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Optional: Trading

Optional: Trading System

 

Preface

 

This simple trading system is optional for usage in iRP/AC. Players can use it at will to standardize and maybe ease their roleplays and maybe shortcut some plays or feel better when dealing with NPCs.

The official iRP/AC Dice HUD is available in the landing hub of the sim. Only this iRP/AC Dice HUD may be used for any kind of dice rolls on iRP/AC. Usage of any other dice HUDs, prims or similar will be considered cheating.

 

Trading Basics

 

    • Trading Basics.
      Basically trading in the post apocalyptic world of iRP/AC is an exchange of goods and services the rate for which depends highly on supply and demand, offer and need. Rights are rarely traded, unless they can be executed once and at once, as that often means the requirement of having a few bullies to underline one's right - barely anyone trusts the next one, and near all are so opportunistic that breaking contracts in moments of feeling superior is not a rare event.
      In iRP/AC the trade system can be used to ease and standardize trading so a player can focus on other contents of roleplay - if their RP partners agree. Basically it works like this: Items of certain categories are acquired by scavenging, hunting or other trades, maybe even theft and murder. Below the basic exchange rates based on "Gewgaw", random finds, can be found. Depending on the quality of the item one holds and the demand for the item one offers or requests, a final exchange rate is calculated or estimated.
       
    • Honor & Honesty.
      This optional system, as well as the other optional systems (e.g. scavening, hunting), are honorbased systems. As they are not mandatory, inventory of a character is not being technically surveilled or kept, e.g. by HUD. This was decided against as it is commonly in SL either ignored or limits players in their creativity too much. Due to that though, we ask anyone who uses these systems to keep track of their inventory (e.g. in a NC) and handle it fairly. So for example, food could go to seed over time if not consumed, and handing over always only the radiated water when trading - which a character usually does not know - would be unfair to others.
       
    • Currencies.
      The world of iRP/AC does not have any paper or coin based currencies anymore, neither credit cards, bitcoins or likewise digital currencies. While single settlements of the iRP/AC world, far, far away from Seattle, may have established some kind of standardized trade exchange good, in the area of Seattle it is "item for item", "item for service" or "service for service" exchange. Nevertheless people of the area do cluster different categories of goods so that they get an idea about the comparable value. Everything is in demand some way or the other, some more, some less, some more here and less there or more now and less tomorrow. These category clusters are:
      - Ⓖ: Gewgaw (basic unit for price comparison)
      - Ⓢ: Scrap (usually mechanic, technical, electronical stuff or tools, avg. 5 pounds)
      - Ⓧ: Services (various services executed, e.g. recharging batteries, organizing something (dangerous to trivial), delivering a message, sex, killing someone, etc.)
      - Ⓐ: Ammunition
      - Ⓔ: Energysource (car battery, accumulator battery, etc.)
      - Ⓕ: Food
      - Ⓛ: Lifestock (living animal / living human, pet, slave, etc.)
      - Ⓜ: Medications / Medical equipment
      - Ⓞ: Oil, Gasoline (a.k.a. Guzzoline, also Diesel, Grease, etc.)
      - Ⓡ: Raw Resources / Materials
      - Ⓦ: Water.
       
    • Quality, Supply & Demand.
      Item quality can make the value of a trade good differ of course. This counts foremost for items. Services depend on the skill and will of a service provider. Other items like food may go to seed and decrease in quality level over time. Then also some items may be announced as being better than they are in real, or the bad quality just cannot be easily seen (e.g. the radiation of water, the spore infection of food, etc.). Characters need to be careful, and often take risks, but that is the post apocalyptic world. The following price modifications based on quality level are in place:
      - Value *5: ITEM: intact / FOOD: healthy/alive / WATER: fresh/untainted
      - Value *2: ITEM: worn/dirty/bloody / FOOD: dead & rotten / WATER: moldy/stale
      - Value *1: ITEM: rusted/damaged/slightly ripped / FOOD/WATER: slightly radiated/infected
      - Value *0.5: ITEM: broken/ripped / FOOD/WATER: radiated/infected
      - Value *0.1: ITEM: destroyed/shredded/burned / FOOD/WATER: deadly radiated/infected
      Also supply & demand changes the value and trade price of an item. Seen from the demand side, these factors are:
      - Value *0.1 - *0.5: low demand
      - Value *1: medium demand
      - Value *1.5 - *3: high demand
      - Value *5 - *10: life depending
      - Value *5 - *10: ADDITIONALLY, if the trade partner is an enemy or else highly disliked (this stacks with the above demand levels).
       
    • Estimated & Rough Exchange Rates.
      To not have to bring complicated tables, it is assumed that Gewgaw is the base for all exchange rates. So the rates will compare to that:
      - for 1 Ⓖ one gets 1 Ⓖ
      - for 1 Ⓢ one gets 3 Ⓖ
      - for 1 Ⓐ one gets 3 Ⓖ
      - for 1 Ⓔ one gets 3 Ⓖ
      - for 1 Ⓕ one gets 2 Ⓖ
      - for 1 Ⓛ one gets 15 Ⓖ
      - for 1 Ⓜ one gets 10 Ⓖ
      - for 1 Ⓞ one gets 2 Ⓖ
      - for 1 Ⓡ one gets 1 Ⓖ
      - for 1 Ⓦ one gets 2 Ⓖ
      - Services (Ⓧ) are varying strongly, depending on the kind of service.
       
    • Dangerous Traveling.
      Being out in the open in a post apocalyptic world is often extremely dangerous. While Water (Ⓦ) and Food (Ⓕ) are always in high demand in New Seatown, and Gasoline (Ⓞ) and Ammunition (Ⓐ) is always in high demand in the Forests, just merrily walking back and forth is very unlikely. If it was easy, all IC people would just go to get their own raw materials and stuffs in the other areas.
      In fact, moving from city to forest or vice versa, a character has to travel 60 miles, partly on roads, partly through wilderness, which alone, by foot, is a 1-2 days long journey. In addition they need to walk carefully, as they have to cross the turf of the savage and partly cannibal hunters, the Emerald Tribe, and also the raider punks of the Queen Riot Seahawks waylay here and there on this 60 miles distance, on the city side towards Seattle. And on the forest side of this 60 miles distance small herds of Zombies/Infected roam that may force a character to drop items so they can run away faster.
      This is of course also optional and for the case that a player should want to include this level of realism to their roleplay: All these dangers result in a 50% chance (1-50 on the iRP/AC dice HUD) to be stripped of all trade goods a character or group of characters carries for the purpose of trading, respectively their scavenge findings and their hunted prey. Using a vehicle to pass the 60 miles reduces that risk by 20% points, and each comrade one travels with reduces the risk by 10% each in addition.