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General Tabletop Discussion
*Dungeons & Dragons
The moneyer (a world building article).
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<blockquote data-quote="Sunseeker" data-source="post: 7198585"><p>I did something along these lines in a campaign, but it just became needlessly complicated.</p><p></p><p>Essentially: I figured most dungeons are old and the more powerful the creature that occupies it the more likely they are not just going to have ancient relics, but they're also going to have ancient money, from civilizations that are far away and lost to time. </p><p></p><p>I figured that any civilization with a reasonable level of wealth and history is going to value that history and naturally value the history of other cultures, especially lost ones...but not all of them. </p><p></p><p>That means you essentially have "collectors" who are going to want to purchase rare and valuable coins at something above their face value, and you'll also have governments that want to control the supply of money by prohibiting the exchange of foreign currency for domestic currency and services. </p><p></p><p>While this seems cool on the outset, I quickly realized it added nothing to the game and my players didn't care for it.</p><p></p><p>So treasure hoards are still likely to contain rare and exotic coinage but the point is more to give the players neat trinkets, to tie in the world's history and to be used as barter with collectors in exchange for special favors and unique services that cannot be bought with raw gold. Whatever else is in the hoard isn't labeled out as 1000 Roman coins, 5000 French coins, 100 English coins etc... it's just given an overall exchange value and if it's not raw materials (gems, ore, etc..) it will be noted if the players need to take it to town and trade it in.</p><p></p><p>But really as interesting as the idea is, it's just unneeded bookkeeping.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7198585"] I did something along these lines in a campaign, but it just became needlessly complicated. Essentially: I figured most dungeons are old and the more powerful the creature that occupies it the more likely they are not just going to have ancient relics, but they're also going to have ancient money, from civilizations that are far away and lost to time. I figured that any civilization with a reasonable level of wealth and history is going to value that history and naturally value the history of other cultures, especially lost ones...but not all of them. That means you essentially have "collectors" who are going to want to purchase rare and valuable coins at something above their face value, and you'll also have governments that want to control the supply of money by prohibiting the exchange of foreign currency for domestic currency and services. While this seems cool on the outset, I quickly realized it added nothing to the game and my players didn't care for it. So treasure hoards are still likely to contain rare and exotic coinage but the point is more to give the players neat trinkets, to tie in the world's history and to be used as barter with collectors in exchange for special favors and unique services that cannot be bought with raw gold. Whatever else is in the hoard isn't labeled out as 1000 Roman coins, 5000 French coins, 100 English coins etc... it's just given an overall exchange value and if it's not raw materials (gems, ore, etc..) it will be noted if the players need to take it to town and trade it in. But really as interesting as the idea is, it's just unneeded bookkeeping. [/QUOTE]
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