05-26-2005, 10:20 AM | #41 |
Join Date: Apr 2005
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Re: merchant Infinite Earth campaign is impossible!
My advice is not to get too caught up in real-world econimics. If your GMing the game, you can arbirarily set prices and control the fluctuations. Plus, a lot of the agruments revolve around commodities. Personally, I'd find a campaign focused on commodies about as fun as a trip to the dentist. What I'd be more interested in is a campaign were most of the trading is on alternate earths, so you don't need to worry about prices for, say, steel knives on homeline, you can sell them to a low-tech world where they are worth a lot more. The only requirement is that, somewhere along the line, you have to convert the goods into some form of currency that is accepted on homeline. You would never actually have to worry about the problem of selling onto homeline (where you probably could not compete with the big corps. anyway), just bringing the money home. In short, I think the problem is that you are overanalysing rather than just setting the parameters so it works and running with it.
If you really want to add spice the the campaign, set things up so that it is impossible to make ends meet unless the players push the boundries of legality (or occasionally break them). Then they get the fun of avoiding the notice of both the law, and the established criminal enterprises (who won't appreciate a newcomer getting in on their action!) |
05-26-2005, 03:47 PM | #42 | |||
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: merchant Infinite Earth campaign is impossible!
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But, as Jacob Marley says: Quote:
Human beings are remarkably socially adaptive creatures. When the potential for profit comes up, they will find a way to make a buck from it. And this is just a game. I am a big physics/science monkey and when I get too serious my friend, Monkeyfist, always reminds me: Quote:
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05-26-2005, 07:51 PM | #43 | |
Join Date: Apr 2005
Location: Video games destroyed my life. Good that I have 2 extra lives!
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Re: merchant Infinite Earth campaign is impossible!
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Ignore exchange rates and realize that it makes a heck a lot of sense to pool rare resources between timelines, as long as it is a reciprical trade. It's exactly parallel to a space sci-fi scenario, like a hunt for Diluthium crystals, and trading it for culture, or lightbulbs or something else. Recipricality of rarities is the only concern, not profit, since it's not to point of a free-market, but international trade agreements. Once the trade develops to the level of including finished goods, it may become free market, and then you have multiple 'planets' to judge exchange rates and which items are common (low price) and which are rare (high price). At that point, it's like any other sci-fi trading game. A simple model of specialities would suffice---e.g. farm world, tech world, mineral world, etc... In the case of timelines that are very close, the trade will start at nearly singularity anyway, and the homogenzation that would occur by trade would quickly make the trading timelines reach a singularity (the economies would unify, so trading would be equivalent to buying a Coke in Timbuktu, or Detroit, with the choice being based on shipping and handlingl costs). Like do you want to shop at the store down the street, or ship from an internet store, or visit a store in another country as part of your vacation? |
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infinite worlds |
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