Re: Grain-based local currencies in medieval fantasy games
Several times I've run settings with currencies and exchange rates and such like things. I have never had any player enthusiasm for engaging with it – the closest I've seen is the arbitrage of the Traveller trade system, and even then the players didn't want to do more than buy low sell high and use that as an excuse to go to the planet where the danger would happen.
Of course, having a single authoritative price list that you can look at during character generation does also make that initial shopping a lot simpler.
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