computaertist wrote:You think that won't kill the role play mood of the players?
I'm not saying the idea is bad, but I am saying you don't seem to know our players very well.
Or maybe they'll shock and awe me by actually not being too put-off.
I don't see why it should, but that doesn't mean I don't agree that it will.
But if it allows other players the chance to build something actually sustainable on the simulation side of the game, and more importantly helps to retain new player interest, I would say it's worth the rest of them being upset. Aside from which it's not as if all their current resources would be taken away. Leaders would just have to create smarter industrial systems to replace the ones they have now, or pay other characters who know how to do so for them.
Wolfsong, most people don't leave resources on the ground very long. I don't personally feel a greater rot rate would make a difference as most of the hoards of resources are in inhabited towns.
And I'm not even saying to get rid of the hoards of stuff. This has to do with the infrastructure of the economy, how it begins in the first place.
Non-organic resources being limited creates an important aspect of the market. Personal desire. That's why custom items are so popular, and why, as Piscator was saying, they will always have some demand. It's because they are limited in some small way (L&L anyone?).
With the resources as they are now, it doesn't matter what resource you have. As long as you have something you can trade it for something else. It gives no real incentive to prioritize or gravitate into obtaining one resource or another.. which is an important aspect to miss. Wanting something just for its value, as we so often do in real life. As it is now, characters want things because they either have some unique property (descriptions, or they're aesthetically pleasing, so on and so forth) or they fill a certain need (like to make a machine, make food, so on).
If certain resources were limited it would push the market to value something beyond its labor production rate. It would flux other prices, and create more of that flow that Piscator was mentioning earlier (though resource distribution being a little tighter would help that even more).