Economic Systems for Trading

All topics including role playing games, board games, etc., etc.
Post Reply
alcyone
Greater Lore Drake
Posts: 2727
Joined: Mon Oct 15, 2007 7:00 am
Location: The Court of the Crimson King

Economic Systems for Trading

Post by alcyone »

In my misspent youth I used to play the BBS "door game" Trade Wars, which was a turn-based multiplayer game, where you'd connect with a modem, do a number of things you were allowed in your turn, and then log out and let other people do the same. It was a space game, you had a ship or ships and could fly to different planets and space stations, and try to buy low and sell high. You could also fight other players and upgrade your ship and things like that, but focusing just on the trade system, I thought maybe it would be fun to implement in my campaign.

Not sure where to start though. I don't plan to read a stack of books by Milton Friedman or anything. What I'd want is to give some basis to a supply-and-demand based system that can be modeled through a few simple formulas and random tables, possibly with dice modifiers for things the players are looking for or have dumped on the market. Players who want to take up trade as either their primary means of making money or an occasional run here and there could exploit scarcity of goods in other towns. This might introduce some other complexities like tariffs and other trade protections.

But I want it to be pretty simple. A couple of rolls after each adventure to yield a price multiplier for a broad class of goods.

I'll post if I come up with anything. But maybe someone here has come up with something like it (or even tried it and found it wasn't fun).
My C&C stuff: www.rpggrognard.com

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Re: Economic Systems for Trading

Post by Treebore »

My "Rules of Thumb" are...

Make a CHA SIEGE check by 1 to 5, get a 10% discount off book price.
Make it by 6 to 10, get 20% off.
Make it by 11 to 15, get 30% off.
Make it by 16+, get 50% off.

The best way for players to make money is to actually try and sell what they get on their adventures. Usually they do it the fast and easy way, so only get 1/3 of book price. If they take the time, and make the effort, they can get anywhere from 50% to full book price for their goods. For this I use a combination of how much in demand I think the goods are combined with how good of a CHA SIEGE check they make.

CL's are what I determine the "Trade Level" of the NPC to be. They range from Trade Level 1 to 10, with the Level 1's being in small communities and trade posts, with the 10's being in the biggest cities and with the greatest reputations. There are always exceptions, of course.

To determine demand, I typically roll 1D100, and the higher I roll, the greater the demand. If I have a war brewing, or there is famine, etc... I then of course modify things with some common sense.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

User avatar
Arduin
Greater Lore Drake
Posts: 4045
Joined: Tue Sep 27, 2011 6:12 pm
Location: Granite quarry

Re: Economic Systems for Trading

Post by Arduin »

You can just use the system that Trade Wars was based on. The original Traveller RPG. Get Books 2 & 3.

Or maybe it was partly based partly on DECWar (1974) too.
Old age and treachery will overcome youth and skill

House Rules

User avatar
Go0gleplex
Greater Lore Drake
Posts: 3723
Joined: Fri May 30, 2008 7:00 am
Location: Keizer, OR

Re: Economic Systems for Trading

Post by Go0gleplex »

Book called SILK ROAD by Expeditious Retreat Press covers trade and such in depth.

If not wanting to go through a lot of material, I also have a half-dozen page doc or so with Trade Rules I can email you that I obtained from somewhere that is much simpler and has a load of trade items.
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."

User avatar
Zudrak
Lore Drake
Posts: 1377
Joined: Wed May 03, 2006 7:00 am
Location: Audubon, NJ

Re: Economic Systems for Trading

Post by Zudrak »

This is where I'd recommend the Gygaxian Fantasy World series, especially Volumes 2 (World Builder) and 3 (Living Fantasy), were they available/in print.
Psalm 73:26

"Knowledge, logic, reason, and common sense serve better than a dozen rule books."

"Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN."
-- E. Gary Gygax

User avatar
Lurker
Greater Lore Drake
Posts: 4102
Joined: Thu Jan 18, 2007 8:00 am
Location: Oklahoma

Re: Economic Systems for Trading

Post by Lurker »

Go0gleplex wrote:
Book called SILK ROAD by Expeditious Retreat Press covers trade and such in depth.

...
Zudrak wrote:This is where I'd recommend the Gygaxian Fantasy World series, especially Volumes 2 (World Builder) and 3 (Living Fantasy), were they available/in print.
Rgr on both of those
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society

User avatar
Go0gleplex
Greater Lore Drake
Posts: 3723
Joined: Fri May 30, 2008 7:00 am
Location: Keizer, OR

Re: Economic Systems for Trading

Post by Go0gleplex »

Here's part of that Trade Document I mentioned. This will be long, so I apologize in advance.

TRADE

Whenever a Merchant lands in a settlement, he or she may attempt to make a profit through speculative trade. First the Merchant will attempt to buy goods in another settlement. Then, once the Merchant has travelled to another settlement, he or she may attempt to sell those goods at a profit.

BUYING GOODS FROM SETTLEMENTS:

Step 1: Determine type of General Product available.

Each day a Merchant resides in a settlement, he or she may generate a new product type available for purchase. First, the Merchant looks up the "Resources" of the settlement. If no resource is listed, the settlement has nothing for sale. If the resource is "Market", roll randomly to determine that day's General Product (for example, "Meats" or "Ores/Alloys") by rolling 1d12. If a "General Product" is listed under Resources, than the settlement automatically has that General Resource for sale. If a "Specific Product" is listed under resources, skip this step and go directly to step 2.

Example: A Merchant sets out to buy goods in Map 5, Hex 3704 "Zarthstone". It's "Resources" is "Market", so the Merchant randomly generates a General Product type. The 1d12 roll is "11", which indicates a general category of "Livestock".

Step 2: Determine the Specific Product avialable.

Once the General Product is determined, a Specific Product may be generated. Roll the appropriate die and apply the listed modifiers to the roll. A settlement with a "wet" climate, for example, will add 1 to the roll of Meats. A Chaotic Neutral, Chaotic Good, or Chaotic Evil settlement will subract 1 to the roll of Liquors. A Neutral Good, Chaotic Good, or Lawful Good community will add 1 to the roll of livestock. A settlement's "limit" restricts the type of Specific Product it can sell. If a Specific Product's $ per Measure is higher than the settlement's "limit", no Specific Product is available for sale that day.

There is one exception to the above rule. If a settlement's listed Resource is already a Specific Product (Clams or Fish, for example), the product is automatically that specific type, and there is always at least one measure available for sale, regardless of the settlement's "limit".

Example: In step 1 the Merchant determined that Zarthstone was selling "Livestock". Zarthstone has an alignment of Neutral Good and, Consulting the Product Chart, a Good alignment results in a +1 to the Specific Product die roll. The Merchant rolls a "1", which would ordinarily result in slaves. But adding +1 modifier, the result is chickens.

Step 3: Determine the product's supply.

A product's value is based on its supply. Once a specific product is generated, roll 2d6 to determine the current supply of that product in the settlement, modifying the roll with the same modifier's listed under the General Product category. If the General or Specific Product is listed under the Settlement's "Resources," add an additional 2 to the roll. The supply ranges from an Extreme Deficiency to a Huge Surplus, as per the following chart:

SUPPLY CHART

DIE ROLL....AVAILABILITY.................COST.....SUPPLY
2...........Extreme Deficiency...........140%.....60%
3...........Dire Deficiency..............130%.....70%
4...........Deficiency...................120%.....80%
5...........No Deficiency................110%.....90%
6...........Average......................100%.....100%
7...........Average......................100%.....100%
8...........Average......................100%.....100%
9...........No Surplus...................90%......110%
10..........Surplus......................80%......120%
11..........Large Surplus................70%......130%
12..........Huge Surplus.................60%......140%

The Cost Percentage is the percentage of the $ per Measure that the settlement is selling the product for. This is referred to as the Specific Product's "real" cost, as opposed to the "typical cost" listed on Product chart. It is also the percentage of Measures that can be bought or sold.

Example: The Merchant now determines the Supply of Zarthstone's chickens. He adds 1 to the 2d6 roll, again, due to the fact that Zarthstone has a "Good" alignment. The Merchant rolls a 7. Adding one results in an 8, "Average". The Merchant may buy the chickens at a "real cost" of 100% their "typical cost". Rolling 2d100 to determine the Mesures to Buy results in a 24. Multiplied by 100% results in 24. 24 lots of 10 are available for purchase, at a real cost of 2 sp per lot, or 48 sp. The Merchant decides to pass on the chickens.

Step 3: Subtract the real cost of the Specific Product for sale from the settlement's assets. A settlement may never offer for sale a total higher value of product than is listed in its assets. If the die rolls ever generate a real cost greater than the settlement's assets, reduce the number of Measures avaialable to match the settlement's assets, and the settlement can offer no further products for sale during the Merchant's current residence. If, on the other hand, the settlement still has as left-over assets, the Merchant may investigate the purchase of additional products by remaining in residence for additional days.

Example: Even though the Merchant decided not to buy Zarthstone's chickens, the value of the Chickens must still be subtracted from Zarthstone's assets. Zarthstone is a small town with 41,600 gp of assets. Subtracting the 48 sp of Chickens leaves 41,595 gp and 2 sp of assets remaining.

Step 4: If the Merchant wishes to purchase different or additional Products, the Merchant may spend another day looking for goods. This time, the Merchant rolls for the General and Specific Products available, regardless of what is listed as the settlements Resources (unless the settlement has two or more Resources listed, in which case the Merchant must spend multiple days exhausting those, first).

Example: Since Zarthstone still has a huge amount of assets left, the Merchant may continue to shop for products, generating one product per day, until he is happy with what he finds, or until Zarthstone runs out of assets.

Further Example: Ahyf (Map 8, Hex 3329) is a village with "Market" listed as its resource. A Merchant spends a day there looking for goods. The General Product roll is a 7, resulting in Timber. Ahyf is Hot and Wet, so the Merchant adds 2 to his Specific Product roll, resulting in a 6. Reading down the Merchant finds that it's Teak. Now the Merchant consults the Supply Chart, rolling a 9 and adding 2 results in an 11, "Large Surplus" on the Supply Chart. Only one standard is available for purchase, but it only costs 336 gp. Unfortunately, 336 gp per measure is higher than the village's "limit" of 200 gp. So no product is available for sale.

SELLING GOODS TO SETTLEMENTS:

Once a Merchant is satisfied with his or her purchases, that Merchant will undoubtedly hope to sell it for a profit. In order to do so, the Merchant will first have to transport the product to another settlement. Once that is accomplished, the Merchant may follow the following steps to sell it:

Step 1: Determine the Supply of the Specific Product the Merchant wants to sell.

Each day, the Merchant may attempt to sell one Specific Product. The Merchant rolls on the Supply Chart to determine the Settlement's supply of that Specific Product. The roll is modified by any pertinent modifiers on the General Product list.

Example: Tavelling North to Zothay, a Merchant wants to sell his Teak. Zothay is only Warm, not Hot and Wet, so Zothay's roll on the Supply Chart is unmodified. None the less, the merchant rolls high...a "9" idicating "No surplus".

Step 2: Determine the price the Settlement is willing to pay.

Once the Supply is determined, the percentage of the "standard cost" that the Settlement is willing to pay as a "real cost" is listed on the Supply Chart.

Example: The Settlement offers to buy the Teak for 90% of its "standard cost". Its "standard cost" is 480 gp. 90% of that is 432 gp. The Merchant decides to accept the offer, since he originally purchased the Teak for only 336 gp. He's made a 96 gp profit.

Step 3: Subtract the "real cost" of the purchased product from the Settlement's Assets.

The Settlement's "Assets" represents the cash it has on hand to make purchases. A Merchant may never sell more Product than the Settlement can afford under its Assets.

Example: Zothay is a Small town with an 45,600 gp in assets. Subtracting the 432 gp real cost of the Teak from that limit leaves 45,168 gp. If the Merchant intends to sell more products, he can't sell more than 45,168 gp-worth.

Step 4: If the Merchant wishes to sell different or additional Products, the Merchant may spend another day in residence trying to sell. The Merchant returns to step 1.
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Re: Economic Systems for Trading

Post by serleran »

I wrote a little something on this a while back and recently got it back. I don't have access to the email easily on this device, so I will try to post it when able...


Can't say I would necessarily use it these days but who knows, maybe there's something decent in there.

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Re: Economic Systems for Trading

Post by serleran »

Welcome to the Marketplace
A Guide to Stock, Availability, and General Economics


What follows is a very simplified accounting of economics, and is not meant to reflect any real-world practices or history, save for the few mentions provided to give the reader a general understanding of what is inferred, without needing to go into the depth necessary to make this document a true recount of various principles. The author is not a historian, an economist, or anything other than a person trying to provide something worthwhile to the audience – you, reader.

To obtain any provision found in the PHB, one must be able to locate such provender, and pay its cost, as would be logical and practical. However, items are not always simply there to be obtained, as many factors are in play at once, such as economy, availability of metals, time and situation (its much more common for numerous weapons and armor to be for purchase if war is imminent, for example), and skill of the item manufacturer (often, a skilled laborer is not trained in the making of many items, but a select few, most of which are designed to work together for a common instrument; there are rare exceptions, however.)

What follows is a means for a Castle Keeper to quickly, and easily, determine if a specific item is able to be found within the multitude of shops the players may wish to enter for purchasing equipment. Of utmost importance for the availability of any given gear is the technological availability, as primitive peoples will be generally incapable of producing items of an advanced nature, and the reverse holds true for an advanced society (they are likely to have the means to make less sophisticated items but have no desire for it as they tend to think such as inferior.) Therefore, all settlements should be categorized into one of the following, noting specific alterations for individuals as needed
(for example, a particularly skilled craftsman residing nearby):

Primitive (Type I) – At this level of technology only items which are wholly natural (exist without processing or manufacture; this means only the most basic and fundamental goods, such as raw stone, metal, and wood, none of which can be wrought into anything other than its normal state) can be obtained; societies of this type tend to be nomadic and reclusive and usually barter in terms of non-monies as the concept of currency (they may trade for metallic coins, but do so as curiosities) is alien; they also typically will not make deals for things which, to them, are valueless (exceptions occur, of course, but this should be very difficult to do as noted below). When dealing with those of this type, there are two ordinary responses when contacting a merchant:

1) Fear and/or hostility – the individual distrusts those seeking to make a deal, often manifesting as fear (i.e. running away, not speaking, or other action) or violence, at worst turning to open aggression. Striking an agreement is extremely difficult (impossible if fighting has occurred). A community that has virtually no contact with outsiders should always be considered as belonging to the group that responds with violence;
those with limited, but not continual, contact (that is, a society that has dealings with another on a non-regular basis due to migratory travels or other reasons) show fear. This reaction can be overcome with a successful Charisma check at -10; if the check is made with a -20 modifier, the reaction turns to one of acquiescence. If the check is made, all marketing can be performed as normal for the items available, noting that barter, rather than currency exchange, will occur. Furthermore, if items which have no discernible utility for the individual are offered, a second check is required; failure on this check reverts the exchange to its original state and it must tried again, with additional offerings. Those of this sort seldom bargain or haggle but they may demand something from the party simply for allowing them to live, to enter tribal lands, or other conditions, at the whim of the Castle Keeper. As a note, semi-intelligent humanoids (those having less than Average Intelligence) fall into this category. Note, however, that fear can work to the advantage of the players as they are then able to demand, provided such expectations are not ridiculous (at the discretion of the Castle Keeper) and fully acquire whatever was asked for, without losing anything of their own.

2) Acquiescence – the individual is awed and amazed by the party, either in their appearance, equipment, or other factors, returning in kind, typically in a much greater number against their own favor, though they do not realize it, or care; this means, for example, a party could trade an object and receive a considerable return, usually up to ten times the object’s value or greater! The primitive merchant is entitled to a Wisdom check (at no penalty or bonus) if the party demands too much (subject to the Castle Keeper’s adjudication, though if it is exorbitant, the Castle Keeper may rule the trade is forfeit outright) with a success indicating that the trader wishes to have more in his favor; a failure on this check indicates success for the party, allowing them to exchange at the exact rate offered. As a general rule, any time the party offers to trade for an item, they must match it with at least 25% of its perceived value, as explained hereafter, but can expect to receive up to 20 times that amount, detailed more fully in the section on haggling.

Primitive people often will trade for anything, providing they will trade at all, including goods which have absolutely no use to them, are perishable, or fragile – they are simply ignorant of their actions, delighting in whatever fancy they catch. It must be noted that settlements and societies of this type are exceptionally rare, perhaps populating a mere ½ of 1% of the entire world, and then, are very difficult to locate and deal with. Also, the above are simply guidelines and possibilities; they are by no means the utmost law and authority – a Castle Keeper is required to alter these to suit the specific needs of the campaign and the situation, to which it is being applied, remembering, always, that fun and dramatic moments are the catchphrases of a strong campaign.

Stone (Type II) – Settlements and cultures of this type have discovered the mechanics to making things, albeit out of what they already have in raw form. Essentially, this is a bare leap above the primitive, as they are able to combine various natural goods in the making of arms (such as stone hand axes) and armor (like wooden shields and helmets,) a few decorative pieces (sculpture, carpentry, rough etching, et cetera) are possible as well, and they tend to have a more refined degree of knowing what it is they want: i.e., these people have associated a value to an item, forming the very foundation of an economy. These people typically have the same reactions as noted for primitives, but are not so easily duped; as a general rule, use the same system but increase the difficulty of altering base reaction (either fear or acquiescence) by 5. In addition, a merchant of this type is able to understand the fundamental value of trade goods and will never settle for less than 30% perceived value and cannot be convinced to trade for more than 10 times the same. Like primitives, it is very rare to deal with mercantile representatives at this level, perhaps having as much as a full percentage of world population in its numbers (this can of course be altered to reflect the campaign world in use.)

Generally, a culture at this level will have specific wants and desires which they prioritize, often to the betterment of their whole, rather than that of a specific individual (this, along with their slightly better technology, differentiates them from primitives) though greed is not an impossible motivator; like their primitive brethren, those of a stone society are likely to be appeased or frightened into compliance, though such modifiers and abilities are harder (reduce effectiveness by half) but a show of force is more prone to be responded to with the like.

Bronze (Type III) – Having discovered the means to craft items from metal, and evolving technologically a step further, beyond the basic elements of the stone society, these habitats have a fully functional economy, often dictated by the decrees of sovereigns. They can create many different things, generally of great beauty and typically have well-developed infrastructures for trade and other services. This is, generally, considered the first real “society” in which the individual is as important, if not more so, than fellows; because of this, merchants and artisans are plentiful, but the best are often treated as property of the ruling class (or entity). Settlements are generally educated, and recognize the value of metals and place a like value on their own goods; it is here that services become an actual component of the economy. It is also at this level of sophistication that “services” become more available – including those of an illicit, or personal, nature.

Bronze societies do not respond well to threats of force – they must be conquered, for they have developed social sentience and, as a rule place the welfare of the “state” above that of the self (even the most greediest will recognize this fact, for if the settlement falls, so do they.) True barter becomes commonplace, and the concept of money, usually minted in coin currency, develops.

Iron (Type IV) – One step beyond that of the Bronze culture before it, this type of settlement tends to have laws and regulations, generally for the protection of the less fortunate, but more often for the betterment and segregation of the wealthy; armies are considered of supreme importance, as are explorations – what better way to gather monetary value than to take it from others. This is a settlement type that enjoys the prospect of indulgence, both invention and lackadaisical whimsy, and are not tired of what cannot be done, ever striving to achieve what forebears could not. It is here that formal education becomes commonplace (Bronze societies might have similar ideas but it is typically sporadic and reserved for certain sects of people, whereas the Iron society will consider it for any person showing skill – i.e., the foundation of the Guild.)

A settlement of this type knows well the value of coin and places even more on that of life, but mutual respect is admirable, and such is typically shown, though a good bargain is never passed up, hence the phrase caveat emptor. Politically, a simple ruling class is generally found, rather than being dominated by a singular entity, giving the common-folk a hope that they, too, might reach such lofty heights… and something to complain about as well.

Technologically, many things are available, but true understanding of physics and the like have yet to be reached, so these places generally rely on magic and vague science, but it is their teachings that underlie most cultures that follow, so there is something to say for it, even if discounted.

Medieval (Type V) – Stepping backwards, this is the age of loss, for knowledge and ability that once was held has slipped; still, there are some advances, such as the reliance on heavy armors and even heavier weapons. In general, this is the assumed default for most Castles and Crusades games, where castles are adorned with the wealth of history and the poor people are forced to live a step above slavery. Perfect for adventuring.

Guilds tend to be rampant, and to cross one is to invite disaster for they have a long memory and deeper pockets.

Advanced (Type VI) – At this stage, society has leapt forward and gained some real knowledge, such as the use of irrigation or that of the use of concrete, mixing viable science with mysticism producing astonishing effects. Technology is continually improving, generally starting in the area of the arts, and the people themselves tend to be open and forgiving, assuming no theological leanings to the contrary. These societies tend to dismiss anything that is not at least two steps below them, finding the Medieval to be a dreadful reminder of the past, but relishing the Iron age, looking at it as if it were a period of golden peace – this trend causes merchants to carry only what interests them, and interests are wide. Guilds have formed into semipolitical affiliates and wield much power, especially those of a criminal nature. Displays of force are considered tacky, rude, and likely to land one in a prison.

For the Castle Keeper’s edification, each “Type” corresponds to a different age of mankind in the real world:
Primitive = Prehistoric man (caveman)
Stone = Aboriginal tribes of “The New World” (pre-America discovery, for example)
Bronze = First settlements and empires (Egypt, Greece, Mesopotamia, et cetera)
Iron = World conquerors and rise of education (Roman Empire, for example)
Medieval = Dark Age Europe (archetypal fantasy environment)
Advanced = Post-Dark Age “enlightenment” (Renaissance Italy or Muslim Kingdoms)

Minimum Technology refers to one of the six basic types of settlements, as defined above, where an item of the specified type might be located; the actual finding of said item is determined by availability, though a Castle Keeper should adjust this number based on population, location, purpose, and the like. Cost factor is used only when an item that is not normally available (determined by failing an availability roll) is decided upon, by the Castle Keeper, to be available anyway, or at any time when the Castle Keeper chooses – basically, it is used as a means to fluctuate the cost of items as they are purchased, and therefore represents a range of numbers.

Availability is simple – it functions exactly like Spell Resistance. The Castle Keeper rolls 1d20 and compares the roll to the listed value; if the roll is equal, or greater, than that shown, the item is available. There are several factors affecting availability and cost factor, such as environment, population, legality, and so forth. All of these are cumulative, unless desired otherwise, and can be ignored just as easily as anything in this document.

Climate – Areas where the environment works against trade, such as arctic conditions, swamps, and high altitudes, generally increase the cost and decrease availability – they also tend to not have a high technology level, making barter with such settlements costly and difficult. Castle Keepers should keep in mind the nature of the item in question and whether it would be readily available in the surrounding climate; if it must be imported, increase cost.

Population – Obviously related to climate, population is a major factor in determining the existence of any object. The more people, the greater the demand and the more likely said desire can be fulfilled. However, this works both ways, and can make things more costly, especially as it pertains to legality of the consumable. Therefore, a Castle Keeper can increase, or decrease, any availability or cost factor by up to half, representing the current flux of wares. Also, note that the larger a population is, the greater the technologies usually available – a pool of minds, as it were.

Legality – Briefly mentioned, legality ensures whether an item can be obtained with ease, or not. If the request would be against the law, it will often cost a great deal more, but may, or may not, increase in how easily located it is – one simply needs to know where to look. Most standard adventuring gear should be considered legal, but this criteria also applies to compatibility as well; for example, a cleric of an evil god wishes to procure some holy water and the only temple in town is dedicated to a god known for charity… the seeking cleric is likely not going to be able to waltz into the temple and offer some money and get the holy water, but, if he looks hard enough, and pays the right people (aka, the black market), it can be found for him, at a considerable increase in cost.

Settlement Type – What a settlement does, especially its overall campaign purpose, is absolutely vital to what can be found. If a Castle Keeper decides a one-horse town has a blacksmith of world repute, its probable any basic metal item can be found; likewise, if the Castle Keepers says this is a town known for its skill with eldritch arts, it’s plausible to find items of a magical nature more easily. But, if the Castle Keeper does not have these specifics, then the general idea can be based on what the location does, in the game – is it a capital city, a hamlet, a village? Perhaps it is a trade town straddling a causeway of great rivers. Each of these things should give the Castle Keeper a concept of what is possible within, and, how to find what is not, or, most importantly, what might not.

Condition – The state of affairs can determine what sorts of items are easily found – for example, if war looms, items of a military nature might become scarce (rationed to soldiers) or they might become dramatically easier to obtain. The Castle Keeper should bear in mind the nature of the condition, and what impact is desired, as it can set a mood and give impetus to adventure – use it as a potent tool.

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Re: Economic Systems for Trading

Post by serleran »

TABLE I: THE EQUIPMENT

Code: Select all

Item Minimum Technology Availability Cost Factor
Aclis II 9 3-5
Ale, Mug III 5 2-8
Armet V 10 3-6
Armor and Weapon Oil III 6 3-7
Arrow II 5 2-3
Arrow, Silver II 9 5-9
Awl II 5 2-3
Axe, Battle II 7 2-3
Axe, Bearded II 12 2-5
Axe, Hand/Throwing I 6 2-4
Axe, Piercing IV 10 3-6
Axe, Two-Handed III 9 3-7
Bacinet IV 11 3-7
Backpack II 3 2-3
Bagpipe III 8 4-8
Bandages V 9 5-10
Banded Mail III 9 2-5
Bardiche IV 12 2-7
Barding, Chain V 14 4-9
Barding, Full Plate V 15 5-11
Barding, Leather IV 11 3-9
Barding, Padded III 10 3-8
Barding, Studded IV 12 4-8
Barrel, Large III 9 2-5
Barrel, Small III 7 2-4
Basket I 5 2-3
Bec De Corbin IV 12 2-8
Bedroll I 3 2-4
Beer, Mug II 3 2-9
Belt II 4 2-3
Belt Pouch, Large II 6 2-5
Belt Pouch, Small II 4 2-4
Belt Pouch, Spell Component I 10 5-10
Belt, Baldric IV 6 3-5
Benin II 5 2-3
Bill or Billhook IV 12 3-6
Bit and Bridle II 7 2-3
Blanket, Winter I 9 3-6
Blowpipe I 5 2-3
Boat, Long III 10 5-10
Boat, Row II 9 4-9
Boat, Skiff IV 11 5-11
Boat, Small II 8 4-10
Bolas II 9 3-5
Boots, Heavy III 7 4-7
Boots, Soft II 4 3-6
Bottle IV 10 4-8
Bow, Long III 8 4-7
Bow, Long Composite IV 12 5-10
Bow, Short II 6 3-7
Bow, Short Composite III 11 4-10
Brass Knuckles II 11 2-6
Breastplate, Bronze II 11 3-7
Breastplate, Steel IV 12 4-8
Brigandine III 9 3-6
Broom II 2 2-3
Bucket II 5 2-3
Buckler II 5 2-3
Caftan II 5 2-5
Candle II 4 2-8
Canoe I 7 3-7
Canteen V 8 3-6
Cap / Hat II 3 2-3
Cape II 3 2-3
Cart II 6 4-8
Case, Map or Scroll III 9 4-7
Casket II 6 3-10
Casquetel IV 9 3-7
Cat-O-Nine-Tails III 8 2-3
Cestus II 5 2-3
Chain IV 8 4-9
Chalk I 7 3-8
Chariot II 12 5-9
Cheese, Block III 3 2-6
Chest, Large III 11 3-9
Chest, Small III 9 3-7
Chisel II 8 2-6
Cleaver IV 10 2-3
Cloak II 3 2-4
Club I 3 2-3
Coach IV 14 5-10
Coat of Plates V 12 3-9
Coif, Chain Mail IV 8 2-4
Coif, Leather III 6 2-3
Cord II 10 3-9
Cowl III 6 3-7
Crossbow, Hand VI 13 5-11
Crossbow, Heavy V 12 4-9
Crossbow, Light V 10 4-10
Crowbar / Prybar III 7 2-6
Crowbill IV 12 3-7
Cuir Bouille III 10 2-3
Dagger II 4 2-5
Dalmatic III 6 2-8
Dart I 5 2-3
Diggery-do I 11 2-3
Dirk VI 12 3-8
Doublet IV 7 3-9
Drum I 7 2-3
Ensemble, Greek (Type I) II 10 2-7
Ensemble, Greek (Type II) IV 13 4-9
Ensemble, Roman (Type I) III 11 4-9
Ensemble, Roman (Type II) IV 14 5-10
Fauchard V 13 3-9
Fauchard Fork V 14 3-8
Fife IV 10 3-7
File III 9 3-7
File, Metal IV 12 3-9
Firewood I 6 2-5
Fishing Gear I 6 2-3
Flail, Heavy IV 8 2-6
Flail, Light II 6 2-4
Flamberge IV 14 3-9
Flask III 9 4-6
Flatchet III 13 2-5
Flint and Steel IV 8 3-8
Flute IV 9 3-6
Fork, Military III 11 3-6
Frock II 3 2-4
Full Chain Shirt IV 10 3-10
Full Plate VI 14 3-10
Gauntlet, Spiked V 15 3-7
Girdle II 5 2-5
Glaive IV 13 2-6
Glaive Guisarme IV 14 2-9
Gloves, Cloth II 2 2-6
Gloves, Leather III 4 3-7
Godentag V 10 3-7
Gong II 11 2-10
Gown II 6 2-12
Grains, Bag I 5 3-12
Grappling Hook IV 7 2-5
Grease, Crock I 6 2-3
Halberd V 8 2-6
Hammer II 5 2-4
Hammer, Light II 9 2-5
Hammer, Sledge III 8 2-6
Hammer, War III 11 3-6
Hammock II 4 2-3
Harness III 6 2-4
Harp II 12 3-10
Harpoon I 7 2-4
Hatchet I 6 2-3
Helm, Great VI 12 3-9
Helm, Normal IV 10 3-6
Helm, Norman V 11 4-8
Helm, Pot IV 9 3-6
Hide I 8 2-3
Holy Symbol, Silver IV 11 2-12
Holy Symbol, Wooden I 9 2-10
Holy Water, Flask I 10 4-12
Hook Sword III 16 4-8
Hook, Iron IV 8 3-8
Horn V 9 3-6
Incense, Stick II 6 2-8
Ink I 12 2-7
Javelin II 6 2-3
Jewelry I 6 3-15
Katar III 15 3-9
Kettle, Iron III 6 2-4
Knife I 3 2-4
Laminar, Leather IV 9 3-6
Lamp, Open II 8 3-7
Lance, Heavy V 13 4-10
Lance, Light V 11 3-9
Lantern, Bullseye IV 10 3-9
Lantern, Hooded III 9 4-11
Leather Armor III 6 3-5
Leather Coat II 7 2-3
Leggings II 7 2-7
Liquor, Cask II 9 2-12
Liquor, Shot III 6 2-8
Lodestone I 11 2-9
Lodging, Common Inn III 5 2-5
Lodging, Good Inn IV 9 2-10
Lodging, Poor Inn II 3 2-3
Lucerne Hammer V 12 2-5
Mace, Heavy IV 10 3-6
Mace, Large IV 11 3-4
Mace, Light V 8 2-3
Mail Hauberk V 11 3-8
Mail Shirt V 6 3-6
Main Gauche VI 14 5-8
Man Catcher VI 15 5-10
Manacles VI 13 3-12
Mandolin IV 11 2-10
Mantle II 8 3-9
Marbles IV 10 3-12
Maul III 9 4-6
Mead, Mug III 4 2-5
Mirror, Small Steel IV 9 4-12
Morningstar V 8 2-7
Mortar and Pestle II 4 2-4
Mug or Tankard II 3 3-7
Nail, Iron IV 7 3-6
Nine Ring Broadsword IV 14 3-10
Oil, Flask II 6 2-8
Pack, Shoulder II 5 2-4
Padded Armor II 6 2-3
Padlock and Key VI 12 4-12
Panpipes II 6 3-6
Paper II 9 2-12
Parchment III 10 3-12
Partisan V 12 3-7
Pavis VI 11 4-10
Pick, Heavy IV 13 2-7
Pick, Light III 11 2-5
Pickaxe, Miner’s II 8 2-9
Pike II 7 2-3
Pipe II 7 2-5
Pitons / Spikes III 6 3-7
Plate Mail V 14 4-11
Pole I 3 2-3
Polish Hussar VI 14 5-11
Poniard VI 12 4-7
Pot II 7 2-6
Prayer Beads I 5 2-7
Quill I 5 2-9
Quiver I 4 3-10
Raft I 4 2-3
Ranseur V 13 3-6
Rations, Day IV 7 2-5
Rations, Week V 9 2-8
Razor VI 9 5-10
Ring Mail III 8 3-6
Robe II 3 2-5
Rock I 2 2-3
Rogues’ Tools V 9 2-15
Rope, Hemp I 6 2-5
Rope, Silk II 12 3-10
Sack, Large II 8 2-5
Sack, Small II 6 2-3
Saddle III 4 2-3
Saddle Bags III 3 2-3
Saddle Blanket II 3 2-3
Sap I 5 2-5
Saw, Metal III 9 4-10
Scale Mail IV 9 3-5
Scarf II 6 2-7
Scimitar, Great IV 15 5-10
Scythe II 6 2-6
Sealing Wax V 8 3-9
Sewing Kit II 6 2-7
Shield, Large Steel IV 8 3-5
Shield, Large Wooden I 6 3-5
Shield, Medium Steel IV 7 2-5
Shield, Medium Wooden I 5 2-4
Shield, Small Steel IV 6 2-4
Shield, Small Wooden I 4 2-3
Shoes, Normal IV 9 5-10
Shovel II 4 2-3
Sickle II 8 2-5
Signet Ring V 10 5-15
Skirt II 3 2-5
Sled I 4 2-3
Sleeve Tangler IV 15 4-11
Sling I 3 2-4
Smock III 5 2-9
Soap III 14 5-10
Spear I 3 2-3
Spear, Long I 5 2-4
Spear, Wolf I 7 3-5
Splint Mail III 7 3-5
Staff I 2 2-4
String III 10 3-9
Studded Leather III 10 3-5
Sword, Bastard V 14 5-10
Sword, Broad IV 12 4-8
Sword, Falchion VI 16 4-7
Sword, Long II 8 3-8
Sword, Rapier VI 15 4-9
Sword, Scimitar III 13 4-7
Sword, Short II 6 3-10
Sword, Two-Handed V 11 4-10
Tavern III 6 2-9
Tea Leaves, One Pound II 9 3-10
Tent, Large II 9 4-12
Tent, Small II 7 3-10
Tinder Box II 10 3-9
Tobacco, One Pound III 9 3-10
Tongs II 7 2-6
Torch I 3 2-3
Trap, Large Animal, Metal III 12 4-10
Trap, Medium Animal, Metal III 11 3-8
Trap, Small Animal, Metal III 10 2-6
Trident II 12 3-8
Trousers V 7 4-8
Trunk, Travel II 9 3-10
Tulwar V 10 3-6
Tunic IV 6 3-9
Vellum IV 13 5-10
Vest V 5 2-8
Vial IV 9 4-10
Voulge V 13 3-9
Wagon II 7 3-6
War Hat III 11 3-5
Waterskin I 6 2-8
Wedge, Splitting II 4 2-5
Whetstone II 6 2-8
Whip VI 13 3-7
Whistle V 13 4-9
Wine, Common II 7 2-12
Wine, Fine III 10 2-15
Winter Clothing I 7 2-10
Zither II 10 3-6

alcyone
Greater Lore Drake
Posts: 2727
Joined: Mon Oct 15, 2007 7:00 am
Location: The Court of the Crimson King

Re: Economic Systems for Trading

Post by alcyone »

Wow, ask and ye shall receive.

Thanks, y'all.
My C&C stuff: www.rpggrognard.com

User avatar
Zudrak
Lore Drake
Posts: 1377
Joined: Wed May 03, 2006 7:00 am
Location: Audubon, NJ

Re: Economic Systems for Trading

Post by Zudrak »

Go0gleplex wrote:Book called SILK ROAD by Expeditious Retreat Press covers trade and such in depth.

If not wanting to go through a lot of material, I also have a half-dozen page doc or so with Trade Rules I can email you that I obtained from somewhere that is much simpler and has a load of trade items.
I missed your post last night. I'm 90% sure I ordered the PDF of Silk Road last year but have since forgotten about it. I'll have to remedy that and find it among my downloads this weekend.
Psalm 73:26

"Knowledge, logic, reason, and common sense serve better than a dozen rule books."

"Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN."
-- E. Gary Gygax

DMMike
Unkbartig
Posts: 886
Joined: Wed Dec 14, 2011 10:38 pm

Re: Economic Systems for Trading

Post by DMMike »

If you have access to the Dragon CD ROM (or a friend who has it; hint!) there's a great article in Dragon #6 called Sea trade "Sea Trade in D&D Campaigns" by Ronald C. Spencer, Jr. Its for OD&D, but should link in with C&C pretty easily.

Mike
The Save for Half Podcast: Old School RPGs Reviewed
http://www.saveforhalf.com

Victorious: Steampunk Adventure in the Age of SuperMankind
http://www.victoriousrpg.com

User avatar
Zudrak
Lore Drake
Posts: 1377
Joined: Wed May 03, 2006 7:00 am
Location: Audubon, NJ

Re: Economic Systems for Trading

Post by Zudrak »

Aergraith wrote:Wow, ask and ye shall receive.

Thanks, y'all.
'Tis a great community here at TLG.com. :mrgreen:
Psalm 73:26

"Knowledge, logic, reason, and common sense serve better than a dozen rule books."

"Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN."
-- E. Gary Gygax

User avatar
Lurker
Greater Lore Drake
Posts: 4102
Joined: Thu Jan 18, 2007 8:00 am
Location: Oklahoma

Re: Economic Systems for Trading

Post by Lurker »

DMMike wrote:If you have access to the Dragon CD ROM (or a friend who has it; hint!) there's a great article in Dragon #6 called Sea trade "Sea Trade in D&D Campaigns" by Ronald C. Spencer, Jr. Its for OD&D, but should link in with C&C pretty easily.

Mike

Hmmmmmm I'll have to give it a look. I have those CDs some where.

Serl, great stuff thanks for hanging it!
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society

alcyone
Greater Lore Drake
Posts: 2727
Joined: Mon Oct 15, 2007 7:00 am
Location: The Court of the Crimson King

Re: Economic Systems for Trading

Post by alcyone »

My C&C stuff: www.rpggrognard.com

Post Reply