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<blockquote data-quote="GrahamWills" data-source="post: 8814974" data-attributes="member: 75787"><p>This is absolutely an area where you can learn from MMOs, for which the economies they run are key to the experience.</p><p>things to take away:</p><ul> <li data-xf-list-type="ul">You can always sell/buy to and from the general market. The result will be a slight loss. You do this when lazy or what you created is unwanted</li> <li data-xf-list-type="ul">There is a pool of people willing to pay a premium. Their tastes vary (you as the GM simulate them worth by fiat or random tables). If you make/acquire what they want, you make money.</li> <li data-xf-list-type="ul">When you make or find stuff, it’s mostly only OK, but semi-randomly can be very expensive. Have long tails on your outcome distribution so the possibility of making a ton is always there.</li> <li data-xf-list-type="ul">Excess cash can be traded for fashion / glory / other non-combat meta currency.</li> </ul><p>I’d also suggest an idea from medieval history. As a subject of (wherever) your liege lord can just require large amounts of money from you to pay ransoms, fund wars and pay for big events. You get glory, he gets cash. If he does it too often, his subjects will dislike him and may revolt — so as a GM you should make it clear it won’t happen often. It’s a historical way to drain cash if you give players too much by mistake!</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 8814974, member: 75787"] This is absolutely an area where you can learn from MMOs, for which the economies they run are key to the experience. things to take away: [LIST] [*]You can always sell/buy to and from the general market. The result will be a slight loss. You do this when lazy or what you created is unwanted [*]There is a pool of people willing to pay a premium. Their tastes vary (you as the GM simulate them worth by fiat or random tables). If you make/acquire what they want, you make money. [*]When you make or find stuff, it’s mostly only OK, but semi-randomly can be very expensive. Have long tails on your outcome distribution so the possibility of making a ton is always there. [*]Excess cash can be traded for fashion / glory / other non-combat meta currency. [/LIST] I’d also suggest an idea from medieval history. As a subject of (wherever) your liege lord can just require large amounts of money from you to pay ransoms, fund wars and pay for big events. You get glory, he gets cash. If he does it too often, his subjects will dislike him and may revolt — so as a GM you should make it clear it won’t happen often. It’s a historical way to drain cash if you give players too much by mistake! [/QUOTE]
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