Those articles are good. I half figured they'd be packed with content-less fluff, but I was wrong. The perspective of balancing faucets and sinks makes it easy to see where a module's economy starts to fall apart.
I asked originally because of a module idea I've been tinkering with. In it, players are part of a small frontier settlement, trying to forge a life in a hostile area. Players work for the success of the settlement by doing quests, and donating loot or gold. The player(s) can defend the settlement themselves, but may require help, or not want to be recalled from what they are doing to defend it. The settlement can produce guards at a cost to its resource pool, and if it runs dry, will be pillaged... and I have ideas about how to incentivize players to want to avoid this from happening..
I think I might tie the ability of the settlement to procure sufficient healing supplies, food for resting, and new gear to their resources as well (trade). So, until players are big enough to travel abroad on their own, they must contribute to the fledgling settlement as they depend on it for necessities. After that, maybe the settlement will be basically self-sufficient and higher level players will be involved more in the epic side of the story.
This design makes a nice, un-artificial sink to balance the unending loot faucet, but according to the article, players will eventually become ridiculously rich in a gear-based world. Maybe that's where I limit merchant buy prices and gold, put hefty costs on powerful stuff, and have stiff respawn penalties on gold, or just rob them (that's an interesting approach Rolo. It seems so natural that the more you have, the bigger the target on your back gets)
Of course, I may not ever have enough time to make this ever happen, but I guess that's where Laz's sig comes in.
Modifié par Terrorble, 31 juillet 2011 - 01:16 .