This section describes some of the economic matters of the game.

Books: Economics of producing, distributing, and selling written knowledge.

  1. Initially, relate values of items to one another (e.g., 1 lb cheese is worth the same as a loaf of bread, a long sword is worth four daggers, etc.)

  2. Develop coin value first by establishing the raw metal values. E.g., 1 lb gold == 12 lb silver == 150 lb copper. Make it possible to value items by metal weight in addition to coin quantity.

  3. Create coins as being convenient sizes of the metals. I.e., go for coins that are dime/quarter sized instead of the huge coins used in D&D. Note that coin metals are not always pure but alloys (to control corrosion or make them less bendable)

  4. Calling coinage piece is OOC. Let's give the coins names. A single coinage system would be sufficient for the small area that we'll be starting with, but for future world growth, it might be useful to have the ability to support multiple coinages.

  5. Jewelry will be easier to value, since it will at least be as valuable as the weight of metal it's made out of (plus craftsman art value.)

  6. I personally prefer a silver standard to a gold standard, as it's a little more historically accurate, and increases the value of gold a lot.

  7. We should permit trading via barter in addition to by coinage.

  8. Hopefully, after the game has begun, we can rely on supply and demand (i.e., true capitalistic market forces) to adjust prices appropriately.

However, we have seen before how hyperinflation occurs and GIGO. Monsters have money, or items which can be sold to Shopkeepers with infinite money. I propose the following:

Monsters never have money on them that the other than their own "monster" currency only good for trading to monsters for goods or bribes.

The inevitable AI Shopkeepers w/ unlimited gold/stuff takes as a base price the value in silver the item has been bartered, bought, or sold for in the last 3 months rolling. It sells items at 7% above that and buys at 7% below.

However, this leads to item deflation. So item decay is needed.

Non 'legendary' Items can decay at a constant rate always, plus another, higher constant rate when in use. The effectiveness of everything is multiplied by the current effectiveness: 2% decay = 98% . The repair cost would then be a constantitem valuedecay amount%. When effectiveness = 0, item turns to dust, or maybe rust. The rates can be very low, but need to be there so that items can't just be hoarded.

Problem solved?

The Role-Playing Case for a Player-Run Economy [fix me]