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Making coins
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Hexbreaker
Level 1
Joined: Oct 01, 2009
Posts: 5
Location: Atlanta/West Georgia
Posted: Thu Oct 01, 2009 7:59 am
Post subject:
for silver coins it should be easy enough to ask any electrician for the "slugs" from junction boxes, then stamp them...
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Tailanna
Level 4
Joined: May 21, 2004
Posts: 221
Location: Seattle, WA, USA
Posted: Thu Oct 01, 2009 10:17 am
Post subject:
That's an interesting idea, but the stamping part sounds tedious if your making a lot of them.
There are coin companies that make custom tokens, but they tend to be expensive...
Video game and slot machine tokens could also work, but the source isn't reliable.
*sigh* coins are pretty tough, aren't they? heh
_________________
Club Crimson: a Vampire Nerf game -
http://www.biomechine.net/clubcrimson/
Frontiers: a Western Steampunk game -
http://www.biomechine.net/frontiers/
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RyanPaddy
Level 8
Joined: Jul 12, 2002
Posts: 1060
Location: Auckland, New Zealand
Posted: Thu Oct 01, 2009 2:40 pm
Post subject:
It's a fair comment that economies can go badly wrong in a larp. Especially because many larps are based on the entirely bogus D&D "economy" of loot-and-spend.
But a well designed persistent economy is possible. Or an entirely fake economy, with coins only present to contribute to a medieval or pseudo-medieval atmosphere.
Here's one approach to having a persistent economy that works if the game is largely about PC interaction with few-to-no NPCs:
* The currency that players start with is the only currency introduced. There are no monsters to loot, no treasure to uncover unless its from other PCs.
* The purpose for the currency is for trade with other PCs.
* There is some sort of drain for currency to make up for new currency arriving on new characters. This drain could exist in downtime between games, so that NPCs are not required to enact it.
As for fake economies, the approach I've used is to not have currency accumulate between games (i.e. currency is not persistent). Characters have a resource stat that they re-spend on re-buying their equipment for every game. Coins in game are mostly for atmosphere, although they may have purposes.
In the game I ran with a non-persistent economy, coins could be consumed to fuel alchemical magic. So players started with some coins, some could be looted, and many got spent on making healing and buffing potions. PC alchemists would just give coins that had been consumed to a GM next time they saw one. In theory, that sort of magical currency consumption could also work as an in-play "drain" in a game with a persistent economy. I've got plans for something of that sort, with a sort of supernatural paper currency because paper is easier to actually destroy to represent the consumption.
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Tailanna
Level 4
Joined: May 21, 2004
Posts: 221
Location: Seattle, WA, USA
Posted: Fri Oct 02, 2009 10:16 am
Post subject:
For Mortal Tears, I used one kind of coin that players got when they created a character, and throughout gameplay could gain more from NPC's and other players. The coins were meant to be used for trade, and it was, but to connect the circle of currency, the GM's had to send out NPC merchants each game during Market. It became a cumbersome task.
For Artifice, I'm not introducing any currency. There are no GM's for the game, and the economy is the barter system. Barter really opens up many possibilities of trade goods to the players, rather then being tied to a single item, the coin. With barter, anything can have value and it makes more sense for a medieval setting. I do know that some players are planning on introducing coins, and the gameworld supports it, but any coins in the game is entirely player-driven.
For Frontiers, a wild west steampunk genre, I plan on printing paper currency. This game again has no GM's so the dollars are introduced into the game via players. The goal of the game is to collect wealth (this is planned as a one-shot) during a gold rush, so if the cash piles up on a player, it's part of the game.
_________________
Club Crimson: a Vampire Nerf game -
http://www.biomechine.net/clubcrimson/
Frontiers: a Western Steampunk game -
http://www.biomechine.net/frontiers/
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MerchantsGuild
Level 1
Joined: Sep 17, 2009
Posts: 7
Location: Redmond, WA
Posted: Tue Oct 06, 2009 4:05 pm
Post subject:
A friend of mine just showed me this link for custom laser-etched wooden tokens, the more you buy, the cheaper they are:
http://www.dragonfiresigns.com/store.php?crn=216&rn=475&action=show_detail
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- The Merchants' Guild -
http://www.merchants-guild.com
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LARP, Renaissance, and Medieval-themed auctions - No auction fees!
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Anstarra
Level 1
Joined: Sep 27, 2009
Posts: 14
Posted: Tue Oct 06, 2009 7:41 pm
Post subject:
[quote="TraconEdgar"]If you want just blanks, check these guys out:
http://www.allzinc.com/products/coin.html[/quote]This
link is down. Anyone know a source for blanks?
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MarkusDark
Level 1
Joined: Apr 20, 2004
Posts: 16
Posted: Fri Mar 12, 2010 11:19 am
Post subject:
Sorry for the necro of this thread but as someone who's been doing some pewter casting as of late, thought I'd put in my 3 cents worth.
A company called "Douglas and Sturgess" (www.artstuf.com) in San Francisco sells a high temp silicon mold material (I believe it is called 2228). Basically if you call them and ask for the high temp mold material, they'll know what you're talking about. Ask for the stiffer pink stuff. It costs $20.50 a pint and that is enough to make about 4 seperate molds. Also, you'll want to get their "Neutral Clay" to use with the mold making process as standard clays have sulfur in them that stop the mold material from curing.
What I use for 'pewter' is actually lead free solder from any hardware store. You can usually get a pound of the stuff for around $10. I made about 20-25 coins out of a single pound. It might not be as cheap as a mass production item like a token store but it is sometimes nice to have your own constructed items. There are also some youtube videos on how to turn them either copper color or gold color (search for copper and zinc plating).
As for the hoffman mint, it is a great place. A pair of personal dies cost around $750-1000. in 1998, I bought my own set of custom dies and 3000 coins (1K of brass, nickel and copper) for $1100. It'll probably be a little more expensive but it was well worth it for the personalization touch.
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adinnhall
Level 1
Joined: Apr 30, 2010
Posts: 3
Posted: Fri Apr 30, 2010 10:05 pm
Post subject:
Win the auction then sell it back. Keep doing this and your coins will start to add up. Then use it to buy the best pack available. What I do in the auction is sort by cost an try to get the best value of lowest coin amount and highest contract length.
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fananimal
Level 1
Joined: Aug 21, 2012
Posts: 3
Posted: Tue Aug 21, 2012 7:37 am
Post subject: coins talks
actually lick you mentioned at the top of the post written by author is not working now...so how can i tell you about coin ...so i didn't get your wording.
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Eldrad
Level 8
Joined: Jun 30, 2002
Posts: 957
Posted: Fri Aug 31, 2012 12:02 am
Post subject: Coins
What you do is after EACH game you have the player's return the coins and gain Experience Points for doing so. Guess what there will be a few people keep the coins for the souvenir but most want to gain Experience. THAT is how you do it.
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I know the pieces fit! I watched them fall away!
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