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Most Valuable Artisanal / Pre-industrial Trade

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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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    18
    Potter
    0%
    0
    Tanner / Leatherworker
    0%
    0
    Spinster / Weaver
    0%
    2
    Glassblower
    0%
    0
    Candle maker
    0%
    0
    Cooper
    0%
    0
    Carpenter
    0%
    3
    Stonemason
    0%
    1
    Seamstress
    0%
    0
    Cobbler
    0%
    0
    Blacksmith
    0%
    8
    Other (Please specify in comments)
    0%
    4
    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

  • #2
    distiller or making of wine and beer.

    Comment


    • #3
      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.

      Comment


      • #4
        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

        Comment


        • #5
          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, 07:38 PM.

          Comment


          • #6
            How about the man or woman who has the knack to make old stuff work again
            I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes

            Entirely too much T2K stuff here: www.pmulcahy.com

            Comment


            • #7
              Originally posted by pmulcahy11b View Post
              How about the man or woman who has the knack to make old stuff work again
              Definitely. Individuals that we here in the States call a "Mr. (or Ms.) Fix It", or handyman/woman, would be worth his/her weight in gold after the apocalypse.

              People like me, who have very little practical knowledge, on the other hand...



              -
              Last edited by Raellus; 12-08-2021, 12:40 PM.
              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

              Comment


              • #8
                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).

                -
                Last edited by Raellus; 12-08-2021, 12:42 PM.
                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

                Comment


                • #9
                  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.

                  Comment


                  • #10
                    Originally posted by Matt W View Post
                    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.
                    Great thought! That would definitely require some specialization to do well. Would the base trade be carpentry If so, that might get my vote now.

                    -
                    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

                    Comment


                    • #11
                      Looks like all the medieval reenactors are going to be valuable. Most of them have keep a good part of those skills.

                      Comment


                      • #12
                        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.



                        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.

                        -

                        -
                        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

                        Comment


                        • #13
                          I always figured that one of the biggest trades that would form isnt oepre-industrial per say, but a derivation of the blacksmith and Mr. Fix-it a oereclamation 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.
                          Interdum feror cupidine partium magnarum Europae vincendarum

                          Comment


                          • #14
                            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.
                            Liber et infractus

                            Comment


                            • #15
                              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.

                              Comment

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