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<blockquote data-quote="BiggusGeekus" data-source="post: 2721444" data-attributes="member: 1014"><p>The old <em>Runequest</em> game had this. The setting can now be found here <a href="http://www.glorantha.com/" target="_blank">http://www.glorantha.com/</a></p><p></p><p></p><p>Thoughts:</p><p></p><p>1) Food and water are cheap. Luxury food and water would still be at a premium. Creation spells are 0-level and could get you by, but if you wanted so much as a Pop-Tart you'd have to grow the food and have a chef make it for you. </p><p></p><p>2) Permenant injury would be very rare. Cure spells, etc.</p><p></p><p>3) Crafstmanship would be rare. Mending would keep items that might normally deteriorate into the durable goods economy.</p><p></p><p>4) Good luck finding any undead anywhere.</p><p></p><p>5) Summoned creatures would be called for quick tasks that are dangerous or difficult.</p><p></p><p></p><p>So your society would have fewer paid craftsmen, there wouldn't be as much point to it. People would be fed and cared for. They could focus more on exploration, warcraft, science, or whatever. But you'd be in this weird state were they had moved away from the agrarian model but without industrialization. So people wouldn't need necessities because they'd already be at their fingertips, but they'd still have a very limited ability to persue luxuries. </p><p></p><p>The D&D economy is, sadly, incredibly wacky and basically stupid. The central unit of currency is not the gold piece, but the magic item. It centers on a small group of heroes and adventurers, while it ignores the impact it would have on trade. So don't worry about mapping the D&D system to your culture exactly. Otherwise you'll find that some services are priced in the thousands of gps, far beyond anyone's ability to sustain it.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 2721444, member: 1014"] The old [i]Runequest[/i] game had this. The setting can now be found here [url]http://www.glorantha.com/[/url] Thoughts: 1) Food and water are cheap. Luxury food and water would still be at a premium. Creation spells are 0-level and could get you by, but if you wanted so much as a Pop-Tart you'd have to grow the food and have a chef make it for you. 2) Permenant injury would be very rare. Cure spells, etc. 3) Crafstmanship would be rare. Mending would keep items that might normally deteriorate into the durable goods economy. 4) Good luck finding any undead anywhere. 5) Summoned creatures would be called for quick tasks that are dangerous or difficult. So your society would have fewer paid craftsmen, there wouldn't be as much point to it. People would be fed and cared for. They could focus more on exploration, warcraft, science, or whatever. But you'd be in this weird state were they had moved away from the agrarian model but without industrialization. So people wouldn't need necessities because they'd already be at their fingertips, but they'd still have a very limited ability to persue luxuries. The D&D economy is, sadly, incredibly wacky and basically stupid. The central unit of currency is not the gold piece, but the magic item. It centers on a small group of heroes and adventurers, while it ignores the impact it would have on trade. So don't worry about mapping the D&D system to your culture exactly. Otherwise you'll find that some services are priced in the thousands of gps, far beyond anyone's ability to sustain it. [/QUOTE]
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