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View Poll Results: What would be the most valuable pre-industrial / artisanal trade in T2k | |||
Potter | 0 | 0% | |
Tanner / Leatherworker | 0 | 0% | |
Spinster / Weaver | 2 | 11.11% | |
Glassblower | 0 | 0% | |
Candle maker | 0 | 0% | |
Cooper | 0 | 0% | |
Carpenter | 3 | 16.67% | |
Stonemason | 1 | 5.56% | |
Seamstress | 0 | 0% | |
Cobbler | 0 | 0% | |
Blacksmith | 8 | 44.44% | |
Other (Please specify in comments) | 4 | 22.22% | |
Voters: 18. You may not vote on this poll |
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#1
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Most Valuable Artisanal / Pre-industrial Trade
I was thinking about Molotov cocktails, and how available glass bottles would be three or more years after the end of mass production, and that got me considering alternatives. I figure that small ceramic vessels could serve nearly just as well as glass bottles for making Molotovs. IIRC, at least one ancient/medieval civilization filled pots with venomous snakes and hurled them into besieged cities as a primitive bioweapon.
Anyway, that got me thinking about how many people there would be with the skill to produce pottery in the post-industrial era, and that got me thinking about other pre-industrial trades. I reckon most, if not all, of them would be very valuable during and after the apocalypse. Does any one jump out as being especially so? Did I miss any important ones? What are your thoughts? -
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module Last edited by Raellus; 10-30-2021 at 05:04 PM. |
#2
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distiller or making of wine and beer.
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#3
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A really good book if you can get it is "The Medieval Machine" 1976. Gimpel, Jean.
This is a good and readable overview of just how surprisingly mechanised the medieval world was. At this point you start to realise that not just carpenters and fabricators are vital but also the people who design, site and emplace this machinery are essential for survival. As an aside, if you do historical or historical-fantasy games these things make great adventure locations. |
#4
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Based on my eLibrary, you could potentially add the following to your list. Some would likely be secondary skills rather than primary occupations.
Apiarist Basket maker Bookbinder Botanist/Herbalist Brewing/Distilling Chemist - includes manufacture of adhesives, inks, solvents Engineer - boring, hydraulic/irrigation, mechanics, sanitation, etc. Farrier Horologist Meteorologist - includes building and use of barometers Printer - includes paper-making, engraving and woodcuts Rope-maker Wheelwright Woodworking - cabinetmaking, carving, joinery, turning |
#5
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Tough call
I went with carpenter because everyone needs shelter. But potter & leatherworker right up there. Seamstress or tailor gets quite important come winter. Spinner/weaver are good additions to this list.
Last edited by Bulldog1972; 11-01-2021 at 08:38 PM. |
#6
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How about the man or woman who has the knack to make old stuff work again?
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
#7
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Quote:
People like me, who have very little practical knowledge, on the other hand... -
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module Last edited by Raellus; 12-08-2021 at 01:40 PM. |
#8
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It's not an artisanal trade, but I think storytellers and/or performing artists would see their value rise during and after the apocalypse. Deprived of modern electronic media (TV, movies, radio, etc.), people would be starving for entertainment and news. I think you'd see a return of the wandering minstrel (combining the roles of entertainer and news conveyer).
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module Last edited by Raellus; 12-08-2021 at 01:42 PM. |
#9
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IMHO, one of the most useful skills in a (barely) post-apocalyptic situation is manufacturing prosthetics and "mobility aids". This could be anything from making false teeth to artificial limbs and wheelchairs.
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#10
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Quote:
-
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#11
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Looks like all the medieval reenactors are going to be valuable. Most of them have keep a good part of those skills.
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#12
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Night Soil Men & Pure Finders
I just finished The Ghost Map by Steven Johnson, about the 1854 London Cholera outbreak. In it, I learned of the various trades involved in recycling raw sewage in the fast-growing industrial metropolis. One, in particular, stood out as being relevant to the T2kU.
https://stacitiesbaad.files.wordpres...-soil-men2.pdf I'd like to nominate "night soil men" for most valuable pre-industrial tradesmen. These brave souls collected human excrement from cesspools around the city and delivered to the surrounding countryside to be used as fertilizer. I imagine that 2000 would see the emergence of neo-night soil men (and women), as modern waste removal tech breaks down and chemical fertilizers are no longer widely available. Someone would need to shift effluvia once again, lest cholera reclaim its place as a top killer of urban populations. Another odd one that deserves a mention, if only for its oddity, is the pure finders. "Pure", in this context, refers to dog feces. The pure finders would pick up dog turds and hand them over to tanners, who used it in the processing of leather goods. - -
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#13
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I always figured that one of the biggest trades that would form isn’t “pre-industrial” per say, but a derivation of the blacksmith and Mr. Fix-it… a “reclamation” expert. This would be someone who has a good head for mechanical things that can repair old machines and combine them with others to create new. This would require a lot of metal fabrication knowledge, machining, and a dose of creativity.
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Interdum feror cupidine partium magnarum Europae vincendarum |
#14
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A tinkerer of some sorts would certainly be an important commodity to have. And yes, not only in a party, but also as an asset in trade: human trafficking would be huge in T2K, I'd imagine.
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Liber et infractus |
#15
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It's not pre-industrial, but I think a machinist would be very, very high up on the most valuable trade ranking.
Throw in a good machinist with some sand casting, and you can re-create cottage level industrial infrastructure from scratch. Being able to make guns, mortars, long stroke engines, or even just basic things like screws, pumps, and tools would be...very useful. Likewise, a bucket chemist would be useful as well. Someone that knows how to leach nitrates from a titer bed to make gunpowder/explosives. |
#16
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I received Foxfire 5 for Christmas. The following quote, from the editors' early-1970s correspondence with California backwoods-dweller Carl Darden, made me think of this thread:
Quote:
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Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#17
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i'm going with blacksmith because every other job requires a blacksmith to make at least some of their tools.
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the best course of action when all is against you is to slow down and think critically about the situation. this way you are not blindly rushing into an ambush and your mind is doing something useful rather than getting you killed. |
#18
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Mr. Fred Dibnah.
I can see someone with skills, equipment, friends and experience like https://en.wikipedia.org/wiki/Fred_Dibnah leading a salvage / repair group in the T2K world. |
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