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How to handle adventuring loot outside of a strong economy?
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<blockquote data-quote="Lackofname" data-source="post: 8128512" data-attributes="member: 87598"><p>I disagree, for the same reason you said that I don't need to know the exact amount of GP for a fur pelt.</p><p></p><p>The worth of a pound of cocoa beans doesn't matter. The cost is quite far down the road when cocoa beans haven't been discovered yet. The process of "discover, plant, grow, harvest, box, ship" is quite a long one before the actual value even enters the equation.</p><p></p><p>The point is, "we desire to harvest as much resources from the place as possible." The PCs won't be encountering the price of goods, or be involved in the collection of those goods. It's purely the motivation that is pushing expansion, the tenor of relations, and the source of friction.</p><p></p><p>Similar to how, if the PCs are the crew on a merchant vessel, the cargo in the hold doesn't have much of an impact on the story if the point is to have the PCs become shipwrecked. Or hit by pirates (as pirates don't know what you're hauling till they raid your hold).</p><p></p><p>Then replace technology with magic or whatever word represents "potential for success in physical conflicts". The natives ain't up to a fight.</p><p></p><p></p><p>It's not normal economic function, it's <em>D&D</em> economic function. It's that there's no in-game use for gold past 10gp except buying magic items.</p><p></p><p>Forcing in ways to buy/sell magical items is vexing (especially since I personally hate the idea of buying/selling magic). Not forcing ways means I need an exact Christmas list the PCs want, and they just Conveniently discover that precise thing in the next place they look. Which feels quite contrived.</p><p></p><p>Every option is annoying. And that's all it is. Not a <em>problem</em>, just a choice I don't like.</p><p></p><p>Ultimately I've decided what I'm going to do: no buying and selling, ask for item <em>suggestions</em>, players get what they get have to live with it. Now all that's left is simply replying to comments in the thread.</p><p></p><p></p><p>No, absolutely not. Interaction with the natives is half the fun to me. The culture and interaction and so on. Hell, the story won't even matter without the natives.</p></blockquote><p></p>
[QUOTE="Lackofname, post: 8128512, member: 87598"] I disagree, for the same reason you said that I don't need to know the exact amount of GP for a fur pelt. The worth of a pound of cocoa beans doesn't matter. The cost is quite far down the road when cocoa beans haven't been discovered yet. The process of "discover, plant, grow, harvest, box, ship" is quite a long one before the actual value even enters the equation. The point is, "we desire to harvest as much resources from the place as possible." The PCs won't be encountering the price of goods, or be involved in the collection of those goods. It's purely the motivation that is pushing expansion, the tenor of relations, and the source of friction. Similar to how, if the PCs are the crew on a merchant vessel, the cargo in the hold doesn't have much of an impact on the story if the point is to have the PCs become shipwrecked. Or hit by pirates (as pirates don't know what you're hauling till they raid your hold). Then replace technology with magic or whatever word represents "potential for success in physical conflicts". The natives ain't up to a fight. It's not normal economic function, it's [I]D&D[/I] economic function. It's that there's no in-game use for gold past 10gp except buying magic items. Forcing in ways to buy/sell magical items is vexing (especially since I personally hate the idea of buying/selling magic). Not forcing ways means I need an exact Christmas list the PCs want, and they just Conveniently discover that precise thing in the next place they look. Which feels quite contrived. Every option is annoying. And that's all it is. Not a [I]problem[/I], just a choice I don't like. Ultimately I've decided what I'm going to do: no buying and selling, ask for item [i]suggestions[/i], players get what they get have to live with it. Now all that's left is simply replying to comments in the thread. No, absolutely not. Interaction with the natives is half the fun to me. The culture and interaction and so on. Hell, the story won't even matter without the natives. [/QUOTE]
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