Okami
Established
Roleplay posts: 27
Age: 22
Physical Description: Okami is a young lycanthrope thief. Thanks to his... profession and heritage he has a very respectable build, standing 5,9 feet and weighting around 68 kilograms. He has no prominent muscles whatsoever, sacrificing size for development.
Okami's skin is tanned, his eyes, dark brown, and his hair limp and black. It's long enough for him to tie it as a ponytail reaching few centimeters below the shoulders.
His face is clean, meaning there's no facial hair, he likes to keep it like that and shaves every time he seems a beard starting to come to life on his persona.
Clothes and Equipment: Okami wears leather clothing, which offers him basic protection. His leather is black with a few purple stripes dyed at the edges. The left sleeve is long whereas the right is non-existent, but he does not let this arm go nude though. On it he wears black leather bracer which protects his forearm. A black fabric hood, along a purple scarf which covers his mouth and nose help hide his identity. Lastly, black leather armor above gray pants are what protect his lower body.
When it comes down to equipment, Okami prefers to keep it down to the essentials. He wields two steel daggers, although he will use one for a more tactical style of fighting. He also keeps a few throwing knives along a portable bow and a supply of five arrows. A set of lock-picks and his already-mentioned leather armor.
Player's online availability : Most of the time...
Registered: Apr 16, 2015 14:52:20 GMT -8
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Post by Okami on May 5, 2015 14:29:39 GMT -8
Hi~
As I was RPing here I realized something, this entire website is supposed to be one world/universe in which we all RP and interact with, but like this is a sandbox and nothing is set on stone, what about economy? I know we have currencies... but what's the real value of each? So I thought, why don't we set an economy? To gather all the current RPers and decide the exact value of the currency and taking that in count giving prices to the objects that can be either sold or bought. Obviously , I know this'd be very risky, especially with those that'd go and suddenly get 1000coins from nowhere (you know what I'm talking about), with that said, every character with a shop then would put prices to the items taking in coun what was previously said.
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Zax Miguel
Committed
Roleplay posts: 53
Age: 27 years old
Physical Description: A lean young man with tan skin and dusty brown hair. His beard is kept short and well trimmed. He has dark blue eyes and a scar from a knife wound starting on his chin and moving up just under his lip.
Clothes and Equipment: Dark green travelers cloak (slightly damaged)
Grey tunic, brown pants (2 pair each)
Leather Backpack and sleeping roll
Steel Cutlass with an Ivory Handle
2 Steel Daggers
Wine Skin and Cloth Coin bag
Short bow and Hide Quiver with supply of arrows
Registered: Apr 29, 2015 9:37:03 GMT -8
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Post by Zax Miguel on May 5, 2015 15:17:43 GMT -8
We could just do the D&D method 1 Gold = 10 Silver 1 Silver= 100 Copper
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Destrin Ray
Committed
Roleplay posts: 75
Age: 26
Physical Description: Thick dirty-blonde locks, blue eyes.
Clothes and Equipment: Side-sword.
Player's online availability : Mostly evenings/nights.
Registered: Dec 27, 2014 1:36:40 GMT -8
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Post by Destrin Ray on May 5, 2015 15:20:45 GMT -8
This is not a bad idea. Something generically fantasy like gold, silver, etc. could all have universally accepted denominations of worth, purely as an aid for writing stories together. This need not be an actual system, but just to help shop scenes and stuff like that go by more smoothly I think we should give this some consideration.
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Okami
Established
Roleplay posts: 27
Age: 22
Physical Description: Okami is a young lycanthrope thief. Thanks to his... profession and heritage he has a very respectable build, standing 5,9 feet and weighting around 68 kilograms. He has no prominent muscles whatsoever, sacrificing size for development.
Okami's skin is tanned, his eyes, dark brown, and his hair limp and black. It's long enough for him to tie it as a ponytail reaching few centimeters below the shoulders.
His face is clean, meaning there's no facial hair, he likes to keep it like that and shaves every time he seems a beard starting to come to life on his persona.
Clothes and Equipment: Okami wears leather clothing, which offers him basic protection. His leather is black with a few purple stripes dyed at the edges. The left sleeve is long whereas the right is non-existent, but he does not let this arm go nude though. On it he wears black leather bracer which protects his forearm. A black fabric hood, along a purple scarf which covers his mouth and nose help hide his identity. Lastly, black leather armor above gray pants are what protect his lower body.
When it comes down to equipment, Okami prefers to keep it down to the essentials. He wields two steel daggers, although he will use one for a more tactical style of fighting. He also keeps a few throwing knives along a portable bow and a supply of five arrows. A set of lock-picks and his already-mentioned leather armor.
Player's online availability : Most of the time...
Registered: Apr 16, 2015 14:52:20 GMT -8
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Post by Okami on May 5, 2015 15:33:11 GMT -8
We could just do the D&D method 1 Gold = 10 Silver 1 Silver= 100 Copper We know that, but I mean, what can you get with 1 gold? A sword? Then from that, taking in consideration the materials needed to craft a sword, the time and workmamship, it's 1 gold value of that? Then we see if this is the average price or the high/low that, then with that said, if the sword needs 3 iron lingots to be made, then we can say that a the iron lingot costs X silver because 3x=Y and C being the cost of the sword then C=3x+200 (workmanship)+ 100(gain) this is just an example. Sorry for crappy explanation, posting from phone.
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Garo Zelsai
Committed
Roleplay posts: 66
Age: 16
Player's online availability : Random, and usually you can find me in the Free City.
Registered: Dec 27, 2014 22:10:44 GMT -8
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Post by Garo Zelsai on May 5, 2015 15:42:58 GMT -8
I think it's reasonable to establish a baseline, like the price of an average meal at an average inn, as well as to consider the weight of gold, silver, copper, etc.
Balance this out, and that's probably all we really need to do--everything else can be figured out from that
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Silas
Dedicated
Roleplay posts: 255
Age: 26
Physical Description: 6 feet tall, broad shoulders, with a lean and muscular build. One with experience would tell that Silas is a mercenary, yet he has very few scars. Over all he is a handsome man.
His hair is dirty blond and has recently grown nearly to his shoulders. A coarse scruff lines his strong chin telling of recent time spent traveling.
Clothes and Equipment: Weapons: Hunting knife, spear
Registered: Apr 16, 2015 6:56:12 GMT -8
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Post by Silas on May 5, 2015 22:00:35 GMT -8
Here is the cost of living list I was thinking:
Pint of beer-15 to 30 copper Cheap meal-45 to -59 copper Mid meal-60 copper to 1 silver Expensive meal-1 to 2 silver Fine meal-1 to 10 gold
Night in a cheap room-50 copper to 1 silver Night in a nice room-1 to 3 silver Night in fancy room-3 to 8 silver Royal rooms- 1 to 100 gold Bath-3 to 8 silver
Throwing knife- 1 to 3 gold Dagger-2 to 4 gold Sword- 5(rusty) to 100 gold (newly forged) Bow-0(make it yourself)-100 gold Arrow-50 copper to one silver
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Izsendal
Established
Roleplay posts: 23
Age: 32
Physical Description: Izzy might be described as the hypothetical love child of a rocky mountain range and a proud oak: Tall, corded, and difficult to knock down without specialized equipment. Years of adventure and travel have sculpted what was once a fresh-faced village girl with a heart full of hopes and dreams into a muscular, seasoned warrior with skin more prone to burn and bruise than tan and mahogany-hued eyes attuned to potential threats and easy sources of booze money.
The golden-maned figure of amazonian stature often holds an open, strong posture (until she starts drinking) and a measured expression (until she wishes she were drinking) that appropriately compliments a body that has seen its share of tumbles and scrapes. At nearly six feet tall, one would be forgiven for simply assuming she was born with the body type fit for retrieving trinkets from dangerous dungeons and escorting caravans for embarrassingly low pay. On the other hand, what was once a tidy and well-maintained shock of blonde hair has long since transformed into an outright mane, kept in check only by virtue of braids, braids, and more braids for good measure.
Though certainly not the strongest woman in most lands she visits - or even the occasional bar she finds herself in - Izzy is no slouch in posture nor musculature. Modestly wide shoulders lead to strong arms accustomed to bearing blows behind a shield and even stronger legs, doubly accustomed to carrying the rest of the mercenary out of harm's way when the tables have turned on her.
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Clothes and Equipment: Ever the adventure-ready soul, Izzy can often be found in a compliment of leathers and metal meant to allow some protection while still allowing a high degree of mobility. In essence, what she wears is little more than a segmented set of leather with tactically-placed metal plates that keep her from sudden death should she catch a perfectly timed swing to the chest, but it's hardly thick enough to stand up to anything else.
Sturdy boots, a reasonable armguard on her shield arm, and other wartime accoutrements are all well and sensible, but she has indulged in an adventurer's egotistical cape, though hers is old, tattered, bloodstained, and barely reaches past her knees in its crimson glory, held in place across her collarbone with an obnoxiously well-polished golden clasp depicting a bird of prey in flight.
For taking care of what armor cannot, she arms herself with a small shield and a long-handled flanged mace, both of which have seen enough to earn their retirement, but still inexplicable hang from her person wherever she goes.
When field work looms, Izzy prepares a usual compliment of travel gear: Rucksack, adventuring supplies, rations, bedroll, and the like, and might bother to work a dagger into the back of her boot, but she seems to prefer traveling light when at all possible.
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Player's online availability : Sporadically through the week, unavailable most Saturdays (GMT -6)
Registered: May 6, 2015 23:40:36 GMT -8
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Post by Izsendal on May 7, 2015 23:39:02 GMT -8
D&D 3.5 does have a handy-dandy "basic price of goods" chart series in its DM Guide, to those familiar with the system, and I'm sure other tabletops have similar setups. Loosely basing imaginary currency off of a table like that seems most prudent, given the general setting of the land seems to be similar in its high fantasy.
Of course, if you want to go above and beyond for any countries/kingdoms/etc. that you create, you might keep in mind that a silver piece in Farmer's Paradise might not go quite as far for iron goods, and people hanging out in the Dark Place Under a Big Pile of Dirt might prize botanical goods but have ores and ingots for days. Plus, there's also in-character actions causing boons or shortages of certain supplies and other fun economical factors to bring into account. COMPLEXITY!
That said, it would be nice to have a loose standard to adhere to for the sake of pegging where a character's piggy bank might be, roughly speaking.
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Jill
Dedicated
Roleplay posts: 397
Age: 17
Physical Description: Dark brown hair and pigtails, small and faded blue tribal tattoo on her right upper arm.
Clothes and Equipment: Tribal gear of a deep purple hue, with lightly guarded forearms. Her belt hoists a small brown pack, a curled up whip, and two thin, ornate scimitars.
Player's online availability : Some during week days, and most nights 8pm+. Pacific time.
Registered: Apr 1, 2015 20:40:31 GMT -8
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Post by Jill on May 8, 2015 7:18:23 GMT -8
I think rooms should be considerably more expensive considering the small size of medieval inns vs the competition for their vacancies.plus the sheer work it'd take to run one that served adventurers
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Okami
Established
Roleplay posts: 27
Age: 22
Physical Description: Okami is a young lycanthrope thief. Thanks to his... profession and heritage he has a very respectable build, standing 5,9 feet and weighting around 68 kilograms. He has no prominent muscles whatsoever, sacrificing size for development.
Okami's skin is tanned, his eyes, dark brown, and his hair limp and black. It's long enough for him to tie it as a ponytail reaching few centimeters below the shoulders.
His face is clean, meaning there's no facial hair, he likes to keep it like that and shaves every time he seems a beard starting to come to life on his persona.
Clothes and Equipment: Okami wears leather clothing, which offers him basic protection. His leather is black with a few purple stripes dyed at the edges. The left sleeve is long whereas the right is non-existent, but he does not let this arm go nude though. On it he wears black leather bracer which protects his forearm. A black fabric hood, along a purple scarf which covers his mouth and nose help hide his identity. Lastly, black leather armor above gray pants are what protect his lower body.
When it comes down to equipment, Okami prefers to keep it down to the essentials. He wields two steel daggers, although he will use one for a more tactical style of fighting. He also keeps a few throwing knives along a portable bow and a supply of five arrows. A set of lock-picks and his already-mentioned leather armor.
Player's online availability : Most of the time...
Registered: Apr 16, 2015 14:52:20 GMT -8
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Post by Okami on May 8, 2015 17:45:18 GMT -8
When my arm gets better I'll write an essay about this.
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Weaver of Tales
Established
Roleplay posts: 28
Registered: Mar 16, 2015 16:41:17 GMT -8
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Post by Weaver of Tales on May 8, 2015 21:26:59 GMT -8
When the Free City is an actual city and government, which hopefully should be in the next month sometime, I plan to have it use a currency called crowns. What I've thought up so far about it is this:
An Eighth Crown = Pocket money for children. A Quarter Crown = hourly wage for unskilled labour (think potwashing). A Half Crown = hourly wage for average work. One Crown = hourly wage for skilled work.
This is a simple guide though, and while prices may be adjusted accordingly it may differ; as might the wage according to supply and demand of items.
Price list guide:
An apple = an eighth crown. A loaf of bread = a quarter crown. Pint of ale = a quarter crown. A meal in a tavern = three quarter crowns - one crown.
Generally, the price of an object is determined by sum of what goes into it. For instance, if we take a look at an average steel sword:
I've been told it takes an average of a hundred + hours to make a functional sword from scratch and weaponsmithing would be classed as skilled labour, so we can deduce that a battle-worthy steel sword might cost a hundred crowns. We can also assume that the ore it took to make the sword came from average labour and needed to be transported and bought, so we could add another 10 crowns to cover the cost of the ore and perhaps another 10 on top of that if swords are in high demand.
In this case, we could say that a steel sword might cost an average of 100-120 crowns. That could be lowered, perhaps, to around 50-60 crowns for a lower quality iron sword.
Obviously, however, this is a very basic attempt at economy. There's likely to be hundreds of factors that would push the price either up or down. Looking at historical sources, the average sword in medieval times cost the same as what the majority of peasants earned in 120 days, so in actual fact the examples I gave above are incredibly cheap.
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clydethestag
Committed
Roleplay posts: 92
Age: 27
Clothes and Equipment: no clothes. sometimes a light robe. also i have a medium sized sword
Registered: Mar 15, 2015 8:55:34 GMT -8
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Post by clydethestag on May 9, 2015 15:00:35 GMT -8
1 deer coin = 9999999999999999999999999999999999999999999999999999 gold coins hyper deflation, here we come.
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Jill
Dedicated
Roleplay posts: 397
Age: 17
Physical Description: Dark brown hair and pigtails, small and faded blue tribal tattoo on her right upper arm.
Clothes and Equipment: Tribal gear of a deep purple hue, with lightly guarded forearms. Her belt hoists a small brown pack, a curled up whip, and two thin, ornate scimitars.
Player's online availability : Some during week days, and most nights 8pm+. Pacific time.
Registered: Apr 1, 2015 20:40:31 GMT -8
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Post by Jill on May 9, 2015 17:31:44 GMT -8
kind of like the idea our government had two years ago to print a platinum coin worth some ungodly amount of $$ to side-step the debt ceiling
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Deleted
Roleplay posts: 0
Registered: May 18, 2024 9:33:28 GMT -8
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Post by Deleted on May 17, 2015 23:09:43 GMT -8
Currency | X100 | Copper | 1 Silver | Silver | 1 Gold | Gold | 1 Platinum | Platinum | 1 Mithril |
Does this sound agreeable?
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Jarkoopi, Kepesk Altiui
Dedicated
The mountaintop guardian shadows his lands...
Roleplay posts: 380
Age: 1023 Years
Physical Description: Size (At standing pose): Height: 39 feet at the shoulder, Length: 104 feet
Eye color: Yellowish-White
Scale color: Light Blue, reflects a dull White in direct light
Dragon Species: European Dragon
Dragon Type: Chromatic
Dragon Color: Blue
http://i.imgur.com/Ba7kzgX.jpg
As a storm dragon, his hide and flesh can generate an electric charge passively when threatened, much like an eel, and can naturally and instantly release it upon being touched by a foreign organism or object.
As a human he takes the appearance of a man in the age range of forties to fifties, averagely built besides being a few inches taller than the average Joe and dressed in clean leather armor and worn blue cloths.
Clothes and Equipment: Two small leather pouches tucked under wings
He owns his father's ancestral unique magical scale mail. It is enchanted to break on impact and the shards return his body and reform into a different piece of armor until it is struck, then it repeats the steps.
A set of personal shoulder pads forged by Brock the forge master. It focuses the passive electricity in his hide into a beam of magic energy which blasts away targets.
Weaponry: Claws, Breath Attack (Lightning), and Bite
Treasure Hoarding: Minimal, mainly gems sometimes gold.
While as a human, he wields a magical long-sword, not much is known about his weapon, as he rarely uses it.
Allegiances: Isra (Loosely)
Player's online availability : US Central Time, Weekends: 8 AM to 11 PM, Weekdays: 6 AM to 9 PM
Registered: Mar 24, 2015 12:41:54 GMT -8
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Post by Jarkoopi, Kepesk Altiui on May 18, 2015 3:09:53 GMT -8
Currency | X100 | Copper | 1 Silver | Silver | 1 Gold | Gold | 1 Platinum | Platinum | 1 Mithril |
Does this sound agreeable? Seems legit.
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Deleted
Roleplay posts: 0
Registered: May 18, 2024 9:33:28 GMT -8
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Post by Deleted on Jun 7, 2015 23:07:18 GMT -8
We have three types of currency: Gold Coils Silver Infernos Copper Wheels.
One Gold Coil is worth 30 Silver Infernos. One Silver Inferno is worth 250 Copper Wheels.
For more information see: thefantasysandbox.boards.net/thread/344/imperial-bank
If we want a realistic economy, we should value each country's currency based off of the economic condition of that country. If you don't feel like keeping track of such things, feel free to use a D&D method where everybody's money is worth the same. Just bear in mind that Adam Smith will be turning over in his grave.
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Alfred Chumps
New
Taxing those pesky peasants :)
Roleplay posts: 4
Age: Between 25 and 36.
Physical Description: A man with somewhat non-descriptive features, not very recognizable, and hard to pick out in a crowd. Brown hair and gray eyes. Average height.
Clothes and Equipment: A classy dark-red suit and tie.
A black top hat with fire decals emblazoned on it.
A black cane with a serpent head.
A travel pack with lots of ledgers, writing equipment, and mathematics instruments.
Several rooms at the trade offices filled with personal and private ledgers.
A crossbow.
Player's online availability : Evenings Central Time.
Registered: Jun 2, 2015 10:11:56 GMT -8
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Post by Alfred Chumps on Jun 8, 2015 0:15:40 GMT -8
While I'd love to use D&D land economics (as the currency types are easy to remember), I think this is a really bad idea in our situation. D&D type economic systems are designed for one person (The GM) to simulate the world for a group of players adventuring through it. In our system, on the other hand, we are all players, and there is no GM. There is not even any defined mechanic other than communally writing the stories. This system assumes a few things: - The entire market is static:
A loaf of bread costs the exact same price everywhere, no matter if you are buying it in an industrial town, a fishing village, or a single hut run by a one-eyed lady sitting on the side of an active volcano. In the real world, prices vary by resources , labor, and time. Further more, money never actually does any work outside of the player's vision, in fact it does not even exist. Once the players use the gold they have to buy a sword, that gold disappears, going into the merchant's seemingly bottomless money supply. The merchant never has to find new goods to purchase. In fact, o NPC ever has to spend money for any reason. This means that there in fact is no economy to speak of.
- The world is uniform:
In D&D land, there i but one currency system and one only. There are no other national currencies, no matter how many fictional nations the DM decides to make up. Everyone uses the exact same coinage, (and each and every coin ever minted has the exact same purity and will remain exactly the same forever). In this world, we have multiple diverse nations, who will likely have different types of coinage and value each in it's own separate way.
Taking a look at these two points, we can already see that it might not be the best idea to employ this type of system in our game.
But even if we come up with a system that is more realistic and won't turn everything into a horrible mess, I still don't think it would be a good idea to even try. The only mechanic that our entire roleplaying system has is writing a story. We don't have any long term way to keep track of any economic data well, and trying to get into things like this tends to be really boring to people who arn't major economics nerds anyway. It's also a lot more fun if we don't try to get caught up in details such as this one.
I hope I was able to explain my points sufficiently, thanks for your time.
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Lamina Manira
Main Character
Roleplay posts: 504
Age: 14
Physical Description: Complexion: Fair.
Build: Petite
Eyes: Emerald green.
Hair: Dark brown, just past shoulder length, choppy with a small sidelong left tie of hair, similar to ponytail or topknot, tied from the left side of her head.
Distinguishable markings: Horizontal scar, left shoulder.
Clothes and Equipment: - Knee-length, sleeveless black dress of a slightly thick, padded fabric.
- Black leggings for lightweight and modest cover.
- Leather belts around waist and chest for tying clothing and hoisting weaponry.
- Black leather boots that guard just past the ankles and protected at the toe by exterior metallic steel plating.
- Varied colored bangles of metal, 3 on the right forearm and 4 on the left.
- Long red ribbon tied around left elbow to hang freely. Has sentimental value.
- Thread of assorted beads that tie hair. Has sentimental value.
- Red feather worn with tied hair. Has sentimental value.
- Sometimes a mortuary sword, sheathed at her left hip.
Player's online availability : Usually evenings.
Registered: Apr 30, 2015 7:48:47 GMT -8
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Post by Lamina Manira on Jun 8, 2015 8:15:08 GMT -8
While I'd love to use D&D land economics (as the currency types are easy to remember), I think this is a really bad idea in our situation. D&D type economic systems are designed for one person (The GM) to simulate the world for a group of players adventuring through it. In our system, on the other hand, we are all players, and there is no GM. There is not even any defined mechanic other than communally writing the stories. This system assumes a few things: - The entire market is static:
A loaf of bread costs the exact same price everywhere, no matter if you are buying it in an industrial town, a fishing village, or a single hut run by a one-eyed lady sitting on the side of an active volcano. In the real world, prices vary by resources , labor, and time. Further more, money never actually does any work outside of the player's vision, in fact it does not even exist. Once the players use the gold they have to buy a sword, that gold disappears, going into the merchant's seemingly bottomless money supply. The merchant never has to find new goods to purchase. In fact, o NPC ever has to spend money for any reason. This means that there in fact is no economy to speak of.
- The world is uniform:
In D&D land, there i but one currency system and one only. There are no other national currencies, no matter how many fictional nations the DM decides to make up. Everyone uses the exact same coinage, (and each and every coin ever minted has the exact same purity and will remain exactly the same forever). In this world, we have multiple diverse nations, who will likely have different types of coinage and value each in it's own separate way.
Taking a look at these two points, we can already see that it might not be the best idea to employ this type of system in our game.
But even if we come up with a system that is more realistic and won't turn everything into a horrible mess, I still don't think it would be a good idea to even try. The only mechanic that our entire roleplaying system has is writing a story. We don't have any long term way to keep track of any economic data well, and trying to get into things like this tends to be really boring to people who arn't major economics nerds anyway. It's also a lot more fun if we don't try to get caught up in details such as this one.
I hope I was able to explain my points sufficiently, thanks for your time.
I tend to agree with this here
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The Phoenix State
Dedicated
Roleplay posts: 151
Registered: May 17, 2015 13:41:25 GMT -8
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Post by The Phoenix State on Jun 8, 2015 10:54:03 GMT -8
The only way an economy could function properly was if the site paid out coins or points. Then the site would have to have a shop to spend these at. If anyone has eveever been to Animeforum, this is how they done it.
RP style, each person would have to independently state how much gold they started with and ended with in a town. Also, as stated earlier, each nation is different. For example, The Phoenix State is loaded with valuable stones and metals, which makes gold and such less valuable there. In turn, due to a lack of vegetation, a sack of corn is worth more to them than a sack of gold.
It would be opposite in Medan where vegetation is plentiful but gold isn't. So we could set up trades and currencies, but the actual value of it would be dependent on the players.
In truth, there is no actual way to RP an economy. It would have to be OOC coinage that is used via RP.
We could just use Credit Leaves instead of credit cards...i can see it now..
"Do you accept Oak Leaf or Locust Leaf credit?" Customers says
"Would you like some ranch on that with a steak on the side?" clerk responds.
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Epraiym Tagas
New
Roleplay posts: 4
Age: 52
Physical Description: Tall and skeletal, Epraiym presents the figure of someone not long for this world, all bones and pallid skin that is alternatively loose and shrunken. Bushy gray eyebrows, the only hair on his head, hang low over faded brown eyes, contrasting with his thin, bloodless lips. But this belies his vigor, for he is still as sharp and active as when he was a young man just out of the Iveluan rectory.
Clothes and Equipment: A variety of gold and basalt rings adorn his fingers, marks of both his office and his predilection for pleasures of the flesh, contrasting sharply with his simple clothing. Typically dressed in black, gray, dark green, or navy cowls, plain undyed cotton coifs, starched collars, a wide-brimmed felt hat and fine leather boots, when on assignment a light mail coat is secreted under his robes, against which is pressed a concealed stiletto, both protection from rulers angered by his professions.
Registered: Jun 4, 2015 22:25:12 GMT -8
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Post by Epraiym Tagas on Jun 8, 2015 12:03:55 GMT -8
So then how do we judge what is an appropriate quest reward to give/earn? It would be wise to have each nation decide on the average annual income of a peasant, merchant, and noble. That way if a quest awards 50 silver, we can compare to the chart that says a peasant earns 5 silver a year and realize that's a lot of money and the quest is worth it.
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Deleted
Roleplay posts: 0
Registered: May 18, 2024 9:33:28 GMT -8
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Post by Deleted on Jun 8, 2015 12:31:39 GMT -8
The only way an economy could function properly was if the site paid out coins or points. Then the site would have to have a shop to spend these at. If anyone has eveever been to Animeforum, this is how they done it. RP style, each person would have to independently state how much gold they started with and ended with in a town. Also, as stated earlier, each nation is different. For example, The Phoenix State is loaded with valuable stones and metals, which makes gold and such less valuable there. In turn, due to a lack of vegetation, a sack of corn is worth more to them than a sack of gold. It would be opposite in Medan where vegetation is plentiful but gold isn't. So we could set up trades and currencies, but the actual value of it would be dependent on the players. In truth, there is no actual way to RP an economy. It would have to be OOC coinage that is used via RP. We could just use Credit Leaves instead of credit cards...i can see it now.. "Do you accept Oak Leaf or Locust Leaf credit?" Customers says "Would you like some ranch on that with a steak on the side?" clerk responds. A system I think would also work well is to have a list of resources every country can choose from. Things like precious stones, iron, good land for agriculture, forests for lumber, plenty of rivers/clean water, coasts for fishing and trade, areas of high magic, etc... We can figure out what would go on the list, those are just suggestions. In a manner similar to NPC point buying you can have more resources the larger your territory is. Other countries would value what you have and, depending on their own resources, are either willing to pay you more or less for it.
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