04-26-2021, 07:31 PM | #11 |
Join Date: Mar 2008
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Re: Grain-based local currencies in medieval fantasy games
In one edition at least of Chivalry & Sorcery the money was based on peasant income. A copper was a day, silver a month, gold a year. Helped make class differences easy to see and show just how expensive things like magic were.
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04-27-2021, 09:44 PM | #12 | |
Join Date: Jul 2006
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Re: Grain-based local currencies in medieval fantasy games
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Also, does anyone else find that there's a feeling of push-back against even as much realism as national currencies in the RPG scene at the moment? Like languages and encumbrance, I get the feeling that immersive currency is being downrated as "not fun"... |
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04-28-2021, 05:32 AM | #13 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Grain-based local currencies in medieval fantasy games
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An empire where copper is unholy. They require you to turn in copper coinage at the border and exchange it for their non-rusting iron. They won't change it back when you leave, but they're happy for you to take their iron coins away, so they circulate in neighbouring countries at parity with copper. A world where the Church of Mammon effectively controls currency standards. They're in favour of free trade, so all the countries use compatible standards. Yes, all of these worlds ignore the idea of adulteration of the currency. That's a small thing compared with active gods, magic, and monsters that defy the laws of physics, biology and frequently chemistry.
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04-28-2021, 07:25 AM | #14 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Grain-based local currencies in medieval fantasy games
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Any kingdom or other polity with ambitions of economic power must use currency that temples can certify as containing exactly as much copper, silver and gold as the denomination requires. Otherwise, everyone would refuse to accept payment in their currency. Of course, the fact that copper, silver and gold are among the materials that are used for magical purposes and that interplanar expeditions can be financed to secure more of them means that their value is fairly stable, as if the price drops anywhere, those who use it for magical purposes will buy it there.
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04-28-2021, 08:16 AM | #15 |
Join Date: Sep 2008
Location: near London, UK
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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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04-28-2021, 08:32 AM | #16 |
Join Date: Aug 2004
Location: Udine, Italy
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Re: Grain-based local currencies in medieval fantasy games
Having some commodity money, or representative money covered by commodities, has been common throughout of history - yet the preference seems clear for materials and items that don't spoil that easily. Metals, of course. But also salt, stone, wampums, arrow heads, beaver pelts. Tobacco was the commodity covering some scrips, but it's easier to preserve than grain. And, finally, there were systems in which the representative money was covered by rice or barley - but not necessarily the rice or barley of this year in this small place. On the one hand, the latter variation introduces, in a certain sense, commodity futures... but on the other hand, it protects you from a fire destroying this year's harvest in this one village's granary.
If the trend throughout history has been away from grain-based local currencies, I suspect that there must be good reasons for which the alternative is preferable - so we can't really railroad players into accepting the grain, or the grain-covered scrip. |
04-28-2021, 11:31 AM | #17 | |
Join Date: Jun 2013
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Re: Grain-based local currencies in medieval fantasy games
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Of course, if we're going off of history, it appears currencies that base their worth on nothing other than what people decide they're worth (that is, fiat money) are superior to the former options.
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04-28-2021, 12:04 PM | #18 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Grain-based local currencies in medieval fantasy games
Eh, the problem for PCs isn't that it's grain-backed, the problem for PCs is that it's currency that's really only valid in a small region, so typical mobile PCs will need to either spend it before they leave or convert it into something more transportable (jewelry is a popular option for the latter).
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04-28-2021, 12:18 PM | #19 | ||
Join Date: Jul 2006
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Re: Grain-based local currencies in medieval fantasy games
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Last edited by The Colonel; 04-28-2021 at 12:23 PM. |
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04-28-2021, 12:58 PM | #20 |
Join Date: Aug 2007
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Re: Grain-based local currencies in medieval fantasy games
Not necessarily. They can vote with their feet and go to a locality with better money. PC groups usually possess exceptional mobility compared to common peasants.
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