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<blockquote data-quote="GrumpyOldMan" data-source="post: 3510586" data-attributes="member: 16469"><p>Thank Roy Denton, not me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I just point these sites out.</p><p></p><p></p><p></p><p>I simply assume that no-one sells a new item for less than they bought the components for. After all, a baker who sells his bread for less than it costs him for flour and the wood for his oven will soon go out of business. Okay, you might be able to buy cheap bread from him before then. In my opinion it’s simplest to assume that the majority of professionals know their business.</p><p></p><p>On that principle, basic items are easy and cartels are possible, even likely. If there are seven swordsmiths in a city and one is operating at a discount and taking trade from the others, they’ll do something about it. (Of course, if you’re like me, you’ll simply decide that the cheap sword is just that, a cheap sword. ‘You bought a sword from Discount Dave, and it broke on the skull of the first orc you hit, hard luck! If you survive the rest of the combat, you can go back and complain.’)</p><p></p><p>Rare and exotic items are worth whatever the market will bear. The items don’t have to be magical, simply ‘not from round here.’ The bottom line is, it all depends on how much ‘realism’ you want and how much world design work you’re prepared to do. That’s another reason why a lot of games assume a ‘medieval europe’ base, there is less stuff to make up.</p><p></p><p>In practical terms, if whatever rules system you have has a price list, the simplest solution is to say, that’s the price at the point of manufacture and stick on a hefty mark up for imported goods.</p><p></p><p>Evil GM trick!</p><p>When your players/characters complain that the ‘list’ price of a sword is 60d, and you’re charging them 120d, tell them that the metal is imported 200 miles from the nearest mine, and if they travel to Minehead City they’ll be able to buy it for 60d. You can then extract 100d or more from them on their epic journey to save money, and they’ll never even notice <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="GrumpyOldMan, post: 3510586, member: 16469"] Thank Roy Denton, not me ;) I just point these sites out. I simply assume that no-one sells a new item for less than they bought the components for. After all, a baker who sells his bread for less than it costs him for flour and the wood for his oven will soon go out of business. Okay, you might be able to buy cheap bread from him before then. In my opinion it’s simplest to assume that the majority of professionals know their business. On that principle, basic items are easy and cartels are possible, even likely. If there are seven swordsmiths in a city and one is operating at a discount and taking trade from the others, they’ll do something about it. (Of course, if you’re like me, you’ll simply decide that the cheap sword is just that, a cheap sword. ‘You bought a sword from Discount Dave, and it broke on the skull of the first orc you hit, hard luck! If you survive the rest of the combat, you can go back and complain.’) Rare and exotic items are worth whatever the market will bear. The items don’t have to be magical, simply ‘not from round here.’ The bottom line is, it all depends on how much ‘realism’ you want and how much world design work you’re prepared to do. That’s another reason why a lot of games assume a ‘medieval europe’ base, there is less stuff to make up. In practical terms, if whatever rules system you have has a price list, the simplest solution is to say, that’s the price at the point of manufacture and stick on a hefty mark up for imported goods. Evil GM trick! When your players/characters complain that the ‘list’ price of a sword is 60d, and you’re charging them 120d, tell them that the metal is imported 200 miles from the nearest mine, and if they travel to Minehead City they’ll be able to buy it for 60d. You can then extract 100d or more from them on their epic journey to save money, and they’ll never even notice ;) [/QUOTE]
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