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Thoughts on a Barbarian Economy
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<blockquote data-quote="gamerprinter" data-source="post: 5881212" data-attributes="member: 50895"><p>I'd go through the equipment list, selecting only those items that belong in your technology/culture, for example a telescope would be a priceless item, as it is technology that Cimmerians do not have, so it falls outside their economic system. Things like appropriate technology weapons, tools, standard items, raw goods and manufactured goods - look at the existing cost by coin (GP/SP) and convert that to your 'trade unit'.</p><p> </p><p>Create a new list of equipment and their costing in trade units so you can have a baseline to work from with your PCs own collected and manufactured goods. Also consider the skill of the individual craftsmen, as some are better skilled/more artistic/uses better material or tools so creates a better widget than somebody else. Crafting reputation should raise the value of products offered by varying craftsman/sellers.</p><p> </p><p>Since you think you need to reinvent the economic cost value of wealth, then do so, and get on with it.</p><p> </p><p>For my Kaidan setting, I've basically had to do the same thing, by converting the standard equipment list by value, converting from gold pieces to volumes of rice. Kaidan, like feudal Japan is a rice based culture, not a gold based on. While the koku defines the amount of rice required to feed a man for 1 year, captures large GP amounts, 1 copper piece is equivalent to 1 bowl of rice. That's my economic system.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5881212, member: 50895"] I'd go through the equipment list, selecting only those items that belong in your technology/culture, for example a telescope would be a priceless item, as it is technology that Cimmerians do not have, so it falls outside their economic system. Things like appropriate technology weapons, tools, standard items, raw goods and manufactured goods - look at the existing cost by coin (GP/SP) and convert that to your 'trade unit'. Create a new list of equipment and their costing in trade units so you can have a baseline to work from with your PCs own collected and manufactured goods. Also consider the skill of the individual craftsmen, as some are better skilled/more artistic/uses better material or tools so creates a better widget than somebody else. Crafting reputation should raise the value of products offered by varying craftsman/sellers. Since you think you need to reinvent the economic cost value of wealth, then do so, and get on with it. For my Kaidan setting, I've basically had to do the same thing, by converting the standard equipment list by value, converting from gold pieces to volumes of rice. Kaidan, like feudal Japan is a rice based culture, not a gold based on. While the koku defines the amount of rice required to feed a man for 1 year, captures large GP amounts, 1 copper piece is equivalent to 1 bowl of rice. That's my economic system. [/QUOTE]
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