GAME MECHANICS HOARD

ECONOMY & TRADING

16 MECHANICS
AUCTION HOUSE
◆ ECONOMY & TRADING

A centralized marketplace where players list items for sale and others bid or buy outright, letting supply and demand set prices rather than fixed vendor rates.

BLACK MARKET
◆ ECONOMY & TRADING

An illicit or restricted trading channel offering rare, stolen, or otherwise unavailable goods at a premium, usually with legal or reputational risk attached to using it.

BOUNTIES
◆ ECONOMY & TRADING

Discrete, repeatable objectives — kill this target, deliver this item, clear this area — offered by an NPC or board in exchange for currency or reputation, distinct from the main quest line.

BUY/SELL SHOPS
◆ ECONOMY & TRADING

NPC vendors who exchange goods for currency in both directions — the foundational economic interface that converts loot into money and money into upgrades, consumables, and gear.

CONTRACTS/JOBS
◆ ECONOMY & TRADING

Discrete, repeatable work offers posted by NPCs or systems — deliver this cargo, kill that monster, craft ten swords — with defined payment on completion.

DYNAMIC PRICING
◆ ECONOMY & TRADING

Prices that move in response to supply, demand, or player behavior — flooding a merchant with iron ore drops the ore price, war raises the cost of weapons, scarcity spikes food.

GAMBLING
◆ ECONOMY & TRADING

In-world casino-style minigames — dice, cards, roulette, cockfighting — that let players wager currency for a chance at more, purely as a diegetic activity separate from the main progression.

HAGGLING/BARTERING
◆ ECONOMY & TRADING

An interactive negotiation over an item's price, letting the player attempt to talk a merchant down (or up, when selling) rather than accepting a fixed listed price.

INVESTMENT RETURNS
◆ ECONOMY & TRADING

Committing money now for delayed, larger payoffs — funding businesses, buying property that yields rent, backing ventures with returns arriving over time.

LOAN/DEBT SYSTEMS
◆ ECONOMY & TRADING

Borrowed money with obligations — loans to repay with interest, mortgages structuring the whole game, debt collectors as consequence.

MERCHANT CARAVANS
◆ ECONOMY & TRADING

Traveling traders moving between settlements — caravans that arrive on schedules or wander routes, bringing goods, news, and trade opportunities to the player's door, or serving as escortable/raidable targets in the world.

PLAYER TRADING
◆ ECONOMY & TRADING

Direct item or currency exchange between players, either through a face-to-face trade window or a broader marketplace, letting the player-driven economy redistribute loot beyond what any single player found themselves.

SMUGGLING
◆ ECONOMY & TRADING

Moving contraband past inspection — hidden cargo compartments, banned goods with premium margins, checkpoint searches to evade, scanner-dodging runs through patrolled space.

STOCK MARKET SIMULATION
◆ ECONOMY & TRADING

Tradeable securities inside the game — company shares whose prices move with events, portfolios to build, markets to read, manipulate, or crash.

SUPPLY AND DEMAND
◆ ECONOMY & TRADING

Prices set by simulated market forces — goods cheap where produced and dear where scarce, gluts crashing values, shortages spiking them — rather than fixed vendor tables.

TRADE ROUTES
◆ ECONOMY & TRADING

Established connections between settlements or cities that generate ongoing income and resources, representing commerce as a persistent, buildable asset.