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Treasure In A Land Without Coin Or Quality Goods
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<blockquote data-quote="howandwhy99" data-source="post: 5657969" data-attributes="member: 3192"><p>Value all depends upon the local economy. It sounds like a primitive era, which could include stone age, hunter / gatherer, early civilization, or bronze. </p><p></p><p>In any case, remember that treasure is everything. That includes information. Bones can be crafted by NPCs into skin and bone equipment, armor, and weapons. Food, water, shelter, and clothing are going to be more valuable, but more prevalent in the environment. </p><p></p><p>Poison is probably more prevalent too, but should have suitable taboos and saving throws for use in place. </p><p></p><p>All of the more civilized medieval and later eras are using the same materials as those from before. The difference is they have created means to manipulate those materials in more diverse ways. Iron and steel, for instance, come from iron ore and coal deposits. Mining and building practices are more complex. Gold, silver, and other precious metals and gems could still be used as a common currency, albeit unrefined. </p><p></p><p>I know you want to do away with coin and quality goods, but for your own sake I would begin with some kind of value standard like the West's gold standard. It could change from culture to culture or tribe to tribe, but having a base will allow the trading game to give treasure value. Then all those treasures found in lairs are worth the challenges to reach them.</p><p></p><p>Lastly, go for something fantastical. Have decaying alien technology found on a mutating ground sloth whose brain is inhabited by the dying extraterrestrial hivemind. Or make up primitive treasure which behave differently like Magtetum, a metal that "grows" when magnetized.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5657969, member: 3192"] Value all depends upon the local economy. It sounds like a primitive era, which could include stone age, hunter / gatherer, early civilization, or bronze. In any case, remember that treasure is everything. That includes information. Bones can be crafted by NPCs into skin and bone equipment, armor, and weapons. Food, water, shelter, and clothing are going to be more valuable, but more prevalent in the environment. Poison is probably more prevalent too, but should have suitable taboos and saving throws for use in place. All of the more civilized medieval and later eras are using the same materials as those from before. The difference is they have created means to manipulate those materials in more diverse ways. Iron and steel, for instance, come from iron ore and coal deposits. Mining and building practices are more complex. Gold, silver, and other precious metals and gems could still be used as a common currency, albeit unrefined. I know you want to do away with coin and quality goods, but for your own sake I would begin with some kind of value standard like the West's gold standard. It could change from culture to culture or tribe to tribe, but having a base will allow the trading game to give treasure value. Then all those treasures found in lairs are worth the challenges to reach them. Lastly, go for something fantastical. Have decaying alien technology found on a mutating ground sloth whose brain is inhabited by the dying extraterrestrial hivemind. Or make up primitive treasure which behave differently like Magtetum, a metal that "grows" when magnetized. [/QUOTE]
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