9.2 Trade and Money
In any one World, there may be any number of financial systems in operation. The simplest system is barter. In a barter system, trade is conducted on the basis of a certain amount of goods being traded for a certain amount of another commodity, with the value of the traded goods being approximately equal (or with one side, perhaps, making a `profit'). In a barter system it is natural to haggle with your trading partner, to insure the best possible deal. Barter systems tend to exist in isolated communities, where the concept of money is either unheard of or unrealistic because of the small number of people in the area. It also exists in communities that are basically self-supporting, as people will exchange some of what they make for what they need from someone else.
More advanced than simple barter is a quasi-barter system. This is similar to barter in that supposedly equal values in goods are exchanged, but here there is something to scale that trade. For example, the value of any one object may be given in cows. You would not normally use a cow as a unit of currency but, by evaluating an item's worth against a common scale, it is (in theory) a fairer system. If one item is worth three cows, and another worth one cow, you expect to exchange three of the latter for one of the former.
Hard currency is a simple progression of the quasi-barter system where the rating scale is something which is readily portable such as metals. In a basic money system, the value of an item is usually expressed by a certain weight in (valuable) metals. It is then common for the metal to be moulded into disks, or rectangular platters. These are easy to carry, and aid in calculating value, because each is of a particular size and hence weight. Whilst metal was very common in our history, there is no reason why a rare wood, stone, gem or other substance could not be used as a coin.
Regional currency is the next step, where a country produces tokens to represent value but the tokens have a higher value than the materials they are made from. These tokens may be stone, wood, paper or metal, and of practically any shape (although round, round with a central hole, and rectangular are most common), but must be sufficiently intricate that forgery is at least difficult. Once finances have reached this degree of abstraction, it often becomes difficult to use one form of currency outside of its country of origin. Money exchangers often exist to change from one currency to another, taking a cut of the amount exchanged. For regional currency to come into widespread use, a strong legal system is also required.
Finally, credit takes the abstraction one step further. Here the tokens themselves have become abstract. A person's financial status is recorded somewhere, but does not exist in a tangible form. Whilst this is the state of modern finances (more or less), most fantasy games will not have to deal with the abstracts of credit and commerce.
9.3 Starting Funds
It is expected that beginning characters will already possess a certain amount of equipment and money. Avatar provides no rules for determining how much a person owns, as this will depend on who the character is and what world they are in. As a result, players are at liberty to choose any equipment they consider appropriate for themselves (at the GM's discretion). Similarly, the GM should decide in each individual case how much money the character has.
9.4 Equipment
The following pages contain a list of suggested prices for various items of equipment which characters might want. GM's are encouraged to alter these prices as they wish. It is assumed that all characters begin with a full set of clothing. The clothing list is provided for the purpose of reference, and for when a character wishes to buy clothing later in their career.
9.5 Equipment Cards (Optional)
To aid in keeping track of the locations of equipment, it is suggested that every item of equipment is written onto a piece of paper or cardboard, with containers such as saddle bags and back packs, being represented by labelled envelopes. This system makes it easy to determine where equipment is at any one time.
Items which are being held in the person's hands are visible at all times. This in itself helps to prevent any ridiculous situations, such as a person armed with a long sword and a shield who is also holding a lantern.
Whilst this system requires a certain investment of time and energy, it does add to game play, and also lends a more tangible dimension to the concept of equipment than a simple list does. There are also other benefits, which become evident during play, such as concealment of a person's possessions from the rest of the group.
Table 54: Weaponry