Saturday, November 27, 2021

In which we find gemstones

 

Having a BALL tinkering with the trade system. Got the first draft implemented and working smoothly so it was time to branch out.


First giant step: Gems. Followed up on The Tao's handling of gems and jewelry and LOVE the result. We'll see how it stands up to practice.


Second step: Textiles. Everything was woolen until I added cotton, hemp, flax and silk. Cotton's lengthy growing season makes it very limited in my world. Would love to construct denim but it just doesn't make sense. GREAT opportunity for an enterprising party that catches on to this. But now when there's cloth to be purchased there are options and the players have choices to make. Oh – I threw two bolts of silk into a treasure chest a few weeks back. They still haven't figured out what it is or how much it's worth.


Third step: game/wildlife. Haven't done NEARLY as much as as I need to here but have made a start (with winter approaching) so I wanted to have SOMERTHING in place. Much work remains to be done here re: value, volume and locations. See also fish: fresh/salt water.


Fourth step: Horse differentiation. Draft, war and riding. There's also a horse breeding culture which produces the top quality of each but they're rare. Should provided some “amusement” down the road.


Fifth step: Cereals. Barley, wheat, oats, corn, rye, rice and hops. Am now working my way through the various craftsmen to produce specialized products. Different breads, brews and distilled beverages. A variety of livestock feeds. And different other food products – can't have oatmeal without oats!


The rest of my prep for the coming session will involve tweaking inn and tavern offerings, designing some specifically requested leather goods, and an attempt to tweak my availability and buy-back numbers, based as usual on the groundwork (both productive and “this way lies madness”) from Alexis.


My other “vanity project” is including some “cultural specialties.” Example: Dwarven ale requires dwarven hops which only grows in dwarven territory. The aforementioned horses. There's a Celtic based music culture that produces the best musical instruments. You can find instruments in many places but those with their “touch” (ingredient) are more expensive and far superior. A misuse of the trade system? Also need to differentiate fruits, vegetables and fowl. Considered beef and dairy cattle but doesn't seem worth it right now. Also tinkering with a “page” mentioned by Alexis which will automate providing a crude shopping list to players based on resource availability. I am LOVING this lonely fun.

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