those of you from europe know this well and from US to canada. Only Kingdoms(banks) could trade coins at or near the true value, where the average joe always had to exchange at a lower rate. The last is the most book keeping, but its sort of fun to play where the players enter a new town or something close to a border and they go to pay for drinks and the bar tender looks at them funny. Sort of like trying to buy gas with monopoly money. When War breaks out, the other kindoms money is worthless (unless you are a spy) in which case you just created a new campaign arc as the party tries to hide or trade their "illegal" money. If you create a spreadsheet of the coins and their values its fairly easy for the party to pay for things, just leave a column on the left side for the amount of each coins they have. Different types of coins (I sure other players could come up with some cool ones as well): Dwarves like solid tangible coins of different metals, often in the shape of small bars (ingots), marbles, squares. The different metals and shapes can equate to different values. Elves like finer things. They may even have a marker system, where a stick is marked with a magical glyph, all marks are recorded to prevent counterfit. They would be used like debit cards. Gnomes have a counting machine with special machines which deduct from the "credit/debit cards". Not many non-gnomish cultures would use these. Humans, probably your standard coins (what everything else is computed against). Though different kindoms would have differnt types. again just some random thoughts. [/QUOTE]
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