Quote:
Originally Posted by JLV
My biggest gripe with the economic system was that it was focused on very low-level issues and gave zero guidance (like most RPGs) on the macro-economics that GMs needed in order to make the caravan/shipping routes and buy/sell prices make sense.
I would like to see some sort of macro-economic system put in place for the GMs.
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You would be surprised how much credit you get as a game master if you just have some sort of logical basis for determining prices, jobs, commodities available or imported, and so on, which the players can rely on consistently.
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Have you looked at how Traveller and MegaTraveller approached trade? They put a lot of effort into trade since it was a primary way for adventurers to make money. Some of that stuff is probably adaptable to fantasy RPGs. I’ll take a look and see what I can find, then report back.
I just hope that I don’t accidentally trigger an “I wanna run a Traveller campaign” attack.