02-15-2020, 03:56 AM | #11 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Cost of clothing in Low-Tech Loadouts
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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02-15-2020, 04:08 AM | #12 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Cost of clothing in Low-Tech Loadouts
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It means that a TL8 Status-0 person in an average job should have $2000/month, after spending up to social expectations, for completely discretionary spending. This implies a world very different from ours, where people need work only 15 years, and can then live on their savings for the rest of their lives at the same standard of living as when they worked. TL8 societies are pretty productive, but I don't think they're that productive. Unless, of course, that $600/month is only buying you the same quality of life as it did at TL0. However, if so, well that's not a Status-0 lifestyle at TL8. It's not even Status -2, really. Therefore we really should be spending at least four times as much per month on living at TL8, or $2400+, which is much more in line with the listed income.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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02-15-2020, 05:41 AM | #13 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Cost of clothing in Low-Tech Loadouts
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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02-16-2020, 04:47 PM | #14 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Cost of clothing in Low-Tech Loadouts
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02-17-2020, 12:27 AM | #15 | |
Join Date: Apr 2019
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Re: Cost of clothing in Low-Tech Loadouts
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I have never ruled that the income was only your discretionary spending, for me thats your total income for the month, That makes far to much money available if you rule it that way. I have also tended to use more the description of what that income means and not so much the specific amount, that has been enough for me but Im not trying to run a campaign based on economic realism (while I try to have it make sense, I dont get super wrapped up in the actual dollar number). |
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02-17-2020, 02:38 AM | #16 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Cost of clothing in Low-Tech Loadouts
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Thus you have $2000/month to blow on whatever - savings, adventuring kit, etc.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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02-17-2020, 03:36 AM | #17 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: Cost of clothing in Low-Tech Loadouts
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A 1990 $ is not a 2020 $, and even in 2020, values can differ wildly even in the real world. For example, there is a *100 variation for the income of a primary school teacher, from $50/month in Madagascar to $5000/month in Luxembourg ... Same with cost of living, item costs (the exact same item from the same factory can have *10 price variation depending on the shop in a single city ), ... So, comparing Gurps $ numbers to the real world is almost meaningless, you should only look at ratios between numbers. That said, I do agree that the ratio average_job_income / cost_of_living for Status 0 at TL8 is unrealistic for our real world society. There is too much free income. It is not really a problem, of course, since if you play in the current real world, you can just use real numbers and ignore Gurps generic values. But it does show that Gurps numbers are an extreme simplification, very useful to have if the GM doesn't want to bother creating an economy and just want vaguely plausible numbers, but inadequate if you want something that precisely match a specific setting/location/time economy. Which is logic, a single set of numbers cannot match all possible settings. |
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02-17-2020, 04:56 AM | #18 | ||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Cost of clothing in Low-Tech Loadouts
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And then there are the SF settings, at TL9+. We have no real world to sub in if we don't like GURPS' numbers, and the issues with excessive free money become much worse. At TL10 a normal wealth Status-0 job gets you $5,600/month, but Status-0 living is still only $600/month. So, by the RAW when the PC's say they need a bit of extra cash, and spend a few months between adventures, they get to save $5K/month, each. The Cost of Living Table needs to scale with TL. This probably also means that starting assets need to be changed from the current '10 months savings'.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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02-17-2020, 05:21 AM | #19 | |||
Join Date: Sep 2006
Location: Luxembourg
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Re: Cost of clothing in Low-Tech Loadouts
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I did not (nor do I want to) build a complete setting economy. My player ask me "Can I buy X" I check Gurps X cost, Gurps income and Gurps CoL, and I answer Yes/No. Easy : yes Economicaly meaningful : who can tell for a fictional setting ? If playing in real life, it is even faster to google the 3 numbers. But the cost of bread on Coruscant, or Korben Dallas Taxi Driver income .... If you play a campaign, and expect that economical matters will be relevant, you have to build a complete economy. But if you just want a quick answer in the eventual case that a question is asked ... the generic rules is more than enough, in my opinion. Quote:
In other, absolutely not, you are correct. Quote:
It would, I agree, be a much better match to current real world economic. Then I come with a post-scarcity Future setting and complain that the cost of living should be a static number, with increasing TL showing the growing extra-income granted by automation, IA and robotics ... There isn't, and cannot be, an 'always correct" rule. Whichever basic assumption you made, it will fit some setting well, and some, not. Anyway, it is getting off-topic :) |
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02-17-2020, 05:54 AM | #20 | ||
Join Date: Jul 2006
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Re: Cost of clothing in Low-Tech Loadouts
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