11-23-2015, 12:30 AM | #1 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Low-Tech Trading Rules
No, I'm not looking for said rules (I know where they are). I'm writing to expand them. I'm trying to see if I've covered all my bases. Anyone have any thoughts? Anything they'd like to see? It's going into a Pyramid submission if anyone is curious.
Edit: I should have stated this: but the article is very player-faced. It's essentially how PCs interact with trading, bartering, etc. - not the other way round. Essentially, it's more for a player than a GM. I'm trying to answer a question I see pop up a lot: "How do I play a merchant/trader/etc. and what traits would I need?"
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11-23-2015, 12:57 AM | #2 |
Join Date: Jul 2014
Location: New Zealand.
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Re: Low-Tech Trading Rules
Taxation, import duties, protectionism, customs and excise. Which leads to of course to smuggling.
Quality of port/dock facilities. Instances where a good is gathered rather than just purchased. Losses through transport damage, spoilage, corruption. And how to avoid these. Relevant skills. Knowing what to acquire. Fashion, rumours, open destinations vs familiar routes. Effects of trade on the recipients. Economic benefits and costs. Historic rates of change on supply and demand.
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
11-23-2015, 02:54 AM | #3 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Low-Tech Trading Rules
Quote:
People could in theory choose to conduct their trade somewhere outside of town, but the town offers shelter and law which you won't get out in the wilderness. Also there's the whole meeting hub thing. People know to go to town X on day Y of the lunar cycle, because then there'll be a lot of other traders, as per tradition, whereas other kinds of exchange of goods must be pre-arranged between the parties. Town walls do provide some actual protection from... unpleasantness, but it's my impression that much more than that, they were about having the town surrounded by a structure permeable (by wagons) only at one or two checkpoints, where customs and tariffs could be extracted. |
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11-23-2015, 03:14 AM | #4 |
Join Date: Jul 2006
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Re: Low-Tech Trading Rules
Might need a bit on pre-free market concepts of trade - ideas like guild privilege, laws against forestalling and attempts to prevent arbitrage... all things that are liable to be mystifying to anyone from the developed world, especially the US.
Possibly something on barter - and silent barter - and ideas of modelling lost value therefrom? |
11-23-2015, 03:31 AM | #5 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Low-Tech Trading Rules
Merchant-adventurer templates. It's a niche that's strangely neglected.
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11-23-2015, 03:59 AM | #6 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Low-Tech Trading Rules
Quote:
That said, some historical cultures had freer trades than others. Some also had enforced monopolies. One of the Viking Kings of Dublin enforced a monopoly on shoe-making in his area. I kid you not. Shoe-making. In later time periods, being granted a monopoly, e.g. by the King, was a very valuable gift, since it gave opportunities for serious profit. |
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11-23-2015, 04:58 AM | #7 | |
Join Date: Jul 2007
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Re: Low-Tech Trading Rules
Quote:
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11-23-2015, 05:29 AM | #8 |
Join Date: Oct 2008
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Re: Low-Tech Trading Rules
Taxes, dues and corruption.
Legally granted monopolies. |
11-23-2015, 05:37 AM | #9 |
Join Date: Nov 2007
Location: Sydney
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Re: Low-Tech Trading Rules
Inflation (and while we are there deflation)
Wasn't there really not much money for most of history as there wasn't savings and investment as we think of? That's a big issue if you turn up with valuable items and there isn't demand to buy them (or if you can use the valuable item as barter) . |
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