Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 07-12-2024, 09:35 AM   #1
Pursuivant
 
Join Date: Apr 2005
Default Re: [Thaumatology] Setting magic item prices to make economic sense

Quote:
Originally Posted by scc View Post
Basically if Enchanters can't get weekends off because if they did S&S Enchanting wouldn't be practicle
Enchanters are obviously not subject to union work rules and operate on very different assumptions about what constitutes a proper work-life balance. They operate on work schedules better suited to energy drink- and modafinil-driven Silicon Valley tech startup coders or medieval craftsmen.

If you accept that it takes x amount of energy delivered at a steady rate over exactly 56 hours per 7 days and ignore exact work schedules, it becomes possible for enchanters to have one or more days off each week without breaking the basic assumptions for enchantments. Mages have the choice of a ~8 hour x 7 day grind, a ~10 hour x 6 day 19th century-style workday, or a ~14 hour x 4 day "modern flex time + commute" or "medieval summer + holidays" workday.*

*TMI Regarding Historical Work Schedules
Spoiler:  

Last edited by Pursuivant; 07-12-2024 at 11:33 AM.
Pursuivant is offline   Reply With Quote
Reply

Tags
economics, magic items, thaumatology, worldbuilding

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:37 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.