Trade, Value, and Bartering
The world of Stonetop has no central government, no common currency, no standard exchange rates. "Fair" is whatever the parties agree to.
To cope, items and services are rated Value 0 through 4. The scale is logarithmic — a Value 2 item is worth roughly a dozen Value 1 items, not three. Common items (Inventory insert stuff) are Value 0, freely traded, no roll needed.
When to roll
For special items, roll Trade & Barter (+Prosperity − Value). On a 10+, you can buy or sell at a fair price. On a 7-9 buying, the GM picks: costs more, the holder isn't keen, or you get something close but not right. On a 7-9 selling, you can sell now but won't get full worth. On a 6- either way, don't mark XP — you'll need to travel or wait until next season. Winter gives disadvantage; the Township improvement gives advantage.
For unique or truly exceptional items, don't roll. Make a Plan or wait for Seasons Change to surface a trade opportunity.
Value examples
- Value 0: a purse of coppers, a single silver, a favor, a few days of unskilled labor
- Value 1: a handful of silvers, a season of unskilled labor, a bit of finery
- Value 2: a purse of silvers, a single gold, a Surplus, a luxury item, a year of unskilled labor
- Value 3: a handful of gold coins, a trained horse, a precious item
- Value 4: a purse of gold, a dozen good horses, a "priceless" item
Exotic trade goods (silks, spices) are +1 Value. Bronze weapons lack the x piercing tag iron has.
A fair trade is usually within the same Value tier but rarely 1:1 — local resources for imported goods often run 2:1 or 3:1. If you don't like the rate, try to Persuade.
This work includes material from Stonetop by Jeremy Strandberg, published by Lampblack & Brimstone, licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.