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General Tabletop Discussion
*TTRPGs General
How to handle adventuring loot outside of a strong economy?
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<blockquote data-quote="Eltab" data-source="post: 8128573" data-attributes="member: 6803337"><p>What are each of the colonies / outposts doing for a living?</p><ul> <li data-xf-list-type="ul">Get rich quick! (Virginia) Not much here until they do strike gold / tobacco / whatever.</li> <li data-xf-list-type="ul">Farm for food (Pennsylvania) Nothing special here but prices are usually low and quality excellent.</li> <li data-xf-list-type="ul">Farm a cash crop (Maryland) One thing (sugar, cocoa, silkworms) is abundant and cheap, everything else has to be ordered from outside or made by hand.</li> <li data-xf-list-type="ul">Get away from other people (Plymouth) All the basic gear, a safe place to rest, normal trade goods</li> <li data-xf-list-type="ul">Conquer a personal empire (Cortez) Lots of top-end military gear but iron rations to eat</li> <li data-xf-list-type="ul">Plundarr! (Pirates) Roll randomly, may be useful stuff or not.</li> <li data-xf-list-type="ul">Trade outpost (New Netherland). THIS is where the magic items come from, but it takes a while for your order to be placed with our home office and be shipped back to our store. They will be happy to trade that native <em>masterwork +1 sword</em> you found for a <em>+1 whip of tripping</em> made by top craftsmen overseas; our agents have connections everywhere!</li> </ul><p></p><p>If you don't want to sweat the details, say the traders will swap expensive things (like a canoe load of furs or a magic item or 1000GP jewelry) one-for-one. You spend time waiting until the next boat arrives instead of pulling your hair out balancing prices for goods. As long as the PCs do not want to adapt <strong>Traveller</strong> merchant rules and get their own ship, you are good to resume adventuring.</p></blockquote><p></p>
[QUOTE="Eltab, post: 8128573, member: 6803337"] What are each of the colonies / outposts doing for a living? [LIST] [*]Get rich quick! (Virginia) Not much here until they do strike gold / tobacco / whatever. [*]Farm for food (Pennsylvania) Nothing special here but prices are usually low and quality excellent. [*]Farm a cash crop (Maryland) One thing (sugar, cocoa, silkworms) is abundant and cheap, everything else has to be ordered from outside or made by hand. [*]Get away from other people (Plymouth) All the basic gear, a safe place to rest, normal trade goods [*]Conquer a personal empire (Cortez) Lots of top-end military gear but iron rations to eat [*]Plundarr! (Pirates) Roll randomly, may be useful stuff or not. [*]Trade outpost (New Netherland). THIS is where the magic items come from, but it takes a while for your order to be placed with our home office and be shipped back to our store. They will be happy to trade that native [I]masterwork +1 sword[/I] you found for a [I]+1 whip of tripping[/I] made by top craftsmen overseas; our agents have connections everywhere! [/LIST] If you don't want to sweat the details, say the traders will swap expensive things (like a canoe load of furs or a magic item or 1000GP jewelry) one-for-one. You spend time waiting until the next boat arrives instead of pulling your hair out balancing prices for goods. As long as the PCs do not want to adapt [b]Traveller[/b] merchant rules and get their own ship, you are good to resume adventuring. [/QUOTE]
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