I'll be honest. I don't get it. You're going to buy a supplement that contains what your players can buy in your game world. Granted it has all sorts of stuff about developing a currency system and two pages describing the difference between a copper, silver, and gold piece (spoiler: it's the kind of metal they're made of). While I may need to read that sort of information to go to sleep at night, it's not something I need to by to run a game.
For some reason this supplement got under my skin. It hearkened back to the day when your GM had you track every gold piece so that when you finally built your castle and hired your men-at-arms you could track the taxes you made off the local citizenry. Wasn't that fun? No? Oh yeah, we learned how to free the oppressed by beating the bad guy and taking his, her, or its castle as a base. That involved no accounting and left more time for game play and less time using spreadsheets to track accounts receivable.
If you game with accountants and/or economists, Markets and Merchandise may very well be the supplement for you. The content and production value are good even if the subject rubs me the wrong way. The book is $4.99 and available on DriveThruRPG.
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