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Coins: The Currency of Adventure

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

In the worlds of Alacrity, adventurers will seek fortune, barter for goods, hire services, and manage the spoils of their exploits. This section details common currency, how characters begin with starting funds, and provides Game Masters with guidelines for pricing items and considering the physical reality of wealth.

Standard Coinage and Values

While specific names and types of coins can vary greatly depending on the kingdom, empire, or setting your game takes place in, many fantasy worlds conduct trade using standardized coins minted from precious metals. A common convention uses the following hierarchy:

Standard Exchange Rates
Unless otherwise specified by your Game Master for your specific setting, the typical exchange rate is decimal:

A Note on Setting-Specific Economies: This system (PP, GP, SP, CP with a 1:10 ratio) is a common baseline for familiarity. Your specific campaign setting might use entirely different currency names (e.g., Crowns, Marks, Credits, Guilders), different exchange rates, emphasize barter for certain goods, or use other forms of wealth like trade bars, gems, or even letters of credit. Always adapt these general guidelines to the specific economic details of your game world.

Starting Wealth

Just as starting Experience Points reflect initial training, starting wealth determines the equipment characters can afford at the beginning of their adventures. This amount typically represents pocket money, savings, or funds gathered before setting out. Like starting XP, the amount of starting wealth depends on the campaign’s agreed-upon power level:

Players should use these starting funds to purchase their initial weapons, armor, adventuring gear, and other necessities from the lists provided. Remember to keep track of expenditures! Characters might also possess other non-liquid assets or specific items based on their Background (see Chapter 4: Character Origins), as developed with the GM, but this amount represents readily available cash.

GM Guidance: Crafting Your Game’s Economy

Beyond the listed items, you’ll often need to determine prices for unique goods, services, or treasures. The following guidelines can help create a relatable and functional economy.

Relatable Pricing – The “$1 USD ≈ 1 CP” Rule of Thumb

To make pricing intuitive, you can establish a rough purchasing power equivalent between your game currency and modern US dollars. A simple and effective baseline is 1 Copper Piece (CP) ≈ $1 USD. This naturally leads to: 1 Silver Piece (SP) ≈ $10 USD; 1 Gold Piece (GP) ≈ $100 USD; and 1 Platinum Piece (PP) ≈ $1000 USD.

(Context: If you care about a pseudo-realistic gold standard, with gold at ~$3,400 USD/ounce, a GP representing ~$100 USD in value would conceptually contain about 0.03 troy ounces of actual gold. However, for gameplay, the direct purchasing power equivalence is more important than precise metallurgy.)

With this, GMs can quickly price common items:

1. Think of a Comparable Modern Cost: What would a similar, everyday item or service cost in USD today? For instance, a decent beer at a pub might be ~$6 USD; a simple loaf of artisan bread ~$4 USD; or a night’s basic lodging ~$25 USD.

2. That’s its Price in Copper Pieces (CP): The USD amount is its approximate price in CP. So, the beer would be 6 CP, the loaf of bread 4 CP, and the basic lodging 25 CP (or 2 SP 5 CP). A simple shortsword, if considered comparable to a functional modern tool costing ~$150, would be 150 CP (15 SP, or 1 GP 5 SP).

Handling Very Inexpensive Items (“Bits”)

For items valued at much less than $1 USD (e.g., a single apple):

Optional: Labor Costs, Daily Equivalents, and Economic Disparity

To add depth, especially in settings with wealth disparity, consider labor costs based on a 10-hour workday.

Establishing a Basic Labor Rate (per 10-hour day): In an economy where unskilled labor is abundant and inexpensive (akin to a pre-industrial or “serf-like” setting), an example rate might be 10 to 20 Copper Pieces (CP) per 10-hour day (which, in our model, is ≈ $10-$20 USD for a full day’s hard work).

Pricing Goods Based on Labor: The cost of many common goods is influenced by labor. A rough idea: Cost of Item ≈ (Labor Days to Make) x (CP per Day for Labor Type) + Material Cost. (For tasks shorter than a day, use fractions of the daily rate).
Example (Simple Clay Pot, ~2 hours work): Unskilled Potter’s Labor (0.2 days * 10-20 CP/day) = 2-4 CP. Add minimal material costs (<1 CP), total price: perhaps 3-5 CP.
Example (Basic Iron Dagger, ~5 hours work): Apprentice Smith’s Labor (e.g., at a rate of 30-50 CP/day for semi-skilled work) for 0.5 days = 15-25 CP. Add material costs (e.g., 4 CP), total price: around 19-29 CP (or ~2-3 SP).

Implications for a “Serf-Like” Economy:

Skilled vs. Unskilled Labor (Example Daily Rates in CP for a 10-hour day):

This “labor days” approach adds depth when pricing services or unique crafted items, highlighting economic disparities.

The Physical Weight of Coins

To make wealth tangible and its transport a logistical consideration:

Crucial: Game World Adjustments!
The guidelines above are for establishing a relatable baseline. You must adjust prices to reflect your specific game world:

Ultimately, the goal is a currency system that feels consistent within your world, allows for meaningful player choices regarding their resources, and doesn’t bog down gameplay with overly complex calculations. Use these guidelines as a starting point and tailor them to your campaign.

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File Created: 05/06/2025
Last Modified: 05/06/2025