Magical Economy

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This page details a collaborative project by /tg/ to create a complex, comprehensive system to simulate a medieval economy in magic settings like D&D after the fashion of Spice and Wolf or 3E's Magical Society:The Silk Road sourcebook, including a workable list of commodities and their values and the ability to take into account various factors such as supply and demand, transportation, economic bubbles, political and socioeconomic changes, and so on. The eventual aim is to have a system that can simulate medieval economy on the DM's side behind-the-scenes with reasonable accuracy.

"A program that could generate a random map, populate it, give weather patterns, provide trade, and a 'seed' that DMs could send around the world as an example of their game world."

I hope you're creaming your pants, because we need someone to work making this a reality.

A condensed HTML document that contains not only the master table of goods/values/bulk, but also an overview of the rules that Silk Road uses to manage trade, supply and demand, as well as haggling. The rule about "20 days travel" has been replaced with "400 miles travel" as a day is a very transient unit to use, and the Buy/Sell system, which was originally a 3E-style DC system, has been directly converted to a percentage system to make it more accessible for other systems. To convert for other systems, you will only need to replace the part referencing 2e's reaction adjustment and come up with a mechanic to reflect merchant skill based on the system's own skill framework. This will make creation of a simulator much more convienient, as all the data needed is contained in this document.

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