Dhruin
SasqWatch
The economy in RPGs isn't a topic that typically attracts a lot of column-inches but it's an interesting topic that can potentially make or break a game. Jay Barnson - the Rampant Coyote - wrote an interesting couple of pieces a few days ago about the availability of magic items in fantasy RPGs, which then lead on to discussion of items and the economy:
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Scorpia picked up this subject and commented on a shift towards munchkinism over at her site:In a world where magic plate mail routinely drops from a swarm of bugs (*cough*Diablo*cough*), anything short of a certain level of enchantment is going to be disdained by players - or at least kept only for its trade-in value.
A quest for an awesome new sword had better complete with the player in possession of a weapon that is significantly better than the one he used to complete the quest!
Expendable items are routinely undervalued by players and overvalued by designers. The designers tend to value the items based upon their best-use potential... a couple dozen +5 arrows of shocking can really make short work of a particular boss, and at a safe distance! And that potion of invisibility could completely trivialize a key challenge. So he (or she!) will price them appropriately to how much they can influence major encounters, to keep them out of the hands of lower-level characters.
But the player sees the cost of those arrows compared to the price of an "infinite use" bow or sword, and find them very unfavorable. They also know that the non-expended weapon will have some resale value when they are done with it, and the expended items will not.
Jay also points out blog post from Shrapnel Games' Scott Krol, who wrote on this subject - Scott relates how he tried to create a highly detailed system for a PnP campaign and ended up tossing it out:D&D is no longer aimed at the patient player, willing to put in the time to advance. I felt, after my first look at the 3rd ed. rules, that it was designed for munchkins. For people who wanted power and wanted it fast.
So it isn’t exactly amazing that magic items and whatnot are becoming more important in the game. D&D is simply building on the impatience and greed of the new generation of players.
After all, if you’re moving up fast, that means bigger challenges sooner, and so, of course, you need better gear. So let’s just put some Monty Haul in the mix and keep players happy.
As Coyote notes, this cheapens magic items. Instead of being something wonderful, a +1 shield or wand of magic missiles becomes an everyday object. More, the players now expect to find such things all the time. What was once magical has actually become rather mundane.
Great topic. Do you love Monty Haul looting or does scarcity build better gameplay? One of my Eschalon characters (pure ranger) really struggled with cashflow, which was both frustrating and exciting at the same time - what do you think?So basically this is how it would work. A player would be shopping for fifty feet of rope. I would then check to see which nation they were currently located in. Then find out the quality of the rope they were looking for. Then compute the going rate of said rope due to trade status (affected by resources, trading partner distance, season, etc). And oh, finally let’s not forget the exchange rate if they were using foreign currency.
After about ten minutes consisting of lots of page flipping, dice rolls, and chart lookups I would have the price. And let me tell you something, the bastards better still be interested in purchasing whatever item they were looking at after all that trouble!
Now, if you’re thinking to yourself that was a hell of a lot of work just to figure out the cost of fifty feet of rope, well, yeah. Now imagine doing that for a standard laundry list of items that a party needs to replace in between adventures. A trip to the general store would take five real time hours to accomplish. But hey, it was the most detailed fantasy economy system I had ever done, or have ever encountered! That’s gotta count for something, right?
It didn’t take long for me to grow extremely sick of my own system. I tossed out the system; in fact, I tossed out the entire campaign world. It just didn’t end up clicking for me for a number of reasons, none of which are important to talk about now.
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