View Single Post
Old 01-30-2018, 09:36 PM   #50
Johnny1A.2
 
Join Date: Feb 2007
Default Re: Exotic Governmental/Legal Systems

Quote:
Originally Posted by malloyd View Post
Towns vanish as everybody in them starves to death. Well those where they didn't die of thirst first when the aqueducts shut down. You can't even make food an exception - cities can't pay for it without an exception for something they produce too, which will need an exception for the materials they produce it *from* which.... And couldn't transport it anyway what with your cart no longer being your property when it crossed a border.

I know the OP wasn't too interested in workability, but I think this one leads to disaster in *such* a very near term that it's virtually unusable in a game. You need something that works for long enough (on the enthusiasm of its followers if nothing else) that it can stand up long enough for the PCs to have to interact with its weird rules before it dissolves into chaos or civil war.
If the local units are small enough, yes. This would work with 'city states' as units, using the old definition of a city-state in which you have the city, an attached territory, and possibly smaller towns associated with it.

It could work, at least for a while, if the component units were themselves big enough to be semi-self-sufficient. Nor would it necessarily ban all inter-unit business, as I suggested, permits for such would exist, it would just be hard to get. Nor would trade in raw materials necessarily be prevented by prevention of inter-jurisdictional ownership.

Granted, as I said, it would be incredibly inefficient.
__________________
HMS Overflow-For conversations off topic here.
Johnny1A.2 is offline   Reply With Quote