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General Tabletop Discussion
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What proportion of the population are adventurers?
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<blockquote data-quote="R_Chance" data-source="post: 7615133" data-attributes="member: 55149"><p>I agree, that we largely agree <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> The numbers could be argued for ever. And, as you say, some things were not locally available and those things had to be traded for. The numbers just aren't that available, the Domesday Book is the single most complete record of taxable assets in any medieval kingdom. It doesn't address issues like literacy but it does give an economic overview of England at the time of the Norman Conquest (its available in print). Economic information for gaming purposes is a tad more difficult to come by. I have always used two sources, to determing / generate a region economy / population. "Chivalry and Sorcery" (1st edition from FGU) and "A Magical Medieval Society: Western Europe" (from Expeditious Retreat Press). No data on things like trade per se, but good numbers on specialization. Expeditious Retreat Press also make a rather handy book on long distance trade called "A Magical Society: Silk Road". They were quite well done. FGU is gone and the first edition rules can be hard to find. They had supplements on the Vikings, Celts, and Steppes Nomads as well.</p><p></p><p>Medieval craftsmanship could be excellent, but the number of specialists was low (outside of food production), opportunities for individual change / education / training / travel were low and what we see in Medieval life and craftsmanship is the tip of a large unmoving (or slowly moving) iceberg. All imho, of course. Eventually things will begin to change more rapidly, but then its not the Middle Ages.</p></blockquote><p></p>
[QUOTE="R_Chance, post: 7615133, member: 55149"] I agree, that we largely agree :) The numbers could be argued for ever. And, as you say, some things were not locally available and those things had to be traded for. The numbers just aren't that available, the Domesday Book is the single most complete record of taxable assets in any medieval kingdom. It doesn't address issues like literacy but it does give an economic overview of England at the time of the Norman Conquest (its available in print). Economic information for gaming purposes is a tad more difficult to come by. I have always used two sources, to determing / generate a region economy / population. "Chivalry and Sorcery" (1st edition from FGU) and "A Magical Medieval Society: Western Europe" (from Expeditious Retreat Press). No data on things like trade per se, but good numbers on specialization. Expeditious Retreat Press also make a rather handy book on long distance trade called "A Magical Society: Silk Road". They were quite well done. FGU is gone and the first edition rules can be hard to find. They had supplements on the Vikings, Celts, and Steppes Nomads as well. Medieval craftsmanship could be excellent, but the number of specialists was low (outside of food production), opportunities for individual change / education / training / travel were low and what we see in Medieval life and craftsmanship is the tip of a large unmoving (or slowly moving) iceberg. All imho, of course. Eventually things will begin to change more rapidly, but then its not the Middle Ages. [/QUOTE]
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What proportion of the population are adventurers?
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