03-09-2018, 01:44 PM | #41 |
Join Date: Nov 2010
Location: Arizona
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Re: The Economic System in TFT
Just to hopefully clear the air here:
He was referring to a series of books published in the 70's and 80's about a fantasy world called "Gor." The books were highly questionable even back then and would be completely unacceptable to many more people today, since they seemingly justified sexism, slavery, and other disturbing concepts as totally acceptable "alternatives" in life-style. You can probably look it up in Wikipedia (though I personally haven't tried to). His reference was therefore "tongue-in-cheek," in that he wasn't seriously suggesting anyone do "Gor -- the LARP" as any kind of real product. In fact, anyone who tried would probably be arrested for multiple crimes... Hope that helps a bit. |
03-09-2018, 07:22 PM | #42 |
Join Date: May 2010
Location: Alsea, OR
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Re: The Economic System in TFT
GOR LARP would be an S&M Weekend.
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03-09-2018, 08:00 PM | #43 |
Join Date: Nov 2010
Location: Arizona
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Re: The Economic System in TFT
With swords and killing...
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03-09-2018, 11:53 PM | #44 | |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: The Economic System in TFT
Quote:
So a not very good joke, unless you already knew that.
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MIB #1457 |
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03-10-2018, 07:31 AM | #45 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Economic System in TFT
Quote:
And the system is constantly being tweaked. I haven’t run a campaign in a long time, but am gearing up for the first TFT campaign in many years. I have a bunch of cheap foreign coins that have numbers on them - 1, 5, 10, 25, 100, etc. I’m trying to organize them so that the denominations can be used “as is”. Small, high denomination coins are gold. Large, low denomination coins are copper. Average sized coins are silver. Playing with actual coins is a little bit of a hassle, but it really adds a tactile element to the game. I bought a bunch of cheap dice bag years ago and give one to each player for his “purse”. |
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03-20-2018, 07:46 PM | #46 |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Rick's thought on the Economic System in TFT
Hi all,
I would LOVE, to see an expansion to TFT that went into the macro economics, trade routes, how to build jobs, many cool things to do while at jobs (or between adventures), etc. But I think realistically, one of two things will happen. The jobs section will get cut, or it might increase to perhaps double its current size. It would not hurt my feelings if the job tables and risk rolls went away. To me something like this should be done well, and it is very hard to do well in the few pages allotted to them. But assuming that they stay and perhaps are expanded slightly, here are some thoughts. -- Reduce the number of jobs? The wizard jobs tie into to the wizard profits for magic items so I would be leery about reducing the number of wizard jobs. -- Give a formula to guide the GM on new jobs. A talent with this IQ requirement and this memory cost is worth $ X per week. If the job is dangerous, wage is x1.33, etc. I do agree that too many of the jobs are too similar. -- Wages are too high, or prices are too low. In my campaign I reduced wages about 10 fold, and the cost of easy to manufacture items (basically no magic, no metal) by 10 fold. Large metal items and magic, chemical potions, etc. kept the current prices. Perhaps a 5 fold reduction would have been more realistic, but something has to be done about prices and wages. -- Reduce the amount of experience for an success. I like the idea that if you get a success or failure you roll on a table, and only some of the results are experience or damage. (If it is a dangerous job, add 5 to the roll on the failure table.) This would add a page to the book but a bunch of these entries could create adventure hooks, so I think it would be worth it. -- I mentioned in another thread, a different way for doing damage on risk rolls is appropriate. It is: "roll 1 die and reroll 6's" (where a running total is kept... On this roll you stop on a 1 thru 5, and on a 6 then you add 5 to the total and reroll). Thus, most damage is 5 points or less, but occasionally very high damage happens. -- In a big economic expansion, include the cost of LOTS of items, including lots of raw materials. In regular TFT, a larger price list would be welcome. Also give some basic values: "A peasant pays $X for a day's food." "The minimum price of a years food costs $Y." To me the two big things are to reduce the price of labor and reduce the experience earned. Warm regards, Rick. |
03-21-2018, 12:37 PM | #47 |
Join Date: Nov 2010
Location: Arizona
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Re: The Economic System in TFT
These are all good things, but realistically speaking, I doubt that SJG will do an "Economics in TFT" splat book. I could be wrong, but I'm guessing that sales would not be great. What MIGHT be possible is if they could make a fun "mini-game" out of it, AND use it to create some basic rules for economics in TFT (a few pages about "using this game with TFT," for example), THEN it might actually happen.
On the other hand, some judicious editing of the job tables, and a few rules describing how to create a larger economic view might be do-able. I too would love to see an expanded cost of items table, though I suspect I'll just have to be satisfied with And a Ten-Foot Pole... and Grain Into Gold for now... |
03-29-2018, 01:45 PM | #48 |
Join Date: May 2010
Location: Alsea, OR
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Re: The Economic System in TFT
The Jobs table has several purposes, and I think at least one is being overlooked...
It should provide a living wage for the PCs, at least for anything above "beggar." Now, if it makes magic items too common, then fix the costs of magic items. Reworking the Jobs table instead has the issues of now needing to fix all the gear tables. |
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