Tuesday, November 5, 2024

Materialism & Trade

As with other aspects of the developed setting, trade and available resources play a significant role in defining the campaign's character and tone. Depending upon the civilisation we desire, a world's economy might be so backward as to make bartering the primary form of exchange, or it may be highly advanced, allowing for widespread excavation and cultivation of the world's resources, all of which must be transported and then processed in vast water-and-wind driven boroughs. How these things work in our setting defines what player characters can purchase and how much; it defines how much wealth presently exists in the form of property, warehoused goods and trafficked materials in motion. We must choose whether the players are almost certainly rich compared to their lesser, rustic peers or mere flotsam drifting in a sea of incomprehensible affluence. The scale between these two extremes represents how much labour we'll have to give to the setting we desire, as well as the players' sense of agency and place.

The first problem is always the equipment the players are free to purchase, specifically what kind and how much. In a setting with limited resource access, the players are incentivized to strategize, negotiate and make alliances with key figures who control local supplies. A good sword might be precious if the world lacks metal; players might have to make do with lesser tools much of the time, with a fighter being decimated by a weapon's breaking. On the other hand, in an advanced economy where resources are abundant, a player may buy twenty swords, each with special characteristics; some dungeon masters allow the purchase of magical items, so that players who want to become more powerful need not strive and strain to increase their personal power. This of course depends on the individual; personally, my feeling is that players should suffer for every gain, that nothing of real worth should ever be gotten easily and that loss is something that should be keenly felt, if anything the players buy is to have any value for them. This fosters the players' sense of investment in their characters and the world, making their victories feel earned and meaningful.

Nonetheless, we must always consider equipment to be at the forefront of the player's engagement with the world. Treasure loses its lustre if there is nothing to purchase after a few sessions of hard adventuring. Material wealth helps define the character for the player, who must be free to purchase garments, tools, special foods and all kinds of desirable things ranging from a puppy to the emblazing of a character's heraldry upon a suit of armour. Often, the more mundane the better; a player can become easily and irrationally attached to a simple clay mug, merely because it was purchased when that character started out in the campaign. When, later, the mug is crushed under a dragon's foot, the player might feel that more keenly than the loss of a magical sword, though the latter is obviously more useful. It doesn't matter that the mug is imaginary; everything about the game is. As such, when looking over an equipment list, players are apt to think about what they want to own for its own sake, as well as what they need for mere game purposes.


Continued on The Higher Path

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