Daedalus, Fall 2003

From the Editor
What I want to be when I grow up
By Matt Snyder

Feature - HeroQuest

Q&A with Greg Stafford
by Matt Snyder

Redeeming Thed, goddess of rape
by Ron Edwards

The power of myth
by Chris Chinn

Sneak peek!
Argonauts
By Jonathan Walton.

Articles

You do what for a living?
By T.S. Luikart.

World design, block by block
By Emily K. Dresner Thornber.

Improvisation techniques for gamers
By Pete Darby.

Columns & Editorials

This just in: Your favorite game sucks
By Jason Blair.

A role-playing game by any other name
By Eddy Webb.

Guilty pleasures
By Lisa Fleishman.

Comic

Trollbabe
By Ron Edwards and James V. West.

 

 

 

 

You do what for a living?
A critical look at the economics of fantasy role-playing settings

By T.S. Luikart

Since the first incarnation of Dungeons & Dragons, we've been told that many adventures begin when a hardy band of likely youths go traipsing forth to seek their fortunes out in the wide, cruel world. There's money to be had in the dark places of the globe and plenty of it if you're skilled or lucky. So why don't more folk turn to this lucrative career? Because it's dangerous? Because it's foolhardy? Because they'll have to kill a bunch of sentient beings? Nope. Because it's B.S. The economic foundations of most "fantasy heartbreakers" {thanks, Ron} are, quite frankly, not very sound. Over the last few years, I've become more and more interested in the study of economics as they apply to fantasy role-playing games. My interest began with a great deal of research I did for the (mostly) real world equivalent gold and silver prices you can find in Green Ronin's Skull & Bones, but it has since expanded to the hobby in general. The greater bulk of this article is directed at campaign settings that claim to be "realistic" but are anything but. Obviously, when depicting a fantasy world, you can do whatever you darn well please. I would like to note, however, that a number of the more famous fantasy authors I've read emphasize that the more "realistic" a fantasy world is, the more accepting of it and audience is capable of being.

Economic Foundations

According to present anthropological thought, almost every culture begins as nomadic hunter – gatherers before acquiring the knowledge of crop cultivation and settling down into an agricultural society. Some tribes remain nomadic and/or proceed to raid others for their goods, depending on how aggressive they are. A culture can spend a very long time indeed using nothing more than a barter basis for their economy before ever needing to come up with interchangeable units of wealth, e.g. coins, shells, teeth, etc. A number of cultures equate value with specific animals and how many an individual owns, so wealth is measured by the size of one's herd of cows, horses, buffalo, etc. Long after coinage was introduced in Europe, service "in kind" was the standard for well over a thousand years, as most peasants were unlikely to ever see more than a handful of silver coins in their entire life. Thus, they passed on part of their crops and a chicken or two when their lord asked for his rent. Coins eventually predominated in Europe mainly because of trade. Merchants, when dealing with folks they know, can continue to barter at a certain level, but when they start dealing with foreigners they need a unit of measurement whose value is, relatively, fixed and easy to agree upon.

I could continue on this topic for quite a while, but I'll steer back to my point: For-profit adventurers do not come from barter-based societies. A campaign world's society has to have hit a point where goods and economic units, e.g. "treasure," were in wide scale use for some time, either in the past or the present, for such adventurers to even exist. Fantasy campaigns based on Europe must inevitably have a Roman Empire equivalent in their past, or a truly thriving present economy, to explain how so many far-flung beasts got their claws on so much portable wealth, which leads to my next point.

Where did all that specie come from?

Specie, in this case, is cold hard cash and for the sake of my sanity and your edification, we'll just assume it's all gold and silver. Coinage implies both a mint and ready sources of the material in question. Some places on Earth did, indeed, have gold and silver deposits on the surface, which required little to no mining, but they are the exception, not the rule. Extensive amounts of specie inevitably mean mining. Mining implies fairly formidable technology. It is true that anybody can dig a hole, but the process of producing the proper tools for excavation, shoring up the mine's walls, transporting ore, etc. all require a fair amount of sophistication. However, a mineral rich environment and a large work force can also cull quite a bit from the earth. Slavery was frequently the main choice of labor for the Roman Empire, fantasy worlds may follow suit, but they also have access to golems, zombies, elementals, etc.

There has to be some sort of reason for needing large amounts of wealth dug from the earth. Trade and expansion are the mostly likely reasons our world has to offer. Trade demands other nations who have similar outlooks on what constitutes "wealth" and expansion means taking into account population growth and the absorption of other peoples into one's nation, e.g. there needs to be enough money to go around. Trade also means that large amounts of wealth get moved around, which is somewhat critical for the dissemination of wealth. How else do beasts in the wilderness get their hands on currency? Previous dead adventurers? Cynical economists will tell you that no matter how much wealth there is to be had that, given enough time, it will inevitably end up in the hands of a select few.

The Spanish Empire is pretty much Earth's poster child for ludicrous amounts of specie production. However, it didn't do half so well from its holdings in the New World as you might think. The costs of running and maintaining the Spaniard's world spanning empire were enormous. Every time a new load of silver specie arrived in port, there would be a shockwave of inflation that would radiate outwards throughout Europe as more silver was dumped into the economy. However, the heavy raise in prices would inevitably crush the local Spaniards first, who weren't benefiting from their ruler's oversea holdings. Eventually, they came to dread the arrival of the New World flotillas and stock up on basic goods when rumor of their arrival came around. Thus, the economic windfalls of the New World actually had a large part in bringing about the downfall of the Spanish Empire, making them victims of their own success.

Oh, no! Adventurers!

Bet you can see where I'm going with this, eh? Adventurers, especially successful for-profit adventurers, while a boon to merchants are quite probably a bane to common folk. The vast amounts of wealth they carry with them can destabilize carefully built economies overnight. D&D d20 presumes a base wage of one silver piece per day to an unskilled laborer, which is barely adequate for survival. Presuming a 30 day month, with 5 days set aside as holy days, and a 12 month year, said laborer makes 300 silver, or 30 gold in a year. A 5th level adventurer is nominally worth 9,000 gold, in specie and equipment. In other words, it would take the ditch digger 300 years of money accumulation, presuming not a cent was spent on surviving, to reach the equivalent.

Is it any wonder that all old taverns seemed to be owned by ex-adventurers?

Adventurers are also one of the only ways through which incredible amounts of previously unavailable specie can suddenly enter an economy. Translation: dragon slayers are great news for the King's exchequer and bad news for everybody else. Let's consider Smaug the Golden in economic terms. I'm going to presume that Smaug was very old with a particularly impressive hoard. The result runs something like this: 100,000+ in loose gold, 100+ gems and art objects worth over 140,000 gold, 8 medium strength magic items worth approximately 80,000 gold and 6 major items worth approximately 240,000 gold. Grand total: 560,000+ in gold value, not to mention several tons of dwarf-wrought armor, weapons, etc. All of which is 200,000 gold less than the 760,000 gold equivalent that a 20th level adventurer is supposed to be worth according to the 3.5 d20 Dungeon Master's Guide.

Yep, that's right. A single (admittedly very high level) adventurer's money and equipment are worth more than a very old dragon's whole hoard. Which do you think is easier to kill, hmmm? Tolkien had it right, 5 armies would, indeed, march at the death of an elderly dragon--but a single high level adventuring party is even more valuable and probably easier to waylay.

How much gold fer that there wand?

Giving magic items a gold piece equivalent, while useful as a game-balancing mechanic, was a really bad idea from a realistic economics point of view. It is true that supply and demand greatly increases the value of a given commodity, but hardly anybody would have enough hard cash to justify the costs of any of the mid-range magic items in d20, much less the more expensive ones. If you ever happen to find yourself in a position where you're coming up with a magic item system, I strongly suggest you connect their existence and the faint possibility of purchasing them to the rarity of materials and the difficulty of any given item's creation.

So what's my point?

A lot of people, gamers and otherwise, tend to cringe if you start discussing economics, but thinking about the foundations of your world's finances can only enhance your campaign and/or game. The underlying structure can provide a lot of room for adventure, as can the interactions of cultures with different priorities. Say, for example, that you're GMing a game where the PCs all come from a Celtic style clan that only values how many heads of Yaerwen Cattle a man owns. Stealing cattle from other clans and making a good marriage are typically the only ways to improve one's fortune in their culture, so a few adventures, at least, would revolve around raiding and protecting their herd from the raids of others. Gold and silver acquisition wouldn't mean all that much to such warriors, until they find out that there are some fools that will actually sell Yaerwen Cattle for coins! Another common example, certainly the most common that I've seen in fantasy and science fiction, is environment influenced economy, e.g. desert areas or worlds. Water is always the most precious of substances and there are areas where no amount of gold will be able to purchase it.

Questions to consider:

Is this a barter or specie culture?
Where did /does their money come from?
What does this culture / race value? Why?

Dwarves and their gold. . . .

Let's take one of my favorite races, dwarves, and build on a number of the more common conceptions about them with an eye towards economic implications. They live deep in the mountains. They have a clan-based structure that values honor. They love well-crafted goods and greatly value gold, silver, jewels and alcohol.

They live deep in the mountains for both spiritual reasons and the fact that it puts them far closer to the ore veins, which supply the raw materials for their smith work. They have the capacity to acquire gold, silver and jewels easier than most other races. If there is any race that would've produced their own coinage, surely, it's the dwarves. Living deep in the mountains means that they're either self-sufficient or have long since set up trade routes with others for any goods they cannot produce. Seeing as they have a large and expanding subterranean empire, I figure they must have established trade routes. Because of their well known reputation for honor, traders would be willing to deal with them regularly, however, they're probably known for being hard bargainers, for they value both their work and their gold highly. Work, however, can be replicated. Gold cannot. Thus, the mountain dwarves are far more likely to want to trade a shipment of dwarf-wrought arms and armor than their gold for goods from outside their kingdom.

So what do they need? They have access to wool from their mountain sheep. However, they need leather for a number of their goods and silk or other unusual cloths might interest them. They certainly need every kind of foodstuff, from meats to produce. Barley and hopps for their beloved ales are absolutely essential, and probably one of the few things they'd be willing to trade gold for. Fruits coming from trees that will never grow in their cold high mountains are delicacies. I can easily imagine dwarves loving apples and swooning at the thought of a tumbler full of apple brandy.

Thus, we have a dwarf kingdom with a healthy internal economy based on specie and work. Among their fellows, they use gold and silver coinage to purchase goods, or trade one of their creations whose value is proportionate to how much time and craftsmanship went into it. They prefer to keep their specie in dwarven hands, so most of their agreements with outside traders involving the selling of dwarf-wrought goods, though certain crops will pry some of their specie away. Citizens of the kingdoms surrounding the dwarf mountains are far more likely to have seen a fine masterwork axe then a dwarven silver penny. Characters wishing to purchase wares from the dwarves are better off acquiring a couple of bushels of apples. The dwarves would certainly take gold without compunction, though they would make a better deal on jewels that they didn't have in their mountains, such as opals or pearls.

I hope my musings were of interest. I'll leave you with China Miéville's awesome take on for-profit adventurers:

They were immediately and absolutely recognizable as adventurers. ... They were hardy and dangerous, lawless, stripped of allegiance or morality, living off their wits, stealing and killing, hiring themselves out to whoever and whatever came. They were inspired by dubious virtues.

A few performed useful services: research, cartography and the like. Most were nothing but tomb raiders. They were scum who died violent deaths, hanging on to a certain cachet among the impressionable through their undeniable bravery and their occasionally impressive exploits.

 

 

Article by T.S. Luikart