Showing posts with label economics. Show all posts
Showing posts with label economics. Show all posts

Saturday, June 15, 2019

Economy in the Land of the Ten Clans

One of the things I find fascinating about Chinese history is that it was a copper based economy and were very early adopters of paper money. I am not going to delve into the complications that a paper money economy would bring to a fantasy world, so I am going to stick to that unappreciated and much maligned copper piece. Gold was never minted and never widely used as a currency (except for the upper echelons of society) and silver normally showed up in ingots, not coins.

While hardly accurate, here is my attempt at translating the normal D&D coinage system into something like an ancient Chinese copper-based economy:

1 cp = 1 copper coin
1 sp = 1 “ring” of 10 copper coins
1 gp = 1 “string” of 100 copper coins
1 pp = 1 silver ingot

What follows is a very basic breakdown of the primary trade goods that are present in Land of the Ten Clans, broken down by region:

Beongae (Lightning)

Livestock: Pig/Boar
Grain: Rice
Crop: Cucumbers
Raw Material: Wood
Premium Finished Good: Music Instruments/Bells
Inferior Finished Good: Textiles

Doku (Poison)

Livestock: Poltry
Grain: Green Millet
Crop: Oranges
Raw Material: Clay
Premium Finished Good: Bone China
Inferior Finished Good: Tea (Green)/Rice Wine (Green)

Huo (Fire)

Livestock: Dog
Grain: Wheat
Crop: Pomelos
Raw Material: Cotton
Premium Finished Good: Tea (Red)/Rice Wine (Red)
Inferior Finished Good: Armor & Weapons

Korudo (Cold)

Livestock: Crab
Grain: Sorghum
Crop: Chesnuts
Raw Material: Feldspar & Quartz
Premium Finished Good: Armor & Weapons
Inferior Finished Good: Musical Instruments/Bells

Suan (Acid)

Livestock: Fish
Grain: Black Millet
Crop: Dates
Raw Material: Ore
Premium Finished Good: Silk
Inferior Finished Good: Porcelain

Note: a Premium Finished Good refers to the highest quality version of that product in the land whereas Inferior Finished Good refers to the most common and affordable version of the product.

Monday, November 7, 2011

Lost Colonies Session 45

This last session was primarily about logistics. The party wanted to get back to Headwaters in order to be reunited with Hamlen and Grak in addition to taking care of some unfinished business (mainly, retrieving a dragon's hoard that they had not been able to haul out of the dungeon in the wake of the near TPK when confronting said dragon). It also saw the introduction of several new players (including a father/son combo). So we had to set aside some time to trying to introduce folks to the system and allow them to roll up characters.

The center piece of the evening was a three-way battle for the dragon hoard. A tribe of bugbears had discovered the dragon lair and were in process of claiming it as their own when a bulette showed up looking for a meal (I love random encounter tables). The battle was such that some of the higher level characters could wade into the midst of the melee while the lower level characters were able to be tactically significant by raining down missile fire at areas not currently occupied by party members (never underestimate the value of concentrated missile fire — it can be devastating).

Once the treasure was loaded into several wagons procured to transport the hoard, and subsequently divvied up among the party, the players spent the rest of the evening spending it. As I've said before, I find the house rule attributed to Arneson of 1 gp spent = 1 xp quite useful. Here are several capital investments that occurred during this session:

  • Hamlen contracted workers to start building a dojo-like sword fighting school.
  • Ahkmed began excavation for his underground home.
  • Dn. Goram got some monastics to start on the elvish illuminated text of Scripture.
  • Several party members pooled resources to hire workers to repair the bridge destroyed several sessions ago by a possessed cloud giant.

These last two happened in the environs of the main human city in my campaign, Trisagia. The party set about getting several pieces of equipment unavailable in Headwaters and then hired a ship to take them back to the elf lands. It seems as if they are interested in playing politics…we'll see.

I forget where, but someone in the blogosphere wondered what would happen to a local economy if a party of adventurers started throwing around bunch of gold. Would there be a lot of inflation? Would it destroy the local economy? etc.

If a lot of money were being poured into the same products in the same economic space, this would increase demand and therefore result in a price hike. My players, however, have been careful how they have spent their money. They have spread out their purchases across a broad landscape, both physically and economically.

As a result, they have attracted workers, created jobs and encouraged economic growth. They have started businesses (a cheese factory, a winery and a tavern). They have created new opportunities for NPCs and workers (by continuing to have building projects). The bridge that is being repaired is being fixed in order to restore the flow of trade between Trisagia and Headwaters.

All in all, the only impact my players have had on the economy, that I can justify, is a positive one. Headwaters is growing because of it.