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Join Date: May 2015
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I'm interested in economic observations, but I don't get why you keep stating economic ideas as absolute forcing functions.
Why? No idea what you mean, seems false. Quote:
For gates that someone really needs to continue to be available and are unwilling to risk having go down, then they can take a few approaches, such as: * Don't let anyone else use the gate till they get back. * Have a way to re-establish a new gate if/when needed. * Have maintenance staff ready to stabilize during times when the gates are in use. Only gates that both must never go down and must constantly be used need constant maintenance crews on standby. And, there are many other mindsets besides needing to be dependent on gates. I tend to think gates being available, especially for constant public use, would tend to rather be the exception than the rule. And I tend to prefer it that way unless I want that as a conspicuous feature of the world, as easy available gates tend to be one type of "convenience magic" that removes a major interesting element from the game situation - namely, the terrain and the situations it creates. Quote:
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The model we used worked well enough to pay people. I.e. You charge enough that it's worth a wizard's effort to occasionally make gates as he travels around from place to place, and the fee pays him, occasional repair staff when available, and makes a bit of profit, and maybe you don't really mind all that much if occasionally a gate breaks down. The more you charge, the more you make per gate, unless you charge so much that no one bothers, but the value of a gate passage can be huge, since it allows someone to safely and instantly travel to a distant place with no need for food, guards, risks, etc. Many people will pay $100 to avoid several days of travel. That's an average of $21,600 per gate! Or charge $46 and average $10,000 per gate - not bad at all. The creator's cut should be plenty of incentive for travelling wizards to bother to set up gate ends as they go about. And you only get the better class of people who can afford that, and fewer of them (which is good for guild hall security and manageability, and less concern for local authorities wondering who is blinking in and out of their towns from where). Quote:
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