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Taking up pig farming
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<blockquote data-quote="Praeco" data-source="post: 1205328" data-attributes="member: 10941"><p>I'm not sure such a product would ever sell. While people (myself included) certainly like to complain about the broken economics in the D&D world, I seriously doubt most people would be interested in actually keeping track of the complicated mathematics necessary to keep things functional. That is one of those things people do eight hours a day for a real job. I think at best one would have to limit themselves to a very small region to keep the numbers straight.</p><p></p><p>I've considered going to a trade/barter-based economy in my games, where gold is rarely used and carried. Thus you would see farmers taking there livestock for trade to the craftsman etcetera. This would eliminate the goofiness of having to find random piles of gold in monsters' lairs and make it more complex when deciding what to leave and what to bring back to town.</p><p></p><p>Anyway. I think the current economic model in D&D is designed for people who want a quick and dirty way to look up values of items. Really I think it is broken up into NPC economy and PC economy. The NPCs get paid squat and have to pay relatively little for the commodities that their lives are based around. This is all meant as a backdrop to provide the illusion of a medieval economy at work. </p><p></p><p>PCs on the other hand, are in most ways totally separated from that economic backdrop. </p><p>PCs are usually filthy rich and have to go into a tavern and pay comparatively massive amounts for their mead and meat. This is because one is more likely to see a PC going into a tavern and ordering a meal while looking for clues than going to the market to spend a day trading pork bellies. The game focuses on the former, while glossing over the latter.</p><p></p><p></p><p>Wow, my first post in like 3 months. Hope it was a decent one.</p></blockquote><p></p>
[QUOTE="Praeco, post: 1205328, member: 10941"] I'm not sure such a product would ever sell. While people (myself included) certainly like to complain about the broken economics in the D&D world, I seriously doubt most people would be interested in actually keeping track of the complicated mathematics necessary to keep things functional. That is one of those things people do eight hours a day for a real job. I think at best one would have to limit themselves to a very small region to keep the numbers straight. I've considered going to a trade/barter-based economy in my games, where gold is rarely used and carried. Thus you would see farmers taking there livestock for trade to the craftsman etcetera. This would eliminate the goofiness of having to find random piles of gold in monsters' lairs and make it more complex when deciding what to leave and what to bring back to town. Anyway. I think the current economic model in D&D is designed for people who want a quick and dirty way to look up values of items. Really I think it is broken up into NPC economy and PC economy. The NPCs get paid squat and have to pay relatively little for the commodities that their lives are based around. This is all meant as a backdrop to provide the illusion of a medieval economy at work. PCs on the other hand, are in most ways totally separated from that economic backdrop. PCs are usually filthy rich and have to go into a tavern and pay comparatively massive amounts for their mead and meat. This is because one is more likely to see a PC going into a tavern and ordering a meal while looking for clues than going to the market to spend a day trading pork bellies. The game focuses on the former, while glossing over the latter. Wow, my first post in like 3 months. Hope it was a decent one. [/QUOTE]
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