So. I suspect there's a scarcity thing going on there and that if we actually start routinely spending 50-100 Food on Forged Iron the amount of iron not only we, but other surface traders will get for that food will tank. We clearly should be willing to spend food for metal with the dwarves, but going to this extreme seems likely to have serious economic consequences that potentially screw over us and other people in the valley long term.
It's hard to get a decent ballpark for this?
Like, 1250 ounces of iron is thirty five kilos, which is a lot for a pre-industrial economy, but keep in mind one bloomery furnace in Iceland
apparently made 1000 tonnes over two centuries, or roughly 135 kilos per year. (Cultivators are also definitely wealthier than historical Icelanders and can devote more agricultural surplus to other things.) Gabriel's armour probably weighs about twenty kilos by itself. Like, obviously if Fister does not want this to happen, he can tell us, and we
should ask him, but I'm not sure we need to invent reasons why it can't work in order to fit a preconceived idea that it can't?
Personally, what I'd expect is that maybe iron prices go up a bit for like, a couple months? The fact that this kind of arbitrage is possible in the first place would actually imply via standard economic theory that the Dwarven and Norse economies are extremely decoupled, and there must be am abundant iron supply, otherwise the exchange rate from Food: Forged Iron with the dwarves should start to approach the Silver : Forged Iron in the human economy. This makes sense if the dwarves have tons of the stuff, but only a few human traders have deals with the Dwarves and can set prices. Keep in mind, based on these figures the smith in Asvir is making like a 1000% profit margin. It's hard to square that with our purchase causing major shortages, based on supply and demand, unless the figures themselves are wrong.
(I will check this later given the ongoing discussion.)
Yeah, I'm just frustrated with mechanics. Others have said that it's the weakest part and I definitely agree with that take. Honestly, I wouldn't be opposed to having a Co-QM just to manage the mechanics and character sheet side of things so I can focus on the story and writing.
It's a common thing which happens in Quests which have mechanics continually grow and evolve as they go on, and end up a bit top-heavy as a result, especially the amount of accounting it produces. (Case in point, the conversation going on now about arbitrage and Forged Iron lol.) You're far from the first there, so you definitely should not feel this is some problem unique to you.
I'd be happy to pitch in with some of the management stuff if it would be helpful?
And I agree, we should probably look at radically simplifying the farming mechanics or removing them entirely and just going with a narrative approach.