Silver.hawk says:
Just a couple thoughts I had on my way home from work:
1) What kind of economy are we looking at? Barter/trade goods? Currency? If players only start with whatever wealth their background gives them (cause no gold rolls) then how are we going to purchase things? Where will the "quest givers" and such get the funds they give as rewards for "quests" completion?
2) Will there be Generic blacksmiths/leather workers/bowyers/supply merchants? Maybe with a flat rate for different items and no bargaining or haggling? If a player has Proficiency in Martial Weapons, but doesn't get one from his starting equipment, how would they go about getting one? Are they stuck with their starting equipment until they get better gear as they play?
1) I think that currency is unrealistic. This settlement is currently the only one of its kind, and a meager 500 people or so are living in it so currency would not have any value outside of itself anyway because there is no government. Also because they have no one else to interact with, money and even gold and gems are of little use to them. Rather, things like a good sword or a bushel of grain will be worth more to them than a chest of gold. That's my gut instinct, because none of them have any hope of returning to their homeland.
2) I would think there would most definitely be generic blacksmiths and the like. While small, this settlement is relatively well established and they would have brought with them the craftsmen they needed to survive. A blacksmith and his fellow practical craftsmen certainly fit into that category. I think that as for paying, a flat rate is fine unless the shopkeeper grants a discount for some reason. Or if a character feels the need to make a persuasion check, that might be of use as well. But I think that when it comes to trading, we can take the PHB value. So if a certain sword is 50 GP, you could trade 50 GP worth of goods to the owner for the sword, assuming they were interested.