Ahoy, says Spawn:
In reading a great history of Christian missionization in Europe, Richard Fletcher's
The Barbarian Conversion: From Paganism to Christianity, I came across a passage that briefly lays out the logistical realities of a (presumably name-level) Cleric's retinue in the early medieval period, and then an outline of bookmaking. For our beloved readers I quote at length:
"Riches were necessary for furnishing and maintaining the infrastructure of a bishopric. We tend to think of episcopal accoutrements in terms of the few treasures that have survived, such as Cuthbert's pectoral cross and portable altar or the book at Fulda with which Boniface vainly tried to defend himself. We must not forget the less exotic but absolutely essential underpinning of an episcopal establishment. The large retinues, like those about which Alcuin complained, had to be clothed, fed, mounted and armed. How revealing that when Otto of Bamburg entered his chosen mission field in 1128 with thirty wagons in his train the Pomeranians took this for an enemy army. Retainers were not menials; so we must make allowance for servants, grooms, cooks, laundrymaids. Already a lot of people, and somehow they must eat and drink and sleep. We may think of the carts as groaning under the weight of canvas and rope, poles and pegs, sheepskins and cooking pots and emergency fuel and candles, flour and bacon and beer. Axles break, tack frays, weapons rust. So there must be craftsmen who can exercise various skills as wheelwrights, saddlers, armourers and smiths; and they will need tools and anvils and horseshoes and nails and grease and leather and packthread. And this is but to consider the absolutely basic equipment of an itinerant episcopal household. If in turn we consider the more exotic activities of a cathedral establishment we can appreciate the need for resources on an ample scale. For example, the production of books was inseparable from the work of Christian evangelization. It was a long and complex series of operations from the slaughter of a calf and the messy and smelly business of turning its skin into vellum that could be written upon, to the final outcome in such masterpieces as the Codex Amiatinus or the Book of Kells. Neither should we forget the associated crafts (ink-making, mixing of pigments, bookbinding), nor the laborious training with quill and brush, nor the false starts, nor the sudden shower that ruined a day's work hung out to dry on the scriptorium's washing line. Amiatinus and Kells were of course luxury productions, among the very finest books which human skill has ever produced. But even everyday texts designed for use rather than ostentation or devotion - such as, say, the Weissenburg catechism alluded to in Chapter 8 - would have required precious resources of materials, training and skills in their making."
Fletcher, pp.459-60.
The passage appears fairly late in the book in Chapter 13 of 15
(Mission to Church) where Fletcher sort of steps back a bit and collects himself and the reader for a moment before heading into the home stretch. His history and analysis are not specifically economically focused before that point, and with this passage and much of the following material, he does treat the economic realities of the European church more directly. In a way, for most of the narrative (and I don't know if the above passage gets this across, but the guy has a great conversational writing style) those sorts of details are hand-waived in the interest of keeping the flow of the story moving.
I.e., basically the same way most of this stuff is treated in D&D except by the most pedantic simulationists. Or I should say precocious, uniquely-genius world-building DMs, for a more positive connotation. I admit, a part of me wants to worry and fret over all these details and play in a game world where all of these matters impinge on what PCs can do or can not.
You want to copy a scroll, Mr. Magic? Okay, well there's no vellum at the local VornMart. You've got to go find someone who will sell you a calf, then someone to slaughter it, then make vellum, mix ink, blah blah blah. Ah. But after Mr. Magic searches for a week, my random calf-birthing table (indexed to random tables of realistic daily weather conditions, history of grazing and pasturage, foddering regime, fodder quality, cattle pedigree, and so on) indicates that there are no surplus calves available in the area, nor have there been any for the last 15 years. This also explains why everyone in the town is extraordinarily poor and unfriendly to outsiders such as your party. You keep asking for veal when everyone is starving, you asshole.
The item that sticks out in the passage for me starts with "Axles break". Back when I used to be able to tolerate the abuse associated with reading the
Tao of D&D (let alone posting a comment, for Christ's sake) I saw a post there about exactly this circumstance. Maybe it was a session recap or something, but for some reason an wagon axle broke, and the players wanted to say they replaced it with a tree branch they cut to size, or something like that, just good enough to get them back to town. And of course the impossibilities associated with this task were magnified in the telling (given the author, partly for rhetorical effect: to clearly explain how his players were the stupidest fucking people ever shat out upon the face of the Earth): none of you know how to make an axle; you don't have the tools; you don't have seasoned lumber, of the right part of the right tree; and you're obviously a bunch of total morons with your own feces smeared across your foreheads; etc.
At any rate, this has all been said before about verisimilitude in D&D (though I contend the forehead-feces tack is an original development, a true innovation). Should anything go? No. Maybe the PCs have to abandon the goddamned wagon, it can't be repaired in the field, and the other consequences of that have to play out. But the DM can hand-waive the details that may be important to her conception of how the world works by not mechanicalizing everything, or at least not subjecting the players to the mechanics themselves except as existing conditions and outcomes in the game world. That is, the intricacies of your own byzantine calf-birthing index may give you the most profound boner or luxuriantly swollen labia (or whatever genital configuration you might possess) but the players do not find themselves equally engorged by their encounter with the index, usually.
Here lies a bit of a split in the argument about attention to 'realistic' details bringing the game world to life. Since the mechanics of mustard-farming (or whatever) are basically a game for the DM who develops it and interacts directly with it, and not for the players, these sorts of mechanics, inflicted on players, don't bring the world to life for them. The distinction is subtle: the
consequences of the DM playing his/her personal game of mechanics to determine the precise color of the sunset as perceived by each in turn the elf, the dwarf, the human and the dog in the party on day 249 are important. PCs can't agree on the qualities of the sunset, can't fix the wagon, and so on. That sucks, or is an opportunity for role-playing, or whatever. The players typically interact with the outcomes of these sorts of mechanics, not the mechanics themselves. This suggests that a form of hand-waiving resides in keeping the mechanics behind the screen, and thereby foregoing the occasion to share your awesomely detailed Faberge egg of a system with your friends. DMing is a hard, lonely and unheralded career, it would seem.