"The economic system which dominates H�rn is an agrarian economy, mostly feudal in nature. The power of the H�rnic nobility is vested in its control of the agriculture which accounts for 80% of all economic activity and which involves 90% of its population."
Ecomomics article in CGI's HarnView, 1983
"Manor economics can be dealt with at various levels of complexity depending on the degree of authenticity required. A basic system is provided, but many optional rules are included to add detail and spice.
The system works by first generating a manor and then, if desired, filling out a Manor Budget each game year at harvest time."Manor Generation in CGI's H�rnManor rules system (#4751)
Because it focuses on the economics of the manor rather than regionally, one of the things left out of H�rnManor's considerations is a realtionship between supply and demand. One does not magically convert wheat into silver - one must first find someone who is willing to trade silver (or other goods or services) for something to eat. That relationship implies a limit on the amount of foodstuffs (and other commodities) a kingdom's manors can realistically produce - a limit driven by market forces rather than the availability of land or labor. Estimating this limit by estimating the demand market is probably the best way for GM's to tackle the "problem" of rich land-holders that can be caused by allowing unrestricted application of H�rnManor's basic system. As a fringe benefit, it will also allow the GM to understand (or create) local patterns of trade in basic commodities.
Daily Bread | |
Coming Soon Drink - Ale & Wine | |
Coming Soon Salt | |
Coming Soon Fabric & Clothing | |
Coming Soon Horses & Oxen | |
Coming Soon Other Commodities |