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Making Economics Compelling

As a player, and a dungeon master, I LOVE the economic aspect of the game world. How can I get the players interested in interacting with the economy without derailing the whole game into capitalism simulator?

Charles 'Raven' Snyder , 22.08.2018, 21:14
Idea status: under consideration

Comments

W, 22.08.2018, 22:42
I had a Merchant pc in one of my games and so developed the trade system, houses, how currency was handled in high numbers, etc, and had him handle the party's large sales and purchases - it worked out very well and the player loved the level of detail I'd constructed for his character. I loathe the default DnD system, which bases it's economy on the kind of treasure players haul in, so you frequently get nonsense like Lamps worth 40G - if a gold piece is 1/10oz, that's the equivalent of $4,000.
FuzzyGundam, 23.08.2018, 00:27
There used to be a bunch of really good Dungeon Economics articles on critical-hits.com, but that site seems to have died. There still might be a few on old blogs, look up 'Multiplexer', she's the writer.
MagathaPai, 28.08.2018, 18:37
my problem is I keep making my players broke.
Reverse, 09.01.2020, 02:09
The articles are still there: https://critical-hits.com/blog/category/critical-hits/columns/dungeonomics/

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