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seen Jul 13 '12 at 11:57

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accepted Fantasy economy: how to design a deep, sophisticated crafting system?
Jul
13
comment Fantasy economy: how to design a deep, sophisticated crafting system?
Sure i understand the concept of guilds - that they controlled amounts of goods to produce, the prices, and, most importantly, the secrets of their trade to protect from the outsiders. Such a situation doesn't, however, have to be static - if, for example, the region has a superior food supply, there can be quite a bunch of people devoted to technological advancement and/or exploitation of the ongoing system. A guild system can be the basic principle to start deriving from - to prepare some unique region-specific twists of the established system (an example: a black market crafting community).
Jul
13
comment Fantasy economy: how to design a deep, sophisticated crafting system?
Well, how about proving some actual links on the Inca, China, and Mughal stuff? And as far as late medieval/early modern Europe is concerned, mercantilism does stand out as an interesting economic model.
Jul
13
comment Fantasy economy: how to design a deep, sophisticated crafting system?
Just got my hands on "Grain Into Gold: A Fantasy World Economy", along with "Farm Forge and Steam - A Nuts and Bolts Guide to Civilisations". They are both informative books that very much answer all the questions i had in mind. Thanks!
Jul
12
comment Fantasy economy: how to design a deep, sophisticated crafting system?
Regional economy ratings? Such a concept is indeed simple; it is also systematically applicable to the "big picture". I like that!
Jul
12
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revised Fantasy economy: how to design a deep, sophisticated crafting system?
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Jul
12
comment Fantasy economy: how to design a deep, sophisticated crafting system?
The World in making/the RPG is NOT a market simulation :) ; but even so, having some region-centered or culture-centered specifics to economy (i.e. some nasty trading rituals, rare products made only in the region, etc.) would sweeten up the experience. Another thing is the daily life of the commoners - what are their living conditions like, what can they afford, etc. - such "details" are better not swept under the table, since these conditions reflect the theme and the mood of the area back on the players. The uniqueness of a regional mood is everything, generalized RPGs are nothing!
Jul
12
comment Fantasy economy: how to design a deep, sophisticated crafting system?
To clarify things: i'm searching for effective economic models from the standpoint of a WORLD BUILDER, not a GAME MASTER (therefore the whole "players won't use that" argument is arbitrary). I don't want to be an ass here (and i DO appreciate the time you took to write down this reply), but most of the stuff you're telling me i already knew. I was just looking for some interesting commodities in the trade market, some original production methods and a few outstanding, culture-centered twists on the customs of trading. But it just may be me - not being able to ask the question properly.
Jul
12
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Jul
12
asked Fantasy economy: how to design a deep, sophisticated crafting system?