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Old 10-09-2011, 10:44 AM
Matt W Matt W is offline
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Default New(ish) crafts and trades

Still thinking about the goods & services available at a Trading Post. Any comments, or further suggestions, are welcomed

Tire repair:
This may be a promising local industry - and one that even low-tech communities could manage

(see the link for a 1930's view)

http://books.google.com/books?id=Iik...epage&q&f=true

Insect Killer & Harvester:
In a world with giant insects (most of them pests) this could be a useful trade. Chitin (the main component in insect exoskeletons) is used in various adhesives and can be made into surgical thread. It's also a good fertiliser and has several medical uses

http://en.wikipedia.org/wiki/Chitosan


Crowman:
Building mechanisms to scare off (giant) crows and other pests is an honoured skill in agricultural communities - and one that might include Witches/Warlocks. [also, quill pens might become common again]

Snake Handler:
The Smother and Timber Rattler would make excellent "guard dogs" (especially if the community has a problem with something like Maggots).
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Old 10-12-2011, 07:37 PM
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I can't think of anything new really. Just the return of some pre-industrial skill sets.
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Old 10-16-2011, 06:21 PM
mikeo80 mikeo80 is offline
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I was thinking about this topic. Here are a few ideas that I had.

1) Trader: This can be the person who actually seeks out trades OR values the items coming in for trade.

2) Silver/gold smith. I think that after a while, (i.e. after food production stabilizes and security is set) you will see people start to melt and reform gold and silver.

3) Miner. VERY userfull person. IF the town is near a usable raw material, this person would organize the extraction of this material.

4) Farmer. well duh!! You have to have food and then some kind of surplus for trading.

5) Smith. re-form or create new iron tools

6) Soldier. well duh!! You have to protect what is yours....

7) Hunter. Especially in the early days as your little community tries to survive the Big Bang. Someone who knows what and how to hunt can feed a LOT of people.

8) Woodsman. Again in the beginning, I think most of your power/heat/light/cooking/etc will be with wood. A person who can select, cut, and retrieve wood efficiently will be in great demand.

My $0.02

Mike
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Old 10-17-2011, 06:43 AM
Matt W Matt W is offline
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Those are good "trades" - but I think some of them will change in a post-disaster world.

For example, a "miner" isn't always going to dig things out of the ground. Why look for iron ore when there's a dead city full of stainless steel?
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Old 10-17-2011, 09:33 AM
mikeo80 mikeo80 is offline
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Quote:
Originally Posted by Matt W View Post
Those are good "trades" - but I think some of them will change in a post-disaster world.

For example, a "miner" isn't always going to dig things out of the ground. Why look for iron ore when there's a dead city full of stainless steel?
Agreed: or this person might be called a scrounger.

A minor nit.

Iron is easier to work than stainless steel. I would send my "miners" after iron leftovers.

Also on the subject of miners, I was thinking along the lines of gathering sulphur, charcoal or coal, and salt peter. Gunpowder is SO usefull.

My $0.02

Mike
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Old 11-19-2011, 02:11 PM
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Barterman - Part Auctioneer / Salesman / Appraiser. For a cut will negotiate a Deal between two parties.

Gamecaller - Like a Huntsman for a Community increases success in harvesting wild game.

Shanghai - Kidnaps trades men or strong men for other groups like Oilmen, Lakers, and the KFS.
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