Adding economics to a game.
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- pblackcrow
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Adding economics to a game.
In addition to the normal adventuring in a typical game world adding in an economical aspect for characters who are also interested in using their surplus money in business ventures, usually buying wagons or ships, acquiring trade goods, transporting them from A to B, building forts and cites, etc. By traveling and fighting off bandits, monsters or anyone else who would take their goodies the party establishes themselves as powerful adventurer and respected businessmen in their community, possibly even employing many NPCs. Economics are fun for those few who like myself like to build forts, invest in shipments, have some side ventures going, or simply have am interest in commodities and the like.
The GM will have to:
1. Make a detailed lists of which villages to cities produce which goods, as well as what is out in the local forests, caves, dungeons, etc.
2. Know what each village to city doesn't have, needs, and most desires. From nails, herbs and spices, salt, clothing, toys, etc to buildings such as glassblowers, mills, blacksmiths, taverns, gentlemen's clubs, etc.
3. Have a good sense of the fair market value of the goods, services, and buildings. And the income from it.
4. Have a firm understanding of supply and demand, how to make adjustments where necessary, and present it quickly. 10 minutes max per PC.
Any suggestions on what to add?
Oh, and it's up to the players to keep track of the investments, the followers, etc.
The GM will have to:
1. Make a detailed lists of which villages to cities produce which goods, as well as what is out in the local forests, caves, dungeons, etc.
2. Know what each village to city doesn't have, needs, and most desires. From nails, herbs and spices, salt, clothing, toys, etc to buildings such as glassblowers, mills, blacksmiths, taverns, gentlemen's clubs, etc.
3. Have a good sense of the fair market value of the goods, services, and buildings. And the income from it.
4. Have a firm understanding of supply and demand, how to make adjustments where necessary, and present it quickly. 10 minutes max per PC.
Any suggestions on what to add?
Oh, and it's up to the players to keep track of the investments, the followers, etc.
Ankh, udja, seneb.
- zyanitevp
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Re: Adding economics to a game.
pblackcrow wrote:In addition to the normal adventuring in a typical game world adding in an economical aspect for characters who are also interested in using their surplus money in business ventures, usually buying wagons or ships, acquiring trade goods, transporting them from A to B, building forts and cites, etc. By traveling and fighting off bandits, monsters or anyone else who would take their goodies the party establishes themselves as powerful adventurer and respected businessmen in their community, possibly even employing many NPCs. Economics are fun for those few who like myself like to build forts, invest in shipments, have some side ventures going, or simply have am interest in commodities and the like.
The GM will have to:
1. Make a detailed lists of which villages to cities produce which goods, as well as what is out in the local forests, caves, dungeons, etc.
2. Know what each village to city doesn't have, needs, and most desires. From nails, herbs and spices, salt, clothing, toys, etc to buildings such as glassblowers, mills, blacksmiths, taverns, gentlemen's clubs, etc.
3. Have a good sense of the fair market value of the goods, services, and buildings. And the income from it.
4. Have a firm understanding of supply and demand, how to make adjustments where necessary, and present it quickly. 10 minutes max per PC.
Any suggestions on what to add?
Oh, and it's up to the players to keep track of the investments, the followers, etc.
Never forget Taxes, Taxes, Taxes.
- scottypotty
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Re: Adding economics to a game.
Competition, how other's might undercut business ventures with slashed rates. Popularity of business and possible political clout it may garner. And a random chart with possible mishaps and windfalls to be rolled from time to time. Business can be unpredictable. Maybe the chart is scaled to be really good on one end moving to really bad on another. Then cities or regions can have modifiers. Even dealing with other popular or unpopular businesses could have modifiers. Season could affect it as well. It'd have to be a pretty extensive chart yet able to translate into almost any businees venture a player could get into.
- pblackcrow
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- pblackcrow
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- Posts: 2545
- Joined: Sat Jul 13, 2002 1:01 am
- Location: On Earth
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- pblackcrow
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- Posts: 2545
- Joined: Sat Jul 13, 2002 1:01 am
- Location: On Earth
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Re: Adding economics to a game.
Simple rules, but also enough rules to cover all of the basics diameters of the constructs. Does that make since?
Ankh, udja, seneb.
- zyanitevp
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Re: Adding economics to a game.
Church and tithes...