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lupex
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Re: History

Tue 28 Nov 2017, 10:52

It's great to see the setting so well thought out, not that I had any doubts, I like the lack of guilds or proper economy. It should make the rewards from adventuring quite interesting and variable depending on local trade conditions.
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King_Kull
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Re: History

Tue 28 Nov 2017, 11:49

I don't really understand what Omlight refers to with ”magic-imbunde gadgets”. Please clarify! (Magi driven gadgets? In that case, I guess so.)
I think he means magic-imbued gadgets. Also items that works only through magic. But it’s only a guess.
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Brior
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Re: History

Tue 28 Nov 2017, 14:21

It's great to see the setting so well thought out, not that I had any doubts, I like the lack of guilds or proper economy.  It should make the rewards from adventuring quite interesting and variable depending on local trade conditions.
I assume there's a lot of bartering going on in an environment like this and even suggested that we should skip smaller coins altogether in favour of exchanging goods and services: pelts, a meal or wood-chopping as payments, but out of purely practical reasons we will probably keep gold-silver-copper coins (which admittedly is retro). I did try to devaluate gold compared to silver as there are gold mines but not silver mines in Ravenland. We'll see about that. Also, gold might be used based on weight rather than as coins, the problem being that there is no authority around to guarantee the value of minted coins. The issue here is playability vs ”realism”, so we'll see where we end up.
In another setting I wrote, non-nobles handling gold were immediately arrested since it was assumed they could not have aquired it legally.
 
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lupex
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Re: History

Tue 28 Nov 2017, 15:38

I love the idea of bartering and the story or comical implications this could have, and devaluing gold is a great idea but maybe only in areas close to the mines as the further away a town is the less likely it would be to be able to access gold during the period of the red mist.

I also favour a non-metric conversion system for coins, 24 bronze to 1 silver etc. Weight would be good but would step into the realms of GM fiat as the GM would be the only person in control of the actual weight of found coins.

You could always add a suggested exchange rate for services, if a pelt = 2 silver and if 4 meals = 2 silver then that's the exchange rate. It would probably mean expanding the list of items and prices but you could cover this concept in a side bar for gms that would like to go this route.

(And then the farmer says, my wife can cook you all a meal but I have all the pelts I need for this winter, what else can you do?)
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Brior
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Re: History

Tue 28 Nov 2017, 18:48

I love the idea of bartering and the story or comical implications this could have, and devaluing gold is a great idea but maybe only in areas close to the mines as the further away a town is the less likely it would be to be able to access gold during the period of the red mist.  

I also favour a non-metric conversion system for coins, 24 bronze to 1 silver etc.  Weight would be good but would step into the realms of GM fiat as the GM would be the only person in control of the actual weight of found coins.

You could always add a suggested exchange rate for services, if a pelt = 2 silver and if 4 meals = 2 silver then that's the exchange rate.  It would probably mean expanding the list of items and prices but you could cover this concept in a side bar for gms that would like to go this route.

(And then the farmer says, my wife can cook you all a meal but I have all the pelts I need for this winter, what else can you do?)
I love all that too, but again it's a matter of how much detail you want. Some probably prefer the gold-silver-coin 10/10/10 value for easy play. I suspect that it would be best to keep this more complicated level optional, perhaps in supplements once the game is out. Hard to please everybody in this I suspect.

I'd love to keep these complications modular too. The specification was to make a game that you could grab from the shelf and play, so it can't really be built in.
 
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King_Kull
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Re: History

Tue 28 Nov 2017, 19:08

Personally I like the metric system and 1 equals 10 equals 100. Don’t want to play a economical simulation ;) Life’s difficult enough without making complicated rules for economics in a RPG. I‘m more interested in the background of the world that gives us cool scenario ideas and that I think is what this game will definitely deliver. But that’s only my personal taste and that of my group.
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lupex
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Re: History

Tue 28 Nov 2017, 20:52

None of its a deal breaker, I just think that the metric system feels quite modern and other conversion rates feel more archaic but I can live with either way.

However I would like some guidance on the potential for bartering, as I think there are lots of story potential in this aspect.

I really appreciate you sharing early thoughts on this and letting us give feedback.
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9littlebees
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Re: History

Wed 29 Nov 2017, 02:35

I think the easier the system, the better, even though I play and love games that use more archaic currency conversions (WFRP, for example).
I make YZE games (https://drivethrurpg.com/browse.php?author=Matt%20Kay) and produce predominately Free League content on my YouTube channel (https://youtube.com/@3skulls)
 
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King_Kull
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Re: History

Wed 29 Nov 2017, 08:51

I think the easier the system, the better, even though I play and love games that use more archaic currency conversions (WFRP, for example).
I love Old World, too, but most of my players disliked the currency (1 Karl = 12 Shilling = 240 pennies :) ).
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lupex
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Re: History

Sat 02 Dec 2017, 17:16

I think the easier the system, the better, even though I play and love games that use more archaic currency conversions (WFRP, for example).
I love Old World, too, but most of my players disliked the currency (1 Karl = 12 Shilling = 240 pennies :) ).
Fair enough, he setting is key. Currency conversion isn't the main draw for me ;)
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