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Barter marketplace

design parked

repo: land-of-lor · depends on: server-architecture

Where this stands (2026-09-13)

Parked since 2026-08-05 — an idea being kept, not work being avoided. Nothing to do until server-architecture has a concrete ownership and inventory model to design against; the real open design questions (offer-matching without a value unit, web-interface scope, anti-abuse) are prose under “Key open questions” below. First step when picked up: spec the listing/offer data model (was task 001). No open issues. Past task files (to 2026-09-13): workshop/historic-docs/epics/barter-marketplace/tasks/.

What this is

The system by which players trade items and blueprints with each other. Load-bearing design constraint: there is no in-game currency. All exchange is barter — a player can offer N units of a common item for one rare item, or offer a wide bundle of assorted items seeking one specific ingredient they lack. This exists almost independently of the game itself, with both a web interface and an in-game interface to the same underlying marketplace.

Why it exists

Currency-free barter follows directly from settled design pillars, not as an arbitrary constraint:

Scope

Non-goals

Key open questions

Relevant docs

Work on this epic

The granular work is GitHub Issues, one label per epic: epic:barter-marketplace (private repository — sign-in required). The dated Where this stands section above names the open ones. The task files that carried this epic until 2026-09-13 are kept in the repo: task files to 2026-09-13 .

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