>>6184441I don't know feudal terminology as well so you'll have to talk with this guy
>>6184444For more specific semi-historical information, you may want to check out Local Lord Quest (which is tongue-in-cheek medievalism based on a /tg/ shitpost but is run by someone who actually knows history) and the Coins & Scrolls roleplaying blog, who is also run by infamous thief and OSR contributor Skerples.
This post in particular deals with medieval income that is gamified thru an OSR lens;
https://coinsandscrolls.blogspot.com/2017/09/osr-land-and-investments.htmlNot to Souv-post but this is a similar idea for a
GOOD fantasy quest I've had for a while now; it's a more personal and intimate version of a civ quest. If you choose to make it dynastic or long term quest you could really grow the relationships between characters, factions, or families; but even short term it could be really interesting. Because people living in medieval times are living settled, you'll be seeing the same people every day; this isn't a globe-trotting adventure. Since the majority of industry is agriculture, you'll be dealing with the farming calendar and things that directly influence farming income.
One interesting aspect of medieval/feudal/agricultural economies is that the vast majority of the profit and value produced is both edible and also spoils. What this means is you are rich in income, but not in actual savings. It is not the same as modern times where people can deposit a 5 dollar bill they made as a teenager and collect it fifty years later from the bank account; none of the institutions, technologies, or resources are there to support this kind of thing. As such, the biggest concern I have with the economic aspect is giving players too easy a time to store wealth for later could be problematic, as it somewhat upsets ruins the concept of being the lord of a manor.
Another interesting aspect? Unlike a galactic economy where currency is liquid and commonly used many people still relied on barter economics and social credit (as in favors and relationships) to pay or own things in these times. This I feel is also extremely important to this quest concept. For example, if Farmer John has to pay his yearly taxes but has no coins since he's a poor peasant, he instead will have to pay his taxes another way. You can choose to;
>Have him help build a stone wall (Permanent upgrade to defense but needs much more work to be complete and useful)>His biggest stuffed pig for a winter feast (Improves relationships with everyone in the fief)>Recruit him as a militia archer for a period of time (temporary soldier added to your defense; but if he dies you'll have one less farmer, etc.)Concepts like this are an example of how I'd do the economic choices of this quest concept; less focused on numbers and math and more on trade offs that fit the theme and the relationships of the characters.