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Originally Posted by lonnarin ... since they'd both be competing over the same CNR areas. |
How about gardens? Maybe alchemists can grow some of their own herbs and such, or buy them from farmers/gardeners. The same goes for smiths and ore (from miners), or bakers and flour (from millers), or tailors and leather (from tanners), or tanners and hides (from hunters or farmers). It may not be the case that everyone
must go gather wild ingredients, or pay someone who did. I mean, why would there not be privately owned farms and mills and mines and tanners, y'know? And why would
none of them sell to crafters?
I'm not saying there couldn't or shouldn't be wild ingredients, since I think that would add a lot, but that a more complete world with a better economy really needs the background reality of resource production that doesn't require a sword or spell. Non-adventuring crafters (and even adventuring crafters, if they want) should be able to get standard materials from a secure location (like a smith buying a ton of ore at the local iron mine). More unusual materials might only be available from adventurers who go off into wild areas or special contracts with a government that controls a source of whatever it is (like an adamantium mine, say).