Daedalus, Winter 2004

Lacuna Part I. The creation of the Mystery and the Girl from Blue City
by Jared Sorensen

Inside, a Sorcerer supplement
By Clinton R. Nixon

Fourth Millennium preview
By James Maliszewski and Kevin Brennan

Dark Drive
By John Wick

Robots & Rapiers Q&A
With Ralph Mazza

Cyberpunk gangbusters
By Eddy Webb and Jesse Noller

Causality and Choice: Getting rid of the {TECH}
By Neel Krishnaswami

Ten Big Gimmes
By Emily Dresner-Thornber

Articles

Originality and exclusivity
By T.S. Luikart

Battling stereotype
By Lynndi Lockenour

In the spirit of radio
By M.J. Young

Column
A universe of generic games
By Jason L Blair

From the Editor
Pointing toward science fiction in role-playing games
By Matt Snyder

Letters to the Editor
Out of Character

 

 

 

 

Out of character
Letters to the editor

I'll buy that for a shekel!

T.S. Luikart's article, “You Do What for a Living?” in your premiere issue was very interesting and informative on a number of topics. However, his suggestions about the dearth of both precious metals and coinage generally in ancient times seem to me to have failed to recognize some history. Perhaps this is because he is focused on Europe and does not go earlier than Rome, but coinage was part of the system for a very long time before that.

As I explain in my Gaming Outpost article, Game Ideas Unlimited: Cash, there was an intermediate step between the early barter economy and the use of minted coinage such as the Romans had. This was the age of the shekel in the Middle East, but it existed elsewhere as well. The shekel was indeed a coin, weighing about half an ounce, made usually of silver, sometimes of gold. It was treated very much as a barter item, in that merchants were willing to trade goods for goods or for shekels. However, a shekel was not worth its value because it was a coin, but because of its weight. In a sale using shekels, the merchant would produce a balance scale and place a weight on one side as the number of shekels, each weighing about half an ounce, that the buyer had to place on the other side. The coins might have different weights individually, but when the scale balanced, that was enough silver, or gold, to close the deal. This became a common means of transacting business long before there were empires, and these metals were apparently considerably more plentiful than Mr. Luikart suggests.

As my article explains, minted coinage was an effort to get beyond weighing the coins. The Roman government made coins which it certified had a specific weight of metal of a specific purity, and this notion of governments stamping their seals on coins to certify their value by weight of metal remained the standard until the mid-1960s, when the United States finally stopped making silver coins.

Now, I am the first to admit that there are sometimes absurd amounts of coinage floating around in my fantasy games, but as my wife said when she read the article, who cares? The amounts might not be strictly historical, but there is evidence for ancient civilizations trading in vast amounts of precious metals in the form of coinage, without the benefits of government minting. I suspect that the treasure troves in The Arabian Nights were envisioned to be this sort of coin from truly ancient times; and those are the fantasies many of us are playing, even if they've been strongly westernized.

I would like to commend T.S. Luikart on his otherwise excellent and insightful article, particularly in regard to the inflationary impact of treasure influx. I recall one of my players commenting that whenever his party got around to dumping their silver and copper on the market it was probably going to result in a devaluation of the coins, so I think his ideas are quite sound and worth considering.

Thank you for the wonderful e-zine, and I look forward to the next installment.

 

GM se quois

Congratulations on the issue. I read all of the articles with interest, but Eddy Webb's struck me in particular.

He says that a role-playing game is not a game. And yet, a little later on, he says:

I would point out to Eddy that GM is, of course, short for “Game Master.” If RPGs are not games, why should the person running them be called game masters?

My point is not to be snide or even to disagree with him. But, he seems to assume that we should just slavishly adopt the terms used in one or another role-playing game, without thinking that perhaps some of the other terms bandied about are better. And, depending on the game, using a different term for a GM might be intentional -- depending on the game, there is a vast (and possibly important) difference between Dungeon Master, Game Master, Narrator, and "Great High and Mighty Grand Poobah."

 

Letters to the editor
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