Difference between revisions of "Market"

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'''Markets''' are [[Village|villages]], [[Town|towns]] and [[City|cities]] in the [[World (Alexis' game setting)|game world]] that set the market [[Price of Goods|price]] of goods and services locally. All prices are calculated through a [[Trade System|trade system]] that assigns [[References|regional production]] to specific Markets, that in turn send their production to other Markets. The space between markets, measured in ''days'' rather than linear distances, is used to calculate how much any given market is influenced by the '''availability''' set by other markets. Supply and demand is not measured, since the ebb and flux of prices was minimal in pre-industrial trade, and because the actual knowledge of how much supply is not needed to run a fantasy role-playing game.
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[[File:Market.jpg|right|700px|thumb]]
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'''Markets''' are [[Village|villages]], [[Town|towns]] and [[City|cities]] in the [[World (Alexis' game setting)|game world]] that determine the local price of goods and services. These prices are governed by a structured [[Trade System|trade system]], which links regional production to specific Markets, allowing goods to flow between them. Instead of measuring linear distance, the space between markets is calculated in [[Travel|travel]] days, representing the time required for goods to move from one market to another. This method determines how much a given market is influenced by the '''availability''' of goods from neighboring markets.
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Unlike modern economies, [[Quantity of Goods (trade)|supply and demand]] are not measured in this system. In a pre-industrial setting, price fluctuations were minimal over short periods, as markets operated on long-established trade routes and stable production patterns. Moreover, a precise understanding of stockpiles is not necessary for running a fantasy role-playing game.  Each market receives imports from [[Locating References (trade)|multiple sources]], creating a stable [[Pricing Equipment (trade)|pricing]] structure. However, drastic price shifts can occur when a specific good or service originates from only one market in a region. In these cases, the cost remains low at the source but increases dramatically the farther one travels from it. For example, [[Caviar|caviar]] packaged in [[Pirate Khanate of Astrakhan|Astrakhan]] is produced exclusively in that city. Since no other market provides caviar, it is inexpensive in Astrakhan, but its price rises steadily as it is [[Transport (trade)|transported]] further away.
  
Since a market imports goods (without concerning ourselves with how much) from multiple locations, the prices set are treated as stable.  Drastic changes in price over short distances occur when one market produces a good or service not produced anywhere else in the region, but can be bought cheap in the market of origin. For example, [[Caviar|caviar]] that is packaged in Astrakhan is made only locally; there is no other source for caviar anywhere in the game world. Therefore, caviar is cheap in Astrakhan; the further away from Astrakhan that the buyer travels, the greater the increase in price.
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== Buying and Selling ==
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For characters seeking to buy low and sell high, there are rules restricting the easy [[Selling Goods|sale of goods]] within a region unless the character possesses experience in [[Bartering (sage ability)|bartering]] or holds membership in a [[Guild|guild]]. Even with these advantages, there is always competition, as players will not be the only ones seeking to exploit a profitable trade opportunity. For example, those hoping to travel to [[Pirate Khanate of Astrakhan|Astrakhan]] and purchase bulk quantities of [[Caviar|caviar]] for resale will find most of the available stock earmarked for preferred buyers, leaving few openings for new investors. To break into a tightly controlled market, players must rely on ingenuity, connections and careful negotiation to secure favorable deals.
  
== Buying and Selling ==
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For [[Undeveloped Goods Prices (trade)|common goods]] such as [[Cereals|grains]], [[Timber|timber]], [[Iron Ore|iron]] and [[Ceramics (sage field)|pottery]], prices tend to remain relatively stable between markets, with only moderate regional variations. However, the highest concentration of industry and production is found in Europe. As one travels away from this economic center, the cost of high-quality [[Manufactured Goods (trade)|manufactured goods]] increases sharply until these products become entirely unavailable. Conversely, luxury commodities and rare raw materials — such as spices, tropical foodstuffs, incense, pearls and precious gems — can be acquired more cheaply in markets far from Europe, where they are produced in abundance.
For characters who wish to buy cheap and sell dear, there are rules that limit the easy [[Selling Goods|sale of goods]] in a region unless the character has experience in [[Bartering (sage ability)|bartering]] or is part of a [[Guild|guild]]. Even then, there is always competition; the players will not be the only persons to think of going to Astrakhan and buying as much caviar as they can, to sell it elsewhere.  Virtually all the bulk caviar sold in Astrakhan will be earmarked to preferred buyers, freezing out others who wish to invest.  Players must be clever if they wish to break into a tight market and become traders.
 
  
For the most part, the cost of common goods like grains, timber, iron, pottery and so on will remain fairly consistent from location to location, though some adjustment in price will be noticed.  Europe represents the lion's share of industry and production; movement away from Europe will see prices for high-quality manufactures increase until these things become unavailable.  Other raw goods, however, such as spices, tropical foodstuffs, incense, pearls or precious gems, can be found more cheaply in markets far from Europe.  There are over 800 different resources, services and products represented in markets; and there are more than a thousand markets in the game world that have been identified, in areas of the world that have been mapped. There are vast parts of the world that have not been mapped yet, along with types of products that have not yet been added to the general system. As these parts are added to the world, and to the system, prices rise or fall, depending on how each new place affects the previous balance of prices represented in local markets.
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The market system encompasses over 800 distinct resources, services and products, with more than a thousand identified markets across the game world in mapped regions. However, large portions of the world remain unmapped, and numerous additional products have yet to be integrated into the system. As new territories and trade goods are introduced, existing prices will shift accordingly, reflecting the changing availability of resources and regional market influences in real-time.
  
  
See Also,<br>
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See also,<br>
 
[[The Adventure]]<br>
 
[[The Adventure]]<br>
[https://tao-dnd.blogspot.com/2016/05/market-towns.html Market Towns (Tao of D&D)]
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[[Trade System]]
 
 
  
[[Category: Don't Review until 2022]]
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[[Category: Incomplete]]

Latest revision as of 22:00, 14 February 2025

Market.jpg

Markets are villages, towns and cities in the game world that determine the local price of goods and services. These prices are governed by a structured trade system, which links regional production to specific Markets, allowing goods to flow between them. Instead of measuring linear distance, the space between markets is calculated in travel days, representing the time required for goods to move from one market to another. This method determines how much a given market is influenced by the availability of goods from neighboring markets.

Unlike modern economies, supply and demand are not measured in this system. In a pre-industrial setting, price fluctuations were minimal over short periods, as markets operated on long-established trade routes and stable production patterns. Moreover, a precise understanding of stockpiles is not necessary for running a fantasy role-playing game. Each market receives imports from multiple sources, creating a stable pricing structure. However, drastic price shifts can occur when a specific good or service originates from only one market in a region. In these cases, the cost remains low at the source but increases dramatically the farther one travels from it. For example, caviar packaged in Astrakhan is produced exclusively in that city. Since no other market provides caviar, it is inexpensive in Astrakhan, but its price rises steadily as it is transported further away.

Buying and Selling

For characters seeking to buy low and sell high, there are rules restricting the easy sale of goods within a region unless the character possesses experience in bartering or holds membership in a guild. Even with these advantages, there is always competition, as players will not be the only ones seeking to exploit a profitable trade opportunity. For example, those hoping to travel to Astrakhan and purchase bulk quantities of caviar for resale will find most of the available stock earmarked for preferred buyers, leaving few openings for new investors. To break into a tightly controlled market, players must rely on ingenuity, connections and careful negotiation to secure favorable deals.

For common goods such as grains, timber, iron and pottery, prices tend to remain relatively stable between markets, with only moderate regional variations. However, the highest concentration of industry and production is found in Europe. As one travels away from this economic center, the cost of high-quality manufactured goods increases sharply until these products become entirely unavailable. Conversely, luxury commodities and rare raw materials — such as spices, tropical foodstuffs, incense, pearls and precious gems — can be acquired more cheaply in markets far from Europe, where they are produced in abundance.

The market system encompasses over 800 distinct resources, services and products, with more than a thousand identified markets across the game world in mapped regions. However, large portions of the world remain unmapped, and numerous additional products have yet to be integrated into the system. As new territories and trade goods are introduced, existing prices will shift accordingly, reflecting the changing availability of resources and regional market influences in real-time.


See also,
The Adventure
Trade System