History Main / KarlMarxHatesYourGuts

28th Nov '15 4:36:00 PM nombretomado
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* Averted in ''SecretOfEvermore'': In the same bazaar where you get the trading quest chain, there are loops that allow you to gain money (by buying cheap goods, trading those goods for more expensive goods and then selling the more expensive stuff to an appraiser).

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* Averted in ''SecretOfEvermore'': ''VideoGame/SecretOfEvermore'': In the same bazaar where you get the trading quest chain, there are loops that allow you to gain money (by buying cheap goods, trading those goods for more expensive goods and then selling the more expensive stuff to an appraiser).
21st Nov '15 6:58:43 PM Deblin
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Often a JustifiedTrope in {{RPG}}s, since no matter how much the player is [[FridgeLogic obsessing over the profitability of various sales]], the character is most interested in pursuing the plot or his profession as an adventurer and has little interest in trade and Return on Investment metrics. It can also be used as an AcceptableBreakFromReality, with the prices representing what the character is willing to accept and the designers kindly cutting out the hours he spent wandering the city looking for an inn that only charged what he considers a fair price.
12th Jul '15 4:24:17 PM Aquillion
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This can also, ironically, overlap with AdamSmithHatesYourGuts when there is both a single price no matter where you go and that price rises as you move along (or a variation on that scheme).

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This can also, ironically, overlap with AdamSmithHatesYourGuts when there is both a single price no matter where you go and that price rises as you move along the plot progresses (or a variation on that scheme).
21st Jun '15 6:23:21 PM nombretomado
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* ''KingdomOfLoathing'' has a "mall" where players can sell items to other players. This trope often ends up being invoked, because all items have a minimum sale price (100 Meat or twice the [=NPC=]-sell price, whichever is higher), and for most items, the ideal price (where demand matches supply) is much less than this. Selling these forcibly overpriced items in the mall is impossible, unless you spend ridiculous amounts of money on advertising so that your store appears above the thousands of other stores selling the same thing at the same price. Even then, there's usually no way to sell such items for more than you paid for them elsewhere. (Through the mall, at least. The best way to sell such items is by looking up who has the most of them in their public Display Case, and individually ask them whether they want to buy your stock directly, without involving the Mall.)

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* ''KingdomOfLoathing'' ''VideoGame/KingdomOfLoathing'' has a "mall" where players can sell items to other players. This trope often ends up being invoked, because all items have a minimum sale price (100 Meat or twice the [=NPC=]-sell price, whichever is higher), and for most items, the ideal price (where demand matches supply) is much less than this. Selling these forcibly overpriced items in the mall is impossible, unless you spend ridiculous amounts of money on advertising so that your store appears above the thousands of other stores selling the same thing at the same price. Even then, there's usually no way to sell such items for more than you paid for them elsewhere. (Through the mall, at least. The best way to sell such items is by looking up who has the most of them in their public Display Case, and individually ask them whether they want to buy your stock directly, without involving the Mall.)
13th Jun '15 7:21:38 PM Prfnoff
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* Followed fairly straight with the regular merchants, but averted with the robot traders on [[{{Anachronox}} Sender Station]]. (They're not trading in robots, they're actual robots who trade stuff.) They only trade various useless luxury items (and also lifepetals, but you need them for other things) but each have different price listings. Simply buy as much as possible of a ware where it's cheap, then hoof it over to the one who buys it for a high price. Then repeat, but now you can buy even more. If you can stand the repetitive clicking, you can make your party economically independent in less than thirty minutes. And you can always go back if you need more.

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* Followed ''VideoGame/{{Anachronox}}'' follows this fairly straight with the regular merchants, but averted averts it with the robot traders on [[{{Anachronox}} Sender Station]].Station. (They're not trading in robots, they're actual robots who trade stuff.) They only trade various useless luxury items (and also lifepetals, but you need them for other things) but each have different price listings. Simply buy as much as possible of a ware where it's cheap, then hoof it over to the one who buys it for a high price. Then repeat, but now you can buy even more. If you can stand the repetitive clicking, you can make your party economically independent in less than thirty minutes. And you can always go back if you need more.
30th Mar '15 10:09:18 AM nombretomado
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* Similarly semi-averted in the ''EscapeVelocity'' series. While ship upgrades cost the same wherever they are available, trade goods are available for different prices on different planets, and random events can drive the prices further up or down. Certain routes are known to be such good money generators that cargo space itself will quickly become the limiting factor in how rapidly you can accumulate wealth (with a 50% margin between buying at "lower" and selling at "higher" it becomes a matter of finding an expensive enough good to fill your hold with for it to even be worth your time later on).

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* Similarly semi-averted in the ''EscapeVelocity'' ''VideoGame/EscapeVelocity'' series. While ship upgrades cost the same wherever they are available, trade goods are available for different prices on different planets, and random events can drive the prices further up or down. Certain routes are known to be such good money generators that cargo space itself will quickly become the limiting factor in how rapidly you can accumulate wealth (with a 50% margin between buying at "lower" and selling at "higher" it becomes a matter of finding an expensive enough good to fill your hold with for it to even be worth your time later on).
28th Feb '15 7:37:55 AM SeptimusHeap
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* Nook and Able stores in ''AnimalCrossing'' series [[WeBuyAnything buy everything]] for one-fourth the selling price. In games with the periodic "Flea Market" event, NPC neighbors will pay about twice that. With the exception of white turnips and fruit, which are hard to take advantage of without [[SocializationBonus multiple systems and multiple copies of the game]], the price for everything is the same in every town. So the primary way to make money is to pull VendorTrash off the trees or [[FishingMinigame out of the river]], and that's [[AntiPoopSocking rate-limited]] by the [[InUniverseGameClock system clock]].
* ''{{Aerobiz}}'': Though you can sell old aircraft to "World Lease" at half-price, you can never purchase any used aircraft to bolster your fleet, and all aircraft are sold at a fixed price which never moves even as the design ages.
* The trade system in {{Pharaoh}}. Caravans come to and fom the city, so the prices for buying and selling items are fixed (unless Ra is available for worship, one of his blessings lets you sell at 150% for a while), and while you can import items and sell them later, the result will always be a net loss (unless you've somehow obtained more than you started with, through the generosity of your neighbors). However, one of the main ways you're supposed to make money is to buy raw materials (clay, barley, straw...) and sell the (much more expensive) finished product (pottery, beer, meat, bricks...) via RefiningResources.

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* Nook and Able stores in ''AnimalCrossing'' ''VideoGame/AnimalCrossing'' series [[WeBuyAnything buy everything]] for one-fourth the selling price. In games with the periodic "Flea Market" event, NPC neighbors will pay about twice that. With the exception of white turnips and fruit, which are hard to take advantage of without [[SocializationBonus multiple systems and multiple copies of the game]], the price for everything is the same in every town. So the primary way to make money is to pull VendorTrash off the trees or [[FishingMinigame out of the river]], and that's [[AntiPoopSocking rate-limited]] by the [[InUniverseGameClock system clock]].
* ''{{Aerobiz}}'': ''VideoGame/{{Aerobiz}}'': Though you can sell old aircraft to "World Lease" at half-price, you can never purchase any used aircraft to bolster your fleet, and all aircraft are sold at a fixed price which never moves even as the design ages.
* The trade system in {{Pharaoh}}.VideoGame/{{Pharaoh}}. Caravans come to and fom the city, so the prices for buying and selling items are fixed (unless Ra is available for worship, one of his blessings lets you sell at 150% for a while), and while you can import items and sell them later, the result will always be a net loss (unless you've somehow obtained more than you started with, through the generosity of your neighbors). However, one of the main ways you're supposed to make money is to buy raw materials (clay, barley, straw...) and sell the (much more expensive) finished product (pottery, beer, meat, bricks...) via RefiningResources.



* In ''DungeonsAndDragons,'' everyone uses the same currency and goods tend to cost the same everywhere. Pretty much an AcceptableBreakFromReality given how much trouble having to exchange bits of your vast fortune everytime you left the country would be. Not to mention that sheer amount of [[FridgeLogic head-scratching]] that goes into a spell that costs "20,000 gold pieces worth of diamonds" when the amount of actual diamond that is varies wildly depending on how you calculate it.

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* In ''DungeonsAndDragons,'' ''TabletopGame/DungeonsAndDragons,'' everyone uses the same currency and goods tend to cost the same everywhere. Pretty much an AcceptableBreakFromReality given how much trouble having to exchange bits of your vast fortune everytime you left the country would be. Not to mention that sheer amount of [[FridgeLogic head-scratching]] that goes into a spell that costs "20,000 gold pieces worth of diamonds" when the amount of actual diamond that is varies wildly depending on how you calculate it.
13th Jan '15 4:53:08 PM PilotSolaris
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* Completely averted in ''{{Elite}}'', which is [[SimulationGame kinda the point of the game]].

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* Completely averted in ''{{Elite}}'', ''VideoGame/{{Elite}}'', which is [[SimulationGame kinda the point of the game]].
8th Nov '14 11:35:48 PM Underachiever
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*** Specifically player characters actually are expected to acquire magic items over the course of their career; there's even a bit of a magic-items-by-level formula for that in the ''Dungeon Master's Guide''. The twist is that the DM is also encouraged to make those supposedly randomly found items ones the group actually ''can'' use (otherwise why count them towards the quota?)...which is something that "official" modules, necessarily written without foreknowledge of who'll end up running through them exactly, naturally have trouble with.
31st Oct '14 11:12:01 AM Chabal2
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* The trade system in {{Pharaoh}}. Caravans come to and fom the city, so the prices for buying and selling items are fixed (unless Ra is available for worship, one of his blessings lets you sell at 150% for a while), and while you can import items and sell them later, the result will always be a net loss (unless you've somehow obtained more than you started with, through the generosity of your neighbors). However, one of the main ways you're supposed to make money is to buy raw materials (clay, barley, straw...) and sell the (much more expensive) finished product (pottery, beer, meat, bricks...) via RefiningResources.
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