Wednesday, November 4, 2009

Fumbling Toward Economy

I'm about halfway done with The Wealth of Nations, trying to get an economics system up and running.

What I've come up with is this: every character falls into one of five income ranges or social classes. But what exactly that can purchase, especially in terms of technology, depends on what society you are from. The wealthiest Aralean warlord visiting Granarctia would probably live no better than the upper middle class. And an average Moy trader probably commands as much wealth as a god-king of the Elme. So says Adam Smith.













Total Purchasing PowerTaksanGranarctiaMoyAraleiRetuliaElme'Haraz
9T5/ExG5/T+1Ex
8T4/T+1ExG4/TM5/T
7T3/TG3/GM4/GA5/G
6T2/GG2/MM3/MA4/MR5/M
5T1/MG1/MM2/MA3/AR4/AE5
4M1/MA2/AR3/RE4
3A1/RR2/RE3/E
2R1/EE2/HH5/E
1E1/HH4-1/H

Every racial social class is designated by a letter and number - 5 for ridiculously rich, 1 for debilitatingly poor. The letter after the slash is the technology level someone in that society at that level of income could afford - which I still need to tweak some more to account for different societies' levels of social mobility and wealth distribution.

On the one hand, I'd like to leave it at that - broad categories. Your character is middle class, so he can afford this. Kind of like the resources system in White Wolf games. But I'm probably actually going to have to break this down into prices so I can effectively reward adventurers with money - you do this job in this country, and you get this much money.

I've recently got my hands on some old GURPS sourcebooks which might help me solve this problem without reinventing the wheel.

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San Antonio, Texas, United States
My game design is fueled by one liberal arts degree, four continents, six languages, fourteen years of role-playing, and too many movies and books to count.

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