Sketch of an economic system
This is a mercantile system, which replaces barter with four separate abstracted currencies of theoretically equal value: gold, goods, credit and debt. In practice, however, while one credit is worth one gold, and either can pay off one debt or buy one goods, transferring between these different forms is not straightforward. This friction is what (hopefully!) makes the system work in fun ways.
Gold is ready money, coins in gold and silver of recognised weight, purity and value. It is easily transferable into the other forms.
Credit represents money held on account by you with a merchant house or bank. Generally, it is inferior to gold as it is only available where your wherever that merchant has a factor, or the bank a branch. However, it does allow you to transfer funds over long distances safely, and you may be forced to accept credit as part of a bargain when selling goods.
When you deposit gold, gain an equivalent amount of credit and specify the bank or merchant. Spend credit as gold for goods, equipment, or property, or to pay off debt. Pay one credit to transfer credit back into gold.
When you negotiate credit, roll +eloquence. On a 10+, transfer credit to a new merchant or bank. On a 7+, pay one credit to transfer to a new creditor. On a 6-, there is a problem with your letters of credit, your creditor, or your intermediary.
Goods are defined as a specific commodity: highland cattle, bantam chickens, merino wool, wheat, herring, printed breviaries, writing paper, nutmeg, quicksilver, broadcloth, silk, etc. Such goods are characterized by tags (see below), but more importantly, by places of origin or manufacture, where they are available for purchase, and markets in which they might be sold. As an abstraction in the moves for buying and selling goods, you can think of their sources as places in which the goods are in surplus and particular markets as places where it is in demand. Here, follow the fiction and make the trade routes, markets and merchants of the world make sense.
Tags: +exotic (rare or from far away, always in demand in this part of the world), +livestock (living animals, difficult to transport and feed), +perishable (needs to be sold quickly), +fragile (needs to be carefully handled), +shoddy (poor quality, -1 forward to sell) , +superior (good quality, +1 forward to sell). Size Tags: +portable, +bulky. By default it takes a mule to carry one goods. +portable goods can be carried in a pack, +bulky goods a cart.
Examples: sheep or cattle (+livestock, +bulky); wool or grain (+bulky); parrots (+exotic, +livestock); spices (+portable, +exotic); glassware (+fragile, +superior).
When you sell goods at market, roll +cunning. On a hit, you can sell your goods for an equivalent amount of gold, credit or goods. On a 10+, choose 3. On a 7+, the MC chooses 3 and offers you a bargain, or you choose 2. On a 6-, trouble!
* You can take your payment in gold, instead of goods or credit.
* You can sell goods even if they aren’t in demand.
* You don’t make a loss (-1 gold, credit, or goods).
* You make a profit (+1 gold, credit, or goods).
When you purchase goods, spend gold equal to the amount of goods and roll +cunning. On a 10+, choose 3. On a 7+, choose 2. On a 6-, you make a bad bargain and gain goods that are short weight, defective, or otherwise problematic.
* You obtain the goods of your choice.
* The goods are +superior, +exotic, or +portable.
* The goods are not +bulky, +perishable, +fragile, +livestock, or +shoddy.
* You can buy goods that are not in surplus.
Debt abstracts money owed to a creditor. Specify who you borrowed money from and how much.
When you borrow money, roll +eloquence. On a 10+, you gain debt equal to gold borrowed. On a 7-9, the MC will ask you to put up something as surety appropriate to the debt.
You may pay off your debt to a creditor at any time by spending gold equal to the debt plus one.
When you are in debt, at the beginning of the session roll +debt. On a 6-, everything is fine. On a 7+, interest comes due, pay one gold by the end of the session or increase debt by one. On a 10+, one of your debts comes due by the end of the session, pay it off in full or forfeit your surety and face other action. On a 15+, all your debts come due at once. Good luck!