RUNNING TRADING
Areas have (or produce) some resources or goods in abundance but lack others.
Production and consumption affect supply and demand for areas.
Trade models the flow of supply and demand between areas along trade routes.
Goods may be purchased and sold using barter or agreed on items of value such as food, livestock, gems, precious metals, currencies, or information.
Setting Economics
☐ Gazetteer
Create a list of the locations of interest within the setting.
☐ Distribute Resources and Trade Goods
Consider each location's natural resources and available labor to create finished goods or services.
Assign trade categories such as resources and production amounts to each location.
Fantasy Trading: Harvesting, Mining, Crafting
Modern Trading: Factories
Futuristic Trading: Auto-Factories, Makers
☐ Production
A location harvests or mines resources and produces quantities of those for use or sale.
A location may also provide the labor and skills to craft or manufacture finished items.
☐ Consumption and Demand
Each location may require a quantity of a resource or good for its own consumption.
Each location that does not produce 100% or more (a surplus) of a resource or good that it needs will raise the demand for that over time.
This can trigger the need to import, or seize, the resource or good from elsewhere.
☐ Surplus
Each location that produces more of a resource or good than it consumes creates a surplus which may be stored or exported.
☐ Percentages
Assign import and export percentages for each trade category based on supply and demand amounts by location.
☐ Trade Routes
Consider the paths between areas of high supply or production and areas of high demand.
Consider the infrastructure or means of travel available to move goods and resources.
Fantasy Trading: Overland, River, Coastal, Oceangoing
Modern Trading: Overland, River, Coastal, Oceangoing, Aerial
Futuristic Trading: Interplanetary, Interstellar
Setting Economics Prepsheet
Location | Produces | Consumes | Imports | Exports | Routes |
---|---|---|---|---|---|
Updates
The table can be adjusted each game month, quarter, or year to reflect market fluctuation.
☐ Demand
Any time demand exceeds supply, price per unit increases.
☐ Supply
Any time supply exceeds demand, price per unit decreases.
Extra Ordinary Events
On average, the machinery of commerce hums along smoothely.
However, natural disasters and many other factors can disrupt smooth trade causing temporary supply shortfalls.
Economic downturns or events such as governmental conflict can create demand shortfalls as people tighten their belts to weather the event.
Trade Adventures
The Five-Room Dungeon (5RD) model by Johnn Four for Roleplaying Tips can outline a wide variety of trading missions or adventures.
Securing Trade Goods fulfills Room 1, “The Entrance or Guardian” where the Adventurers must face a challenge or obstacle to claim a cargo to sell, such as negotiating with a broker.
Moving Trade Goods provides many opprtunities for both Room 2 and Room 3 encounters in the Five-Room Dungeon model:
Room 2, “Roleplay or Puzzle” provides an opportunity for the cargo, or the journey moving the cargo, to provide an adventure hook.
Room 3, “Trick or Trap” provides another opportunity a surprise or curve ball on the Adventurers as they go.
Consider several instances of room 2 and 3 along each stage of the journey, preferably with increasing risk and stakes leading up to delivery.
Getting Paid covers Rooms 4 and 5 of the Five-Room Dungeon model.
Room 4, “Climax Conflict” provides a suitable place for the biggest final challenge of the trade mission: getting paid by successfully delivering.
Room 5, “Reward or Treasure” finishes out the trade mission by paying out the shares and possibly providing hooks for further Adventures.
Additional Resources
5 Room Dungeons Guide Book
Roleplaying Tips #0469 - Your Teacher Was Right - How To Create Adventures With THe 6 W's
Roleplaying Tips #0634 - Adventures In Business - How To GM PC Entrepreneurs