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<page>

<title>Spicing up Transactions</title>

<summary>Some suggestions to make buying stuff not so
boring.</summary>

<fantasy>
  
  <dramaticDescription>An apothecary's hovel, on the edge of the city
  of Manford.  A transaction is taking place.</dramaticDescription>

  <p>&quot;That will be 14 Ladies please, m'lord.&quot;</p>

  <p>&quot;What?  But that's outrageous!  I could buy a fine sword for
  that!&quot;</p>

  <p>&quot;Well, you can always take your business
  ...elsewhere.&quot;</p>

  <p>&quot;No!  I mean, no, that's quite all right.  I didn't... I
  mean, I was just surprised, that's all.&quot;</p>

  <p>&quot;The payment, then?&quot;</p>

  <p>&quot;Well, all I have on me, besides loose change, that is, is
  this coin bundle.&quot;</p>

  <p>&quot;Whose seal?&quot;</p>

  <p>&quot;Greenmercer's, I think... yes.  Greenmercer's.&quot;</p>

  <p>&quot;I'll take that then.  What's inside?&quot;</p>

  <p>&quot;Um... says here, '2 Eagles'.&quot;</p>

  <p>&quot;Alright, then.  I'll give you your change ... 9
  Ladies&quot;</p>

  <p>&quot;Thank you, kind sir.&quot;</p>

  <dramaticDescription>The young man leaves the hovel, and strides off
  into the night, hand protectively covering his new
  vial.</dramaticDescription>

</fantasy>

<head>Introduction</head>

  <p>Ever get bored of every commercial transaction in your game world
  taking place as though the player just stepped into your local
  convenience store?  Why, even in convenience stores, the teller
  occasionally runs out of change, and usually can't take $500
  bills.</p>

  <p>Well, I've become bored of this state of affairs, and so propose
  some ways of spicing up commercial transactions in fantasy game
  worlds.</p>

<head>The Shortage of Currency</head>

  <p>Throughout most of medieval history, most countries were
  perpetually short on specie (that is, actual coins).  Because the
  idea of token-based currency (where the metal in the coin was worth
  less than the value of the coin) hadn't caught on yet, if there
  wasn't enough precious metal to make coins, you didn't make
  coins.</p>

  <p>The principle consequence was that coins just weren't used for
  most small transactions.  Alternate schemes were needed, such as
  barter, described in the next section.</p>

  <p>Even if the transaction wasn't being conducted with barter, it
  was very unlikely that a merchant would have exact change for a
  transaction.  You would end up making a one-time agreement for the
  purchase price, based on coins that you had, and coins that the
  merchant happened to have.  A receipt (or bill of sale) was a good
  idea.</p>

<head>Barter</head>

  <p>Probably the easiest way to spice up a campaign's economics is to
  introduce barter.</p>

  <p>Introducing barter is easy: a merchant can refuse payment in
  coins, or the characters may not have enough coin to make a
  purchase.  The merchant suggests something else, and haggling
  begins.  Relative values of items are straightforward: the list
  price of the item sets its value.</p>

  <p>There are many reasons why a barter transaction may be preferable
  to a merchant.  One is fear of the use of counterfeit or foreign
  coins, which is compounded in rural areas where few coins are ever
  seen.  Another is the sheer lack of currency.  Whole communities
  might forgo the use of coins as a matter of course, because no coins
  are ever seen, and trying to use one in the community is just
  wierd.</p>

  <p>Haggling with barter is a lot more interesting and exciting than
  haggling with money.  Characters can suggest items that they have,
  the merchant can suggest items that they see, or throw in extra
  items.  Contrast this with sterile coinage, which always follows the
  same pattern: the buyer climbs numerically, the seller descends
  numerically, until the midpoint is reached.  &lt;yawn&gt;</p>

  <p>Another advantage of barter is that in many (and some would say,
  the most successful) transactions, both the buyer <em>and the
  seller</em> can walk away, each thinking they got the best of the
  deal.  The same item can be worth differing amounts to differing
  people.</p>

<head>Counterfeit and Underweight Currency</head>

  <p>Whenever there are coins, there are those who try to take
  criminal advantage of the coin system.  Here are some ideas:</p>

  <ul>

    <li><p>A practice known as 'dusting', where the criminal places a
    number of gold coins in a bag, shakes the bag for a while, and
    then carefully removes the coins.  Remaining in the bag is a small
    amount of gold dust.  This is removed, and the dust is sold or
    used.  The coins are a trifle lighter.  Other metals may work with
    dusting also.</p></li>

    <li><p>Slicing off small amounts of gold around the edge of the coin.
    This is more detectable than dusting, but the criminal also gets
    more gold.  It also works well with the more common silver coins.
    The resultant coins are a trifle lighter, and often have teltale
    marks on the edge where the knife has left impressions.  Very few
    medieval mints have the sophistication to put little ridges around
    the coins to detect this, as we do with modern coins.</p></li>

    <li><p>If some character deposits money for any reason, or leaves it
    in safekeeping with a moneylender, the she will often get back a
    less valuable coin (i.e. - one which is more worn, and thus is
    lighter) than the one she left on deposit.  This is a common
    technique for making extra money.  Some people grave their
    initials onto coins before depositing them to ensure that the same
    coins are returned, but this isn't always possible.</p></li>

    <li><p>A simpler technique than forging new coins is to take lighter,
    foreign coins, and stamping them with a facsimile of the symbol
    used to allow foreign coins to be used interchangably with local
    coins, if such an image exists.  This can be very difficult to
    detect.</p></li>

    <li><p>Outright counterfeiting is rare, but it happens.  Typically,
    this requies somebody skilled in metallurgy who can mix silver and
    other metals to make less pure coins.  These coins can then be
    used.  It is very difficult to make coins in this manner that
    weigh the same as the original coins.  Also, often the images on
    the counterfeit coins are different than those of real ones.</p></li>

  </ul>

  <p>There are various means by which counterfeiting is detected, but
  most commonly, the merchant uses a scale or balance to weigh all
  coins used in a transaction.</p>

<head>Bills of Sale</head>

  <p>The introduction of bills of sale can make an economic
  environment very interesting.</p>

  <p>Keep in mind that most merchant-types are motivated by greed, and
  many of them wouldn't think twice before cheating a customer, if
  they felt they could get away with it.</p>

  <p>Note also that counterfeit and underweight coinage might not be
  unusual (see above), and so merchants always eye any coinage they
  receive with suspicion.</p>

  <p>Bills of sale protect everybody involved in a transaction from
  foul play.  With a bill of sale signed by both parties held by both
  parties, either can approach a magistrate or local law official with
  the bill of sale and the goods and declare foul play.</p>

  <p>Without a bill of sale, false claims can be made, false bills of
  sale can be forged, improper trade can be conducted: and it is very
  difficult for a judge to do anything about it.  Caveat emptor.</p>

<head>Low-quality merchandise</head>

  <p>We have become accustomed to the late twentieth century, in which
  all goods are branded, and large corporations can be held
  accountable for poor quality merchandise.  We may complain about the
  quality of goods going down year by year, but we at least have the
  safety of accountability.</p>

  <p>One of the oldest ways for merchants and craftsmen to cheat their
  customers is to sell low-quality merchandise for a high price,
  claiming that the merchandise is high quality.  Without a bill of
  sale, little can be done.</p>

  <p>Stale fish made rosy with sheep's blood, dry cheese made moist
  again by soaking it in wine, gray hairs on a horse darkened with ink
  and charcoal dust, all of these scams have been perpetrated on
  customers in the past.</p>

  <p>Thus, for a really good time, make a bunch of things that the
  players purchased without bills of sale be of less-than-ideal
  quality.  That rope they bought to scale the castle wall frays and
  snaps.  The harness they just bought wears through.  Iron is rusted
  out in the center, making it brittle.  When they demand justice,
  inform them that without a bill of sale, there is little they can
  do.</p>

<head>Sealed Money</head>

  <p>One step along the historic road to token-based money was the idea
  of sealing money into a bag using the seal of a well-known
  personage.  As long as people recognize the seal and trust that he
  would not cheat anybody, the bag can be passed from hand to hand
  without ever being opened.</p>

  <p>There are advantages to this.  One is to protect the coins from
  excessive wear, thus maintaining their value.  Another is to keep
  the money safe from those who would 'dust', or 'skim' it.</p>

  <p>It also, of course, opens the doors to abuse.  A well-known and
  wealthy merchant may plan a long-deserved vacation in a distant
  country after issuing a large number of sealed bags of coins
  containing lead, rather than gold.</p>

  <p>In practice, however, this happens rarely, since a man's
  reputation is on the line.  Thus, the system works remarkably
  well.</p>

<head>Foreign Coinage</head>

  <p>When travelling to far-off countries, a common anachronism for
  game masters to allow is that these countries either use the same
  currency, or that their merchants are willing to accept foreign
  coins.</p>

  <p>Historically, however, this was not the case, and coins would
  have to be traded in at a loss at a moneylenders.  Merchants may
  also accept foreign coins, if the characters are in a hurry, but at
  an even more exorbitant rate.</p>

  <p>Some countries also allow foreign coins to be stamped for
  circulation within their domain.  A fee is typically charged for the
  stamping, however (usually not more than 10% of the value of the
  coins)</p>

<head>Transactions in Foreign Lands</head>

  <p>Keep in mind that many of the people in a Medieval society
  dislike foreigners on principle, and wouldn't think twice about
  cheating them.  This is even more likely if the local law
  enforcement has similar opinions about foreigners.</p>

  <p>An easy tactic to use is after a transaction is completed, the
  merchant accuses the character of having failed to pay.  If the
  character refuses, she finds that nobody is willing to stand up for
  her.  She must either pay again or be punished by the law.</p>

<head>Purchase Taxes</head>

  <p>Some governments levy a tax on all trade within their kingdom by
  placing a tax on every transaction.  This can come as an exciting
  surprise for characters in a new country.</p>

  <p>A good source of ideas for taxation can be found in our own
  world.  Taxes for carrying goods across borders, taxes on every
  purchase, taxes on income, ... all these are common, and can be made
  part of a fantasy roleplaying world.</p>

</page>
