Simon Smith
2005-02-08 16:10:51 UTC
I was thinking about the problems caused by having mega-rich characters
transplanted into an otherwise unaltered medieval setting. As an example,
take the computer RPG NeverWinter Nights, which is a pretty faithful
implementation of the D&D 3rd Edition game engine.
In this, characters pick up tens, hundreds, and eventually thousands of gold
pieces worth of loot, then go back to a village or town - or city - and sell
those goodies to a merchant. Then they buy new goodies from the merchant,
who will frequently have three pairs of bracers +3 at a price of 12,000
gold, a +4 flaming sowrd for 27,000 and so on. And yet, supposedly in the
same setting there are peasants with but a few copper coins of loot at any
one time, and, we can infer, an annual income on the order of a couple of
gold pieces.
This is obviously preposterous. Very soon the world would be populated with
a cadre of merchants all as rich as Bill Gates, and only adventurers would
be able to afford to buy anything. Which means adventuring would become a
major industry in its own right. Which means agriculture would suffer. Which
means ultimately the adventurers would have to employ people to farm, build,
etc. Which means paying them wages, which need to be higher than what that
particular person could earn by adventuring. Which means adventuring is
proportionally less profitable. Eventually the economy would re-stabilise at
a drastically new level. Would anyone care to speculate what things would be
like at that point?
And as an alternative take on the same problem, if we took the existence of
medieval peasants and other poor people as given, how would you adjust the
economic benefits of adventuring such that it is still a worthwhile living
for a tiny minority of characters (i.e. the PCs and a few others),
while at the same time ensuring that merchants do not routinely carry
hundreds of thousands of gold pieces worth of stock?
I have used NWN/D&D as my example - even though I don't play either - but
the same issues apply to Glorantha and most other fantasy settings as well.
Googling, surprisingly, did not turn up any direct discussion of this issue,
although there were some thoughts on fantasy military units by Brett Evill
and Kevin Hardwick. They were some years ago. I could have missed the right
articles, of course; I Googled for fantasy + economy in r.g.f.a. only. I
haven't cross-posted to dnd because, well, from the experience of Decemeber
and last month, the signal is pretty strong, but the noise level is quite
high as well, and I'm more interesed in general answers than DnD-specific.
DnD is a good test case, though, because the way it is usually played -
especially in the NWN game - showcases this economic problem very clearly.
Simon Smith
transplanted into an otherwise unaltered medieval setting. As an example,
take the computer RPG NeverWinter Nights, which is a pretty faithful
implementation of the D&D 3rd Edition game engine.
In this, characters pick up tens, hundreds, and eventually thousands of gold
pieces worth of loot, then go back to a village or town - or city - and sell
those goodies to a merchant. Then they buy new goodies from the merchant,
who will frequently have three pairs of bracers +3 at a price of 12,000
gold, a +4 flaming sowrd for 27,000 and so on. And yet, supposedly in the
same setting there are peasants with but a few copper coins of loot at any
one time, and, we can infer, an annual income on the order of a couple of
gold pieces.
This is obviously preposterous. Very soon the world would be populated with
a cadre of merchants all as rich as Bill Gates, and only adventurers would
be able to afford to buy anything. Which means adventuring would become a
major industry in its own right. Which means agriculture would suffer. Which
means ultimately the adventurers would have to employ people to farm, build,
etc. Which means paying them wages, which need to be higher than what that
particular person could earn by adventuring. Which means adventuring is
proportionally less profitable. Eventually the economy would re-stabilise at
a drastically new level. Would anyone care to speculate what things would be
like at that point?
And as an alternative take on the same problem, if we took the existence of
medieval peasants and other poor people as given, how would you adjust the
economic benefits of adventuring such that it is still a worthwhile living
for a tiny minority of characters (i.e. the PCs and a few others),
while at the same time ensuring that merchants do not routinely carry
hundreds of thousands of gold pieces worth of stock?
I have used NWN/D&D as my example - even though I don't play either - but
the same issues apply to Glorantha and most other fantasy settings as well.
Googling, surprisingly, did not turn up any direct discussion of this issue,
although there were some thoughts on fantasy military units by Brett Evill
and Kevin Hardwick. They were some years ago. I could have missed the right
articles, of course; I Googled for fantasy + economy in r.g.f.a. only. I
haven't cross-posted to dnd because, well, from the experience of Decemeber
and last month, the signal is pretty strong, but the noise level is quite
high as well, and I'm more interesed in general answers than DnD-specific.
DnD is a good test case, though, because the way it is usually played -
especially in the NWN game - showcases this economic problem very clearly.
Simon Smith
--
"Studies have shown that monkeys can pick stocks better than most
professionals. That's why the Dogbert Mutual Fund employs only monkeys.
Yes, our fees are high, but I don't apologise for hiring the best."
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"Studies have shown that monkeys can pick stocks better than most
professionals. That's why the Dogbert Mutual Fund employs only monkeys.
Yes, our fees are high, but I don't apologise for hiring the best."
- Dogbert