in a "meltpot" like bane, where everybody starts, and every type of people are to be found, i would not think about "typical".
i would go just by "usefull".
so, that we are talking about the same thing: the list is about avaiability of wares in different towns, right?
as i mentioned before, i would make (allmost) all wares avaiable everywhere.
but i would have them at different prices.
i will use the table in that sence.
meanings:
1 - cheap
2 - regular
3 - expensive
4 - exorbitant
Code: Select all
| Troll's Bane | Greenbriar | Silverbrand | Varshikar | Tol Vanima
________________________________________________________________________________
Alchemist | 1 | 2 | 4 | 2 | 1
________________________________________________________________________________
Blacksmith | 3 | 4 | 1 | 2 | 3
________________________________________________________________________________
Brewer | 2 | 1 | 3 | 4 | 3
________________________________________________________________________________
Candle maker | 3 | 1 | 4 | 2 | 1
________________________________________________________________________________
Carpenter | 3 | 1 | 3 | 4 | 2
________________________________________________________________________________
Cook | 2 | 1 | 4 | 3 | 2
________________________________________________________________________________
Farmer | 2 | 1 | 4 | 4 | 2
________________________________________________________________________________
Fisher | 4 | 3 | 4 | 4 | 1
________________________________________________________________________________
Gem cutter | 1 | 4 | 1 | 2 | 2
________________________________________________________________________________
Glassblower | 2 | 4 | 4 | 1 | 2
________________________________________________________________________________
Goldsmith | 2 | 4 | 1 | 3 | 1
________________________________________________________________________________
Lumberjack | 4 | 2 | 3 | 3 | 2
________________________________________________________________________________
Mason | 3 | 3 | 1 | 2 | 4
________________________________________________________________________________
Miner | 3 | 4 | 1 | 1 | 4
________________________________________________________________________________
Tailor | 2 | 1 | 3 | 3 | 2
________________________________________________________________________________
Sum | | | | |
________________________________________________________________________________
that would be an (futile) aproach to the goal.
but, the more i think about it, the more i become sure, that steering this just by NPC prices is the wrong aproach. it is too simple. and will be ignored or abused by players.
to drive prices up, one has two possibilities:
buy things for a high price, or make them less avayable.
the second would be very much work, using the simple NPCs.
on the other hand we do not want an NPC dominated economy, do we?
so we have to give incentives to the players, to travel.
therefore we should use a combination of different measures and features.
(and, ideally we lean with this on the background infos)
let me try to give an example.
the dwarf in front of silberbrand sells hammers for 25 each.
assuming, that nobody else can smith as good, as dwarves can, elsewhere the hammers should be more difficult to produce =meaning sold more expensive.
TB and varshikar for 30 each, greenbriar and tol vanima for 35 each.
(all prices could be lower, but the relations should be the same)
that's the easy part. if a char needs a hammer, he will buy it in/at silberbrand.
you make the chars travel. thats all.
but let's make it better:
1) give the dwarven-mine lots of ironore, but not so much coal. - and give varshikar-mine lots of coal, but not so much iron. = the two groups will have to interact. either directly or by player-traveling merchant.
2) how to maintain the "lower" price of silberbrand hammers?
let the anvils in silberbrand "produce" a bonus at smithing hammers. either a bonus in quality, or needing less rawmaterial. (TB and varshikar would have anvils without boni, greenbriar and tol vanima would have anvils with a malus. these boni and mali could easily be used as well for settlements.)
3) a hammer is not only the head, but also the grip.
let us say, the carpenter-workbenches have boni and mali too.
where to put what class of workbench? let's apply the map and the background:
silberbrand? they don't know things, that grow quicker than stone = malus.
varshikar? desert = malus.
tol vanima? they call a mourning for each broken twig = malus.
greenbriar? the halflings are small, their laws forbid deforestation = malus.
zyathisss? they use wet wood = malus.
Trollsbane? it is a little far to the woods, but they got good carpentery tools = standard.
where to get good and cheap grips? in nordmark!1! (what else did you think?) the barbarians are woodsmen and shipbuilders = bonus.
(to evade them to abuse their semi-monopoly, their local NPC sells grips at a price, that is cheaper than in the other places)
so for a simple hammer normally there should be crafters of at least three places be involved. plus the travelling merchants, who live from the price differencies in the different places. (without even mentioning, that the dwarves might order their food from briar at McFrodo's)
so every crafter has to compete with the selling prices of the local NPC.
that gives a "simple" tool to adjust prices. (or he has to travel, merchandizing his own product)
the thrash, aprentices produce, can be sold for a pittance at the same local NPC.
if rawmaterials and semimaterials needed might vary in prices up till 50%, a lively trading habit will evolve. (just make sure, that no place gets all components for a ware at cheap prices)
ok, i think, you should get my meaning.
the economy should not just be steered by NPC prices, but by logic, necessity and history/background.
i know, that would be a hell of a lot of work. and more than half a year of adjusting afterwards.
but, why make a half hearted system?
go for the best!
as i mentioned before, i would be prepared, to help.
.