I think he means magic-imbued gadgets. Also items that works only through magic. But it’s only a guess.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 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.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 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 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 Old World, too, but most of my players disliked the currency (1 Karl = 12 Shilling = 240 pennies ).I think the easier the system, the better, even though I play and love games that use more archaic currency conversions (WFRP, for example).
Fair enough, he setting is key. Currency conversion isn't the main draw for meI love Old World, too, but most of my players disliked the currency (1 Karl = 12 Shilling = 240 pennies ).I think the easier the system, the better, even though I play and love games that use more archaic currency conversions (WFRP, for example).