Regional Resource Management and Trade RulesI've been looking at TSR's old Birthright setting lately wow gold ideal, searching for an easy way to quantify trade between political entities. I'm thinking about ways for a city or region or planet to develop resources, create industries, and trade with other regions. Birthright's guild system is a little clunky so I'm looking for other systems or techniques, especially ones that can work universally since I'd like to use a similar system for Traveller's deep space setting as well.Here's a fantasy example: a dwarven clanhold decides to develop its iron mining industry. It starts generating surplus iron which can be traded for more food to grow the community. When the community grows Acheter Des PO, it attracts more smiths to generate surplus armor and weapons to sell at a higher profit for more food and luxury goods. Right now I have no system to quantify any part of this situation, and I fear the day my players focus on unraveling my handwaved economic system.What game systems, settings, supplements, or online resources contain rules for regional resource management and trading between regions? How do you track and manage your game world's regional economies?I looked at that question before I posted this one, and I don want the political baggage of a full realm management system. I just want a way to track imports/exports and have a way to express what happens if something disrupts the economic balance. I think there will be political implications to economic change, but I not interested in a random table of significant events or rules of succession or anything like that. I need a way to think about economics. I leave the intrigue and backstabbing to the PCs. It takes some time to do it from the top down, but since most fantasy games operate under feudal economics, the context that matters is always one of "where do I fit in the superior level's picture?"It sounds like you're doing something like this already, but you're worried that your economics credentials aren't up to the task. Two factors work in your favor, though:1) Odds are, your players' economics credentials aren't any better than yours. It doesn't actually matter if your economic system matches up with a real-world understanding of the discipline wow gold. All you need for a good game is sufficient detail that you get players to suspend their disbelief. If they don't know any better, your work here is done. :)1a) If you do have an economics wonk among your players, odds are they'll derive a great amount of pleasure in geeking out your setting. You can harness that expertise to tighten your setting since it's highly unlikely that economic data about your world needs to be behind the DM-Screen.2) When players start to try and push big, self-balancing forces like economics around, there's a tremendous amount of pushback from billions of different sources. Some are subtle (market forces), some are less so (Baron John Q. VonCrankypants is annoyed that you're throwing money around like that and decides on some 'special' taxes, hoping you'll resist so he can just arrest you.). Do NOT hesitate to drop some deus ex when people are playing with world-spanning forces like economics. Even in our modern age we really don't understand why things happen the way they do. Backwoods feudal hicks don't stand a chance, no matter how many skillpoints they sink into 'profession: derivative finance peddler'. :P+1 for narrative economics. I cannot agree more that we do not know enough about economics now so that a medieval society has no chance wow gold. One source of advise is to look at how England and France financed their respective wars. Another is to look at the 30 years war and how the war was financed -- looting mainly wow gold kopen. Lastly, look at financial policies of Spain during the conquista to see the effect the character new found 100k gold coins can do to the local economy -- nothing good (massive inflation) in case you were wondering. Sardathrion Aug 16 '11 at 7:26Extensive landholding rules. Slightly abstracted. Don't have it, so can't comment in detail, but well respected by ORE fans, and designed to be focused upon it.D Companion Set Dominion RulesComparable level of detail to Pendragon, but slightly crunchier. Easily adapted to AD use of the traditional 2-mile hex maps, and is somewhat abstract.Essentially, this is an event system with economics, and ties nicely to followers and such. Mostly about the cashflow, and requires extensive GM interaction.For those who lack the older rules, Dark Dungeons includes a clone of this.This is a straightforward pricing/profit system, applicable at a variety of scales from Kingdom down to the PCs owning a craft business. It doesn't cover all the details I want out of an economic system, but it seems like a good tradeoff between detail and ease of use. And maybe qoonpooka is right about needing to be only one step ahead of the players.
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