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Where Do They Get Their Money, Part One
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<blockquote data-quote="R_Chance" data-source="post: 7750829" data-attributes="member: 55149"><p>Or you can go with Expeditious Retreat Press "Magical Medieval Society: Western Europe". They also have one on the Silk Road to go further afield. They are available on DTRPG as well. They do a good job of assessing the impact of magic on all aspects of a society in MMS and spend a lot of time on economics. They do a thorough examination of trade and trade routes in "A Magical Society: Silk Road". The original Magical Medieval Society came out during the 3.x days, it's currently on it's 3rd edition iirc. It's good stuff; sitting next to stacks of history books on the period in my house.</p><p></p><p>On coins and coinage having a specific range of coins, current and "historical" can help give a setting a bit of verisimilitude. Different coinages and metals can be used by different races and societies as well as long gone empires. Don't forget unusual metals; orichalcum (a gold and copper alloy in my game; uncertain historically), electrum (a gold and silver alloy), come to mind as well as purely fictional metals such as Mithril and Adamantite. Platinum makes a good ancient coinage as well. Who could mint coins (royals, nobles or merchant guilds) was important (and what types they could), merchants made trade coins if there was a monetary shortage (mine are square and have a hole in the middle so they can be strung on a line). There is a lot of flavor in coinage and, as pointed out above, some adventure possibilities as well. If you don't want too much variation make some coinages rare (and possibly more valuable to collectors) and have some ancient historical empire that established the size / weight and general types of coinage. I did. Add in letters of credit and a primitive banking system and it gets interesting. Along with counterfeiting, shaving / clipping, drilling and magical means of protecting / abusing the system. Let the good times roll.</p><p></p><p>Besides, you've never seen a players face when he finds out later he spent that rare ancient coin on a tankard of beer. Priceless <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>*edit* As an example of world building based on coinage, the Elves refuse to use copper coins (invented by Dwarves because exact change is a thing) and the Elves and Dwarves still argue about it...</p></blockquote><p></p>
[QUOTE="R_Chance, post: 7750829, member: 55149"] Or you can go with Expeditious Retreat Press "Magical Medieval Society: Western Europe". They also have one on the Silk Road to go further afield. They are available on DTRPG as well. They do a good job of assessing the impact of magic on all aspects of a society in MMS and spend a lot of time on economics. They do a thorough examination of trade and trade routes in "A Magical Society: Silk Road". The original Magical Medieval Society came out during the 3.x days, it's currently on it's 3rd edition iirc. It's good stuff; sitting next to stacks of history books on the period in my house. On coins and coinage having a specific range of coins, current and "historical" can help give a setting a bit of verisimilitude. Different coinages and metals can be used by different races and societies as well as long gone empires. Don't forget unusual metals; orichalcum (a gold and copper alloy in my game; uncertain historically), electrum (a gold and silver alloy), come to mind as well as purely fictional metals such as Mithril and Adamantite. Platinum makes a good ancient coinage as well. Who could mint coins (royals, nobles or merchant guilds) was important (and what types they could), merchants made trade coins if there was a monetary shortage (mine are square and have a hole in the middle so they can be strung on a line). There is a lot of flavor in coinage and, as pointed out above, some adventure possibilities as well. If you don't want too much variation make some coinages rare (and possibly more valuable to collectors) and have some ancient historical empire that established the size / weight and general types of coinage. I did. Add in letters of credit and a primitive banking system and it gets interesting. Along with counterfeiting, shaving / clipping, drilling and magical means of protecting / abusing the system. Let the good times roll. Besides, you've never seen a players face when he finds out later he spent that rare ancient coin on a tankard of beer. Priceless :) *edit* As an example of world building based on coinage, the Elves refuse to use copper coins (invented by Dwarves because exact change is a thing) and the Elves and Dwarves still argue about it... [/QUOTE]
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