I wrote a campaign a while back, where the party slayed the dragon that had been terrorizing an entire region for generations. Wealth beyond measure was all theirs, unless they wanted to do the right thing and repair the damage done by the dragon. The problem was that they would be pumping hundreds of years of wealth, some of it from cities and towns that had long since ceased to exist, back into a much smaller economy. The party had worked their tails off to reach and defeat the dragon, losing two party members in the process. In the end, they hired three wagons, one for each local settlement, and loaded them with treasure for the people there. They distributed the wealth the best they could, and then went on the REAL quest - finding a good dragon to claim the bulk of the treasure and keep it from destabilizing the region.
We limit some of the unlimited storage by using rings of arming and outfit changing. Then we have backpacks that have lightly increased storage. bags of holding only exist in the wizards guild. But what we do have is miniature houses that we setup as our camp. That gives us a lot of storage, but limit access to it because we have to have time/space to setup our house. On the econ side we have long winded discussions on that subject ranging on the 3 major schools of thought, but you can only scream Austrian, Fabian, Chicago so many times before we have to just come up with a fairly standard conversion between fiat notes, coins, and goods. And have a agreement that that 15 person village is probably not going to have change for 1 gold, let alone a platinum. And you have to leave them with things for winter.
This is something I never really put thought into. Most towns had a trade goods store for basic supplies. The smiths might have weapons you're looking for. There might be an alchemist or apothecary that makes remedies and salves. Except for a few adventure books that said so, I didn't have any magic item shop. The armors and weapons didn't magically resize and they couldn't just pawn it for the book price. I never thought of a flooded market or inflation.
@@sketchasaurrex4087 like I said, you don't even have to go that deep into understanding things or explaining why, just a little common sense tells you that there won't be a Ferrari dealer or a Tiffany Jewelers in that population 200 desert town in middle of nowhere Utah.
@drivinganddragons1818 ya, I was echoing your commentary on it. I never really thought about it but did a lot of what you talked about. The influx of coins altering the small town's economic pricing and goods is something I never put into the game but I'm definitely going to outline some ideas to make use of this thought.
A good compromise for loot people want is to have an empty slot on the treasure table for what somebody wants so they can feel like they have a chance to get it. You can even balance it out with lowering the value of other items to match the value of the wanted treasure.
@@bigblue344 I don't think I would ever let a player even see a loot table to know what's on the list. Though to be fair, loot is very rarely random at my table
@@drivinganddragons1818 I wouldn't let them see the loot table either. Just as an example I would let them know they have a free slot to pick what kind of treasure they want out of 9 other slots, and if they choose something really expensive then let them know the value of the other possible treasures to get would be lowered.
I wrote a campaign a while back, where the party slayed the dragon that had been terrorizing an entire region for generations. Wealth beyond measure was all theirs, unless they wanted to do the right thing and repair the damage done by the dragon. The problem was that they would be pumping hundreds of years of wealth, some of it from cities and towns that had long since ceased to exist, back into a much smaller economy.
The party had worked their tails off to reach and defeat the dragon, losing two party members in the process. In the end, they hired three wagons, one for each local settlement, and loaded them with treasure for the people there. They distributed the wealth the best they could, and then went on the REAL quest - finding a good dragon to claim the bulk of the treasure and keep it from destabilizing the region.
@@michaelcrumlett187 Adam Smith would be proud.
We limit some of the unlimited storage by using rings of arming and outfit changing. Then we have backpacks that have lightly increased storage. bags of holding only exist in the wizards guild. But what we do have is miniature houses that we setup as our camp. That gives us a lot of storage, but limit access to it because we have to have time/space to setup our house.
On the econ side we have long winded discussions on that subject ranging on the 3 major schools of thought, but you can only scream Austrian, Fabian, Chicago so many times before we have to just come up with a fairly standard conversion between fiat notes, coins, and goods. And have a agreement that that 15 person village is probably not going to have change for 1 gold, let alone a platinum. And you have to leave them with things for winter.
@@Hazmatt4700 like I said, a very complicated topic that is ultimately simple common sense
This is something I never really put thought into. Most towns had a trade goods store for basic supplies. The smiths might have weapons you're looking for. There might be an alchemist or apothecary that makes remedies and salves. Except for a few adventure books that said so, I didn't have any magic item shop. The armors and weapons didn't magically resize and they couldn't just pawn it for the book price. I never thought of a flooded market or inflation.
@@sketchasaurrex4087 like I said, you don't even have to go that deep into understanding things or explaining why, just a little common sense tells you that there won't be a Ferrari dealer or a Tiffany Jewelers in that population 200 desert town in middle of nowhere Utah.
@drivinganddragons1818 ya, I was echoing your commentary on it. I never really thought about it but did a lot of what you talked about. The influx of coins altering the small town's economic pricing and goods is something I never put into the game but I'm definitely going to outline some ideas to make use of this thought.
@@sketchasaurrex4087 anything that makes the world feel more real and more lived in is a bonus in my opinion... Especially if it's easy.
A good compromise for loot people want is to have an empty slot on the treasure table for what somebody wants so they can feel like they have a chance to get it. You can even balance it out with lowering the value of other items to match the value of the wanted treasure.
@@bigblue344 I don't think I would ever let a player even see a loot table to know what's on the list. Though to be fair, loot is very rarely random at my table
@@drivinganddragons1818 I wouldn't let them see the loot table either. Just as an example I would let them know they have a free slot to pick what kind of treasure they want out of 9 other slots, and if they choose something really expensive then let them know the value of the other possible treasures to get would be lowered.
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