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The Price of Pie and the Inherent Cost of Beating up an Orc
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<blockquote data-quote="kenjib" data-source="post: 866875" data-attributes="member: 530"><p>Maybe fleshing out the scope would help. What kind of specifics would it entail? Here are some things that come to mind for me:</p><p></p><p>1. Price fluctuation ranges on trade commodities so the DM can pick the extreme ends of the range for potential trade routes (i.e. ginger trades for 10gp to 100gp per pound and is native to sub-tropical regions -- the DM can decide various local prices between this range). A big list of various common trade commodities here would be really nice.</p><p></p><p>2. A new system for labor, living, and business costs. How much do household staff cost to retain? Mercenaries? How much average to maintain a castle and grounds assuming standard staffing for a castle that size (include various castles and give breakdowns of the staff included)? How much would a magistrate earn? A city guard? An executioner? A craftsman? How much does it cost per year or month to run a merchant outfit with four galleon class ships and eight cogs? How much does it cost to run a banquet worthy of the attendance of an important Duke and 50 other guests? How much does it cost to rent or own a small living flat in a typical large city? What is the weekly out-of-pocket living expense for people of various social strata?</p><p></p><p>3. A macro-system for determining the month-to-month and/or year-to-year welfare of farms, manors, baronies, kingdoms, empires, etc. Each such organization gets some stats based on imports and exports, education of populace, economic system, tax burden, etc. and then a couple of quick dice rolls tell you how that time period fared.</p><p></p><p>4. Hooks to an OGL mass combat system, like maybe Eden's forthcoming Fields of Blood. Include a really small stripped down version and indicate compatibility with the larger product. Integrate these rules into #3 above and add a macro-resolution for completing a war with a single die roll.</p><p></p><p>5. Some perspective on bribing and the value of money to different people. If I bribe some street urchin with a whole gold piece I expect his eyes to darn well pop out of his head in excitement as he trips over his feet to do whatever I ask. Most DM's don't react this way due to the hyperinflated adventurer economy. "Only 50 gold? Yawn. Better make it 100."</p><p></p><p>6. Alternatives to coin. I'd wager that the amount of gold flowing around freely in D&D is way more than the entire amount of gold that exists on Earth. As such, the value should plummet. How else can characters acquire and store wealth? What kind of banking system might exist? How might a feudal lord reward adventurers for successfully rendering services to him?</p><p></p><p>7. Magic economy. What are some options for how characters can buy and sell magic items, accounting for different DM preferences? Commission based deal-brokers? Black market only? Seeding inquiries among the elite? Seeking out a reclusive wizard and bartering services for magic and vice versa?</p><p></p><p>I think that there is a lot of potential. You could almost create an entire new game out of this where you run holdings and send your men off to fight and trade for you to increase your power, and it could seemlessly scale from the lowly manor estate all the way up to Empire as your campaign progresses and becomes more epic in scope. Kind of like the Civilization computer game for d20. If a product like this truly met it's full potential, I wouldn't be surprised to see it doing well in the market, but what do I know?</p><p></p><p>The synergies between the various topics have lots of potential and I think it could kick serious booty!</p></blockquote><p></p>
[QUOTE="kenjib, post: 866875, member: 530"] Maybe fleshing out the scope would help. What kind of specifics would it entail? Here are some things that come to mind for me: 1. Price fluctuation ranges on trade commodities so the DM can pick the extreme ends of the range for potential trade routes (i.e. ginger trades for 10gp to 100gp per pound and is native to sub-tropical regions -- the DM can decide various local prices between this range). A big list of various common trade commodities here would be really nice. 2. A new system for labor, living, and business costs. How much do household staff cost to retain? Mercenaries? How much average to maintain a castle and grounds assuming standard staffing for a castle that size (include various castles and give breakdowns of the staff included)? How much would a magistrate earn? A city guard? An executioner? A craftsman? How much does it cost per year or month to run a merchant outfit with four galleon class ships and eight cogs? How much does it cost to run a banquet worthy of the attendance of an important Duke and 50 other guests? How much does it cost to rent or own a small living flat in a typical large city? What is the weekly out-of-pocket living expense for people of various social strata? 3. A macro-system for determining the month-to-month and/or year-to-year welfare of farms, manors, baronies, kingdoms, empires, etc. Each such organization gets some stats based on imports and exports, education of populace, economic system, tax burden, etc. and then a couple of quick dice rolls tell you how that time period fared. 4. Hooks to an OGL mass combat system, like maybe Eden's forthcoming Fields of Blood. Include a really small stripped down version and indicate compatibility with the larger product. Integrate these rules into #3 above and add a macro-resolution for completing a war with a single die roll. 5. Some perspective on bribing and the value of money to different people. If I bribe some street urchin with a whole gold piece I expect his eyes to darn well pop out of his head in excitement as he trips over his feet to do whatever I ask. Most DM's don't react this way due to the hyperinflated adventurer economy. "Only 50 gold? Yawn. Better make it 100." 6. Alternatives to coin. I'd wager that the amount of gold flowing around freely in D&D is way more than the entire amount of gold that exists on Earth. As such, the value should plummet. How else can characters acquire and store wealth? What kind of banking system might exist? How might a feudal lord reward adventurers for successfully rendering services to him? 7. Magic economy. What are some options for how characters can buy and sell magic items, accounting for different DM preferences? Commission based deal-brokers? Black market only? Seeding inquiries among the elite? Seeking out a reclusive wizard and bartering services for magic and vice versa? I think that there is a lot of potential. You could almost create an entire new game out of this where you run holdings and send your men off to fight and trade for you to increase your power, and it could seemlessly scale from the lowly manor estate all the way up to Empire as your campaign progresses and becomes more epic in scope. Kind of like the Civilization computer game for d20. If a product like this truly met it's full potential, I wouldn't be surprised to see it doing well in the market, but what do I know? The synergies between the various topics have lots of potential and I think it could kick serious booty! [/QUOTE]
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