>>43372740Just kinda by ear, but it helps that I've got a degree in economics so my winging it tends to be relatively on point. I've found there's little in game reward for tracking specific monetary expenses along the lines of "Okay player a has 182 $ and player b has 173 $". It's too fiddly and you don't gain enough reward for it to be relevant.
And sort of cruelly, I noticed that when I stopped making wealth an explicit, easily tracked number my players stopped caring so much about amassing wealth and selling stuff. They came from D&D and Pathfinder, so I think they saw their rising GP as a marker of their success and were somehow under the impression that more gp = better game.
Using the Abstract Wealth rules from Pyramid made that less relevant, tied money into the game mechanics in the sense of rolling for purchases and had a neat carry over effect where people with different wealth levels could be assumed to just handle things that were reasonable for their wealth. Much less headache.
I haven't really had anyone seriously try to ever break the economics of my games, but maybe again that's because it's part of my degree and my natural reaction to "okay I dump 223883 billion tons of iron on the market" is "well good luck off-loading *that*, Mr. Iron Baron".