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How to handle adventuring loot outside of a strong economy?
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<blockquote data-quote="Umbran" data-source="post: 8126872" data-attributes="member: 177"><p>Okay, so... here's some questions for you.</p><p>1) Why are the PCs there? Why is the settlement there?</p><p>2) What's the relationship with the local culture like?</p><p>3) Where are they getting treasures? </p><p></p><p>A standard situation would be that the natives are the descendants of some previous higher culture that made all the treasures. Those treasures may well then mean something to the natives as part of their cultural or religious heritage.</p><p></p><p>You can then imagine the following barter system:</p><p>1) PCs go out to ruins and come back with treasures.</p><p>2) PCs trade treasures with natives for wood/wool/grain.</p><p>3) PCs turn wood/wool/grain/cool local products with new settlement, which probably needs the supplies badly.</p><p>4) Settlement now owes PCs some number of GP value of other stuff. Local smiths and alchemists and wizards can make them, the settlement can send home for them, or whatever.</p><p></p><p>You don't need to work out how many furs is a +1 sword. You can still work with GP as your accounting. "You find a bunch of treasures. The natives give you X GP worth of furs for them."</p><p></p><p>Also, the locals are probably going to be willing to work for favors - "You want healing potions? Sure, our healer's really good at making them! How about you go chase that otyugh out of our midden-trench outside the village, and we'll get you what you need..."</p></blockquote><p></p>
[QUOTE="Umbran, post: 8126872, member: 177"] Okay, so... here's some questions for you. 1) Why are the PCs there? Why is the settlement there? 2) What's the relationship with the local culture like? 3) Where are they getting treasures? A standard situation would be that the natives are the descendants of some previous higher culture that made all the treasures. Those treasures may well then mean something to the natives as part of their cultural or religious heritage. You can then imagine the following barter system: 1) PCs go out to ruins and come back with treasures. 2) PCs trade treasures with natives for wood/wool/grain. 3) PCs turn wood/wool/grain/cool local products with new settlement, which probably needs the supplies badly. 4) Settlement now owes PCs some number of GP value of other stuff. Local smiths and alchemists and wizards can make them, the settlement can send home for them, or whatever. You don't need to work out how many furs is a +1 sword. You can still work with GP as your accounting. "You find a bunch of treasures. The natives give you X GP worth of furs for them." Also, the locals are probably going to be willing to work for favors - "You want healing potions? Sure, our healer's really good at making them! How about you go chase that otyugh out of our midden-trench outside the village, and we'll get you what you need..." [/QUOTE]
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