Shifting From Economics to Logistics
Imagine your basic D&D . Your character starts with about 100 gp, so you buy a basic weapon (10 gp), maybe a shield (10 gp), maybe some light armor (20 gp), a backpack (5 gp), some resources for crawling (10 gp). I'm high-balling most of this, and you still end up with 45 gp leftover. Maybe you spend all that on some additional tools. But then you go to a dungeon and you end up with maybe like 200 gp. All you spent at character creation is pocket change. After a while, money stops meaning anything. You want it, you got it. A couple months ago, I tackled a different issue which was the persistence of coin-based economy even into slot-based games . Abstract it all! I said. Turn it all into slots! Unit quantities! Abstraction! I think that the approach was right, but that there was also a deeper problem left unanswered. What is money good for anyway? We take for granted a certain question that, once you advance in D&D , what do you do with all the gold you acquire? The standar