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Putting a price on things that don't exist.

WritingInTheDark

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One of the biggest frustrations I have with worldbuilding is trying to put a believable price tag to the various fantastical goods and services that crop up in a story. Whether trying to work out what your teenage sci-fi protagonist is going to have to save up to buy a hoverboard, or trying to work out what a fancy new magic sword would set your humble village monster hunter back, I just freeze up. Almost any number I can think of always feels like there's a good chance readers are going to read it and think it's way too high, or way too low. I don't even know where to begin coming up with a believable price range for things that don't actually exist, that do things that aren't currently possible.

Has anyone ever run into this issue? What did you do to go about solving it?
 
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Akvranel

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Is there a reason you need to give a number? Rather than giving the pricetag on an item, just tell me if the character can afford it or not, why they can't afford it, and, if they do purchase it, how much that will set them back financially.
Something like "After two months of saving up, I can finally buy that hoverboard!" will probably get the general idea off that the piece is expensive, at least relative to your character's lifestyle.

Keep in mind, also, that different cultures, time periods, economies, use money differently. Certain goods that may be common place and cheep to us could be luxuries in a different setting and vice versa.
 

Realspiritik

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I don't know if this would help, but could you try thinking of the value of hoverboard or a magic sword relative to other basic commodities in the world you're building? If your world has a lot of trees, but not many iron ore mines, then wooden objects probably cost way less than iron tools. If it takes 10 years to become a magic sword maker, but only 1 year to become hoverboard dealer, then magic swords are going to cost more than hoverboards.

As long as your characters think the price range is believable, I think you'll be okay.

"Seventy-seven bitznos for that piece of troll bait? Not if you were the last swordsmith on the planet!"

I have no idea what a bitzno is, but the character does, so I'm happy to go along with the character's judgment on the value of things.
 

CMBright

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Real world? What does it cost to make it? What will the market bear? Inflation and deflation/recessions affect prices. Tariffs and laws affect prices. Price fixing and monopolies affect prices.

In fiction? Is it plausible? Honestly, I tend to handle it by ignoring it. In one WiP, one of the protags is a child. It makes sense for the kid to be oblivious to Dad actually paying for stuff. In another, a portal fantasy, the protag is told this is how much the city entry fee is and this is how much for a night and she just hands over the amount. Though when her guide is showing her through the market, he handles the paying and she protests but the actual prices aren't mentioned. In others, my protag might be self sufficient, raising or foraging for all their needs. For me, it depends on the needs of the story and whether it is plausible.
 

Woollybear

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There's a sleight-of-hand some authors do where the protagonist is saving money--maybe secretly--by doing low paying jobs. It's a long process, like babysitting and getting spare change for doing so, but every dollar goes into the tin box under the floorboards. Then at some point some other character discovers the stash and steals the money to drink away or whatever. The protagonist is back to square one, and they start over again but now aware of the thieves lurking about, so they need additional cleverness. Glass Castle used this device, for one. I've seen it elsewhere.

Other versions of it, like Luke Skywalker being a farmhand and expecting to be free to join the rebellion at age 18, now that they have two new droids (=the savings)--only for Uncle Owen to say he needs him for another year, is the same kind of idea. The focus is put on the effort, then the rug being pulled out.

It's one trick I've seen used--shifting the tension to the difficulties the character encounters as they diligently pursue the thing. It can help focus readers away from the (silly) nuts-and-bolts costs. On costs, it can (sometimes) also be helpful to get away from units of currency and put it in terms of labor.

"You want a hoverboard? What, are you a king? That's a year's worth of wages!"
"Unless I get a better job--and assuming Sid doesn't find my money first."

^This gives a sense of the cost and that there is a concrete cost without naming it.
 

Theology of Bagels

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Lol, I feel this strongly. I just submitted a sci fi flash piece in the style of a cost estimate. I also run a D&D campaign and my players love to go shopping...

For the most part, being vague serves the story just fine. Unless there's a plot-specific need to list a number, you can usually get away with just saying a character hands money over or needs to save up. Character reactions also can come in handy, e.g., "She told me the price. I laughed nervously."

Depending on your worldbuilding, maybe currency isn't even the way to go. I've got a society of elementals whose economy is based on information trade. Goods and services are priced on how juicy or valid rumors are, for example.
 

Jinks

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While I don't normally give numbers, I tend to think of supply and demand for most products, along with how readily the populace can get the item. For example, in a world where adventuring and monster hunting is a common profession, swords and armor may be common, but the quality of items can range from super cheap for a basic sword to super expensive for a masterpiece. As for hoverboards, does everyone have one or does only one company produce them? If everyone does, it is probably inexpensive, but if only one company produces them, they can charge whatever they want, and people will still buy the hoverboard. I may put more though into it because of my economic classes.

Another thought is the age of the individual buying things. A child may think anything over $5 is expensive and contemplate saving up, while a billionaire will think anything under $1000 is basically free and not even contemplate
 
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Bitterboots

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Lol, I feel this strongly. I just submitted a sci fi flash piece in the style of a cost estimate. I also run a D&D campaign and my players love to go shopping...

For the most part, being vague serves the story just fine. Unless there's a plot-specific need to list a number, you can usually get away with just saying a character hands money over or needs to save up. Character reactions also can come in handy, e.g., "She told me the price. I laughed nervously."

Depending on your worldbuilding, maybe currency isn't even the way to go. I've got a society of elementals whose economy is based on information trade. Goods and services are priced on how juicy or valid rumors are, for example.
I was just going to mention D&D. But at least some DM's have a dungeon masters guide which actually prices items.
 
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Bitterboots

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As for prices, if you have an invented currency, it doesn't matter what the price is because a reader isn't going to understand (or care). In fantasy or sci-fi it won't be like it's based on the gold standard or how much currency the government is holding in Fort Knox. In my current MS, I use credits which are tracked by a galaxy wide banking network. Numbers are never discussed and I might write something like "we could've haggled but I'd end up paying an exorbitant price anyway because she knew I needed x,y or zed"
 

ManoyB

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One of the biggest frustrations I have with worldbuilding is trying to put a believable price tag to the various fantastical goods and services that crop up in a story. Whether trying to work out what your teenage sci-fi protagonist is going to have to save up to buy a hoverboard, or trying to work out what a fancy new magic sword would set your humble village monster hunter back, I just freeze up. Almost any number I can think of always feels like there's a good chance readers are going to read it and think it's way too high, or way too low. I don't even know where to begin coming up with a believable price range for things that don't actually exist, that do things that aren't currently possible.

Has anyone ever run into this issue? What did you do to go about solving it?
Maybe try looking at the price of similar goods in the real world. If that isn’t enough, then weigh that price against the average wage in the world. Like how a house mortgage might be paid off in 25 years.

There is logic to determining prices, if a cost basis isn’t enough then look at demand. Will a collector or an affluent person pay more than the average person?
 
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jappolack

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Figuring out believable prices for fantasy stuff can be such a headache. I just started something, and to be honest, I ignored it. My characters have jobs, nothing that would make them extremely wealthy, but when they need stuff, they just find the stuff they need without referring to price. In one instance, they look at something that is definitely way out of their price range, and they look at it, look at each other, laugh, and pick the other one.

But from authors and books I love, such as Jordan's The Wheel of Time. He built such a detailed world with different economies that you can understand what things might cost based on the location and the people living there. It's helpful to consider who's owning the stuff; are they wealthy nobles or struggling villagers?

And J.K. Rowling and Harry Potter. She does a great job of linking magical items to everyday things. For example, if a chocolate frog costs a few dollars, you can gauge how much a wand or a fancy robe might set someone back. It gives a relatable context to the prices.

Stephen King in The Stand uses scarcity to put a price on something. The value of goods changes based on their scarcity. Imagine how much a hover board could cost if it's the only one left—it could be sky-high!

Ultimately, it either helps to look at real-world prices or completely ignore them. If you're pricing a magical sword, consider what a custom sword would cost today. Or if the character is a sheep herder, buy a realistic hoverboard with basic features. If the character is a rich overload, then buy the one with all the bells and whistles.

Good luck with your worldbuilding!
 
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Theology of Bagels

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I was just going to mention D&D. But at least some DM's have a dungeon masters guide which actually prices items.
I use the DMG and I also found very handy homebrew tables online called Sane Magical Prices and D&D Shop Catalog that I reference often.

Actually, I meant to tell OP that sometimes it can be helpful to look at loot price tables like those to get a bit of a baseline for what a fantasy/medieval setting might charge for things.
 

CMBright

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If the original poster wants to explore various types of economies, this brainstorming thread explored a lot of different models. The thread ran its course a couple years ago, so please don't comment over in that one. If you see something you do want to discuss, go for it in this thread.

As I recall, Star Trek didn't have an economy. The replicators made what they needed when they needed it.

As others upthread have said, if it doesn't matter to the story, don't worry about an actual number. If the character can buy a planet on a whim, they probably don't care about the cost of the heir's hoverboard. If the character steals for the thrill of it (Catwoman), it doesn't matter how much a "priceless" artifact would sell for at auction. If they can't afford the cost of a loaf of bread (Les Miserables), it doesn't matter if a loaf of bread is a penny or a trillion dollars in the story world, it is still beyond the reach of their purse or bank account. In those cases, it says something about the character (rich beyond any reasonable definition, thrill seeker, poor and starving) and the situation.

If you want to base the economy off a real world model, find a time and place. Want stuff to be unaffordable? There was a time and a country with hyperinflation so bad that a literal wheelbarrow filled with cash wasn't enough to buy toilet paper. Want cheap eggs? Pick an earlier decade, perhaps the 1970s or 40s or even the 1840s. Want a near future with prices based on the real world? Pick a country and a percentage for inflation and multiply.

Be aware that value is arbitrary. There was a time when lobster in Maine was considered food fit only for the poor, prisoners in jails and bait. Today, it is market price that fluctuates in the expensive range.

In a post apocalyptic world, I would expect diamonds and other jewelry to be virtually worthless while things like car batteries are almost priceless.

In a world where land is free for reasons, the cost of shelter is scrounged local materials and transported construction supplies, along with labor ranging from free to paying the neighbor(s) to build if one doesn't have the skills.
 
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Elenitsa

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I write historical fiction. Sometimes, I find in a chronicle a price. But usually I avoid mentioning prices, and I mention only „He asked for the price and he sighed. It was almost all what he had in the purse.” or something similar. If it was rather cheap, „he sought a silver coin and put it on the counter, then he gathered the few coppers he received back.”
 

Akvranel

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I was just going to mention D&D. But at least some DM's have a dungeon masters guide which actually prices items.
I use the DMG and I also found very handy homebrew tables online called Sane Magical Prices and D&D Shop Catalog that I reference often.

Actually, I meant to tell OP that sometimes it can be helpful to look at loot price tables like those to get a bit of a baseline for what a fantasy/medieval setting might charge for things.
FWIW, I personally would recommend against D&D as a realistic reference point. It requires a quite a bit of suspension of disbelief & when you try to use the rules as an actual economy simulator, it breaks down pretty fast. Definitely not talking from personal DMing experience . . .

I'm not familiar with the homebrew tables you mentioned, but I wouldn't be surprised if that's more accurate. There's a lot of 3rd party content out there designed to make a more realistic gaming experience.
 
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Nether

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If you have to state a number, it probably helps to think of the underlying technology, its prevalence, and comparable real-world items. If a hoverboard is meant to interact with an existing grid system (where a network is doing most of the lifting), it could be very cheap. If it uses a plentiful material and has an easy construction, it might not be terribly expensive. Or if the technology is limited and hoverboards exist because it's too expensive to build larger items with that technology, it could most more than a car.

For a magic sword, it comes down to why it's magic. Enchanted by runes? How long does it take to apply those runes? Do they have a fixed duration? Is it a difficult process? Do a lot of people know how to do it or a few? But it's a different story if the sword relies on a special metal. Or if it's a relic where people don't know how the enchantment works. Then there's the demand. If only a few people use magic swords for any reason, the cost could be very low or very high.

Prices don't just exist in isolation, they're part of a larger system. However, I feel like 90% of the time, knowing a number doesn't matter. It's only really relevant if you have a whole story arc built around collecting money for it where each task has a price tag associated with it.
 
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frimble3

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I'm another for 'don't show the actual cost in whatever-your-currency-is'. Values change, listen to anyone complain how much less you can buy, now, for $10 than 'when they were young'. Or, how something they once paid a vast amount for is now common as dirt.
Show the time and effort it takes to get something, or the character's reaction to finding out the cost.
 

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If you have to have prices in your book, you'll need to develop at least a rudimentary economy. Do they use coins? Of what? Barter? Banking? Credit? How do they earn a living?

As a reader, I don't usually need to know what things cost, just their relative value. Is the sword more valuable than a horse? Can the character afford food? Does your character have a rich uncle that provides things?

In the end, you need to figure out this as part of your world building.
 

benbenberi

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If you really NEED to put specific prices on goods or services in your story, it may help for you to draw up a list of ALL the prices for things your characters may need or want to buy, so you can slot your fictional items into the schema wherever they make sense within the economy/culture of your story. Note that the relative prices of things, as well as the specific amount of money for each, will vary widely over time and between cultures. We spend our money very differently in 2025 USA than Americans did in 1950 or 1830. People in other places today or in the past spend money differently from any of those. Fantasy people in imaginary places? You can extrapolate from the known & figure it out. What's the price of pie and a pint at the Prancing Pony? What's the price of an enchanted mace, or a well-shod unicorn? I have no idea, but if i were writing them I'd have done enough research to make a guess. (I would, of course, need to figure out what currency the price is quoted in, and whether it's a fixed price or just the starting point for haggling. decisions, decisions...)

Note that prices don't exist in the abstract, they are always embedded in the economic, political, and social environment where your story occurs. Money itself can be complicated -- in 17c France you had to be able to do accounting in the official currency (the livre tournois) but many different coins were circulating that did not map cleanly or consistently to accounting units -- the actual metal value of an individual coin mattered, and in some places coins of different official value minted in a dozen different places might be in common use so your innkeeper or traveler would need to know what they're all worth in a transaction.

Every price says something about how the story-verse works. Relative prices say more, actually, than bare numeric price tags on their own. If you look at menus from the early 1900s, for instance, you will observe that the most expensive dinner they offer is often the roast chicken, while roast beef and steaks and anything pork are comparative bargains. Chicken was a luxury food in 1900 -- the birds were raised mostly for their eggs, and eaten as soup or stew at the end of their productive life. Young tender chickens didn't end up on your plate as Tuesday dinner unless you were rich. That only changed with the advent of factory farming in the 1940s.

(Also on those 1900 menus -- look for the celery. You'll always find it called out at upscale restaurants. That was another prized luxury food of that era -- growing celery commercially was very difficult before various technical & agricultural innovations made it practical at scale in the 1920s. So celery got the star treatment for a very long time. Special celery vases were sold for people to display their celery in style at a dinner party. Relish trays were also designed to feature well-cut celery, with everything else tempting and luxurious laid out around it. Respect the celery! Somebody spent a chunk of real money for those stalks!)

Leaving aside that digression -- a lot of the time, you don't actually have to know or tell the reader the specific price tag of anything. Unless you're dramatizing an account register, what's probably more significant is how the price affects your characters. Do they consider it expensive or cheap? Do they have to do extra work or build extra savings to pay for it, or go into debt, or dream about it for years while knowing it's forever out of reach? Or do they just buy it on impulse & not even check the receipt? How important is money to them at all? -- do they think about it a lot, strategize, stay up nights worrying about it and working on their budgets? Or is it easy come easy go? Are they ants or grasshoppers? Are they typical of their social group, or outliers in their finance attitudes or behavior?
 
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jtthwe

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It is my belief that an author can make up a price for anything. The problem comes when you give something too low a price. Then you have to explain why a loaf of bread is worth the same amount as a sword at a latter time.