Talk:Economic system

Why not a "Real" world economy?
While I understand how a closed economy wouldn't work, I dont understand why a real world economy couldn't eventually be made to work through trial and experience.

In such a world, there are obviously some things which are closed, such as the number of actual items that currently exist in the world. There are also things which are renewable such as wood, flora and fauna. For all intention purposes, resources such as metals and ores could also be considered renewable (possibly exhausting only when it suits the campaign to do so). These resources would be naturally extracted and converted either by NPC crafters or PC crafters, the items placed in stores and naturally carried out into the world by adventurers.

Of course making this realistic would require "simulators" that take items from stores and place them into the world and then carry them back again so that things cycle and loot is established by what goes out into the world. PCs obviously influence this system with the items they find and bring back as well as those they purchase and take out.

The main detractor that has been mentioned is not being able to properly estimate the amount of resources or the number of items that would be required based on the number of players, but I feel that this could not only be found through experience, but could also be adjusted during gameplay by monitoring various levels of resources and increasing them, the production of items or the degree to which they are carried out into the world. Any kind of system will have natural balances which can be simulated if given enough time and a proper realistic view of economy.

Enigmatic 07:35, 7 February 2008 (UTC)