Topic: Board Inflation  (Read 14856 times)


Tom H

« Reply #15 on: December 06, 2019, 04:29:13 PM »
I'm imagining a village get-together where they put an entire elk roasting over a large fire. Unless we're talking about very small groupings, it does not appear unseemly for a village to consume the entire thing over a few days.

Regarding arrows, the number of hunters/adventurers living in a village could be a good measure of the market for arrows. Villagers who are strictly farmers probably wouldn't have much use for them. Perhaps restricting the trade for bows/arrows to hunters/adventurers? After all, shooting a bow is not an easily attained skill.

I can see that villagers not dedicated to hunting would have a better market for furs, while actual hunting types could provide those for themselves. Traps could be set by any villager so there would be a larger market for them. I suppose it depends on how large the unseen populace Sami is projecting for the average village.

Night

« Reply #16 on: December 14, 2019, 01:54:54 PM »
Imo, there should be a trade cap put in place based on supply/demand of a village, even if its artificial. This would provide a more realistic feel in terms of trade, but would hinder people who rely on grind-based strategies for acquiring valuables. You could also create a higher or lower demand for some items depending on the culture, I think this is already implied in some trading sequences where traders are "looking for high quality furs", however I don't know if there's an actual demand value representing that. As someone who's played many RPG's, I think however, adding a system that limits the players trading capabilities more so than expanding those capabilities will be more detrimental to the overall excitement when playing, with the exception of patching realism-breaking exploits.
URW Character Menu - Cheating menu by a player, for the players.
URW Character Designer - Design your characters sprite!

 

anything