Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Low Magic Campaigns?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="gizmo33" data-source="post: 3509386" data-attributes="member: 30001"><p>If this is what you're saying then we agree and I don't know what this argument is about.  What seems to be the problem is that I'm suggesting that for game purposes, the best place to <em>start</em> for a price for goods is a base price.  I gave the analogy to the Strength score, an unrealistic, but acceptable abstraction that somewhat models reality.</p><p></p><p>"Invitation only" auctions and similar things are fine - I actually do those kinds of things in my campaign.  I think that makes a lot of sense and I'm critical of 3E in that it <em>only</em> describes the base prices and doesn't talk about modifiers at all.  Monopolies, banditry, robber-barons, guilds, sumptuary (sp?) laws, barter - all of those things could have been helpful in reigning in the "Wallmart" sense of the economy of magic items.  But removing baseline prices for a +1 sword IMO just makes things worse.</p><p></p><p>I'm not that interested in the price of wheat thing you talk about, in fact I've been saying somewhat the opposite this whole time.  I'm trying to sensibly (obviously IMO) combine history with a workable system for a game.  The context in which I was using historical data was to show the existence of something that I thought you guys were saying didn't exist - not to suggest a system for approximating such things in the game.</p><p></p><p></p><p></p><p>The data on medieval economics doesn't have to be good though, that's besides the point - it simply shows the existence of a market and practices.  I don't know <em>how many</em> Jewish bankers there were in medieval England, or how rich they were, but their existence, and whatever evidence there is, is enough to establish that there were many people of wealth that were not landed nobility, that weren't even of the dominant religion in the area, and they weren't beaten and waylaid for their stuff all of the time.  Of course that happened at times, but at times it didn't happen or these families and people would have never accumulated the wealth in the first place!  There were enough people from outside the nobility accumulating wealth in the Middle Ages that to write off the possibility that an adventurer could do anything effective with 20,000 gp in a quasi-medieval world I felt to be uniformed.  Then again, I honestly thought I was open to the proof to the contrary, but I'm just not seeing an effort made to provide it, and yet the disagreement is vehement.</p><p></p><p>On top of that, we're not even talking about a Medieval simulation game - so the stuff I'm talking about has to be applied with care.  You very well could be running a game where your 1st level PCs can't buy a longsword.  But to say you can buy a longsword but not a +1 longsword - on what grounds?  In most campaigns I can hire henchmen and arm them, without having to have a noble title.  So while I (try to) use actual medieval practices to show that the time period was not as nasty and brutish and popular culture would suggest, my position on this is even enhanced by the fact that we're talking DnD.</p><p></p><p>And I'm in good company here - just look at Gygax's comments regarding serfdom and it's application on the strongholds of PCs. </p><p></p><p>Basically, I think that the buying/selling practices for magic items that people establish in their campaigns often come from a DMs desire to control the power-levels of their PCs.  I also took exception to the idea that a simple analysis of a single buyer and a single seller would be sufficient in determining a selling price for an item.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3509386, member: 30001"] If this is what you're saying then we agree and I don't know what this argument is about. What seems to be the problem is that I'm suggesting that for game purposes, the best place to [i]start[/i] for a price for goods is a base price. I gave the analogy to the Strength score, an unrealistic, but acceptable abstraction that somewhat models reality. "Invitation only" auctions and similar things are fine - I actually do those kinds of things in my campaign. I think that makes a lot of sense and I'm critical of 3E in that it [i]only[/i] describes the base prices and doesn't talk about modifiers at all. Monopolies, banditry, robber-barons, guilds, sumptuary (sp?) laws, barter - all of those things could have been helpful in reigning in the "Wallmart" sense of the economy of magic items. But removing baseline prices for a +1 sword IMO just makes things worse. I'm not that interested in the price of wheat thing you talk about, in fact I've been saying somewhat the opposite this whole time. I'm trying to sensibly (obviously IMO) combine history with a workable system for a game. The context in which I was using historical data was to show the existence of something that I thought you guys were saying didn't exist - not to suggest a system for approximating such things in the game. The data on medieval economics doesn't have to be good though, that's besides the point - it simply shows the existence of a market and practices. I don't know [i]how many[/i] Jewish bankers there were in medieval England, or how rich they were, but their existence, and whatever evidence there is, is enough to establish that there were many people of wealth that were not landed nobility, that weren't even of the dominant religion in the area, and they weren't beaten and waylaid for their stuff all of the time. Of course that happened at times, but at times it didn't happen or these families and people would have never accumulated the wealth in the first place! There were enough people from outside the nobility accumulating wealth in the Middle Ages that to write off the possibility that an adventurer could do anything effective with 20,000 gp in a quasi-medieval world I felt to be uniformed. Then again, I honestly thought I was open to the proof to the contrary, but I'm just not seeing an effort made to provide it, and yet the disagreement is vehement. On top of that, we're not even talking about a Medieval simulation game - so the stuff I'm talking about has to be applied with care. You very well could be running a game where your 1st level PCs can't buy a longsword. But to say you can buy a longsword but not a +1 longsword - on what grounds? In most campaigns I can hire henchmen and arm them, without having to have a noble title. So while I (try to) use actual medieval practices to show that the time period was not as nasty and brutish and popular culture would suggest, my position on this is even enhanced by the fact that we're talking DnD. And I'm in good company here - just look at Gygax's comments regarding serfdom and it's application on the strongholds of PCs. Basically, I think that the buying/selling practices for magic items that people establish in their campaigns often come from a DMs desire to control the power-levels of their PCs. I also took exception to the idea that a simple analysis of a single buyer and a single seller would be sufficient in determining a selling price for an item. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Low Magic Campaigns?
Top