A Reality Check on the TLRPG Economy

By gmaail · · 239 views · 4 upvotes · 10 replies

The recent decision to lock "free rewards" after the bonus battle pool was introduced was a necessary move to stop players from draining the buyback pool the moment tokens were distributed. It works as an emergency brake, but it doesn’t fix the core issue. I’ll try to break down the main economic risks still present before the Web3 transition makes them harder to deal with.

1. Years of Locked Supply Are a Ticking Sell Pressure

The decision to lock "free rewards" prevented players from draining the buyback pool immediately, but it created a different problem: a growing stock of TLRPG that hasn't been spent or cashed out yet. Every locked token is a deferred exit. When the Web3 transition happens and those tokens become liquid, the market will absorb years of accumulated sell pressure all at once, or in waves if released in tranches. Either way, the supply hitting the market will far outpace any organic demand at the current formula price. Players who waited years to exit are not going to hold through a correction, they'll sell. And releasing in tranches isn't really a solution either, it's just a slower version of the same problem, and frankly it's disrespectful to the people who invested time and money into the game. If the market tanks during distribution, they have no way out and no control over it.

2. The Token Price Has Never Been Confirmed by Real Demand

The starting price of €0.10 was set internally, not by a market. Normally a starting price only becomes legitimate once real buyers are willing to absorb supply at that level. TLRPG's price has been going up through the burn formula before any of that happened. The price looks good on paper but it's never been tested against what people would actually pay for it. When the token hits an external exchange, the market will run its own price discovery, and if there's a big gap between the formula price and real demand, the correction won't be pretty.

3. The Burn Formula Creates Artificial Scarcity, Not Real Scarcity

Real scarcity-driven price growth happens when more people want to buy or hold than sell. TLRPG's price goes up mechanically based on the burn formula, regardless of whether actual demand is growing. So the price reflects how much activity is happening in-game, not whether people genuinely believe in the token's value. Players spending heavily generates burns and pushes the price up, but those same players might have zero intention of holding long-term. A price pushed up by a formula without real demand behind it tends to collapse the moment it meets an open market.

4. The Recirculation Loop Undermines Real Scarcity

Right now TLRPG is mostly bought from the platform and immediately spent on in-game purchases. A portion gets burned, but the rest flows back into the supply pool. The token keeps circulating through the system without ever really leaving it or being accumulated by players who believe in it long-term. This creates the effect of an almost endlessly recirculating supply, because after every purchase the TLRPG returns to the platform minus the burn fee. Without genuine accumulation there's no real holding pressure to support the price when the listing comes.

Proposal: Fix the Foundation Before the Web3 Transition

Introduce a player-to-player marketplace before any external listing. Instead of the platform being the only seller, let players trade TLRPG directly with each other. The platform takes a 5% transaction fee, which also creates natural friction against rapid cash-outs. More importantly, this is the first real price discovery the token would ever have. Whatever price stabilizes in this internal P2P market should be the actual debut price on external exchanges, not a formula output.
Release locked TLRPG into the P2P market, not into the buyback pool. Once the internal market is running, unlocking the locked tokens into a functioning supply/demand environment is far safer than releasing them as sudden cash-out pressure.
Make the burn rate supply-sensitive. The price impact of burning should scale with how much TLRPG is still in circulation. Heavy spending when supply is abundant = minimal price increase. Heavy spending when supply is genuinely scarce = bigger increase. This makes the burn mechanic reflect actual scarcity instead of just activity volume, which is a much more defensible model when people start seriously looking at the tokenomics.

Why This Needs to Happen Now

The Web3 listing is the point of no return. Once TLRPG is on external exchanges, price discovery happens fast and publicly, and a token priced by a formula rather than real demand will get repriced by the market immediately. Institutional investors know markets well, and they won't touch a token with an artificially set price, they're the ones who actually move prices, and they base decisions on real fundamentals. The locked rewards crisis was a warning. The time to fix the structure is now, while there's still room to do it on our own terms.

Replies

TokenLord ·

I suggest reading the Whitepaper and tokenomics documentation carefully before drawing conclusions, because several assumptions in this post are factually incorrect and do not reflect how the TLRPG economy is actually structured.

The locked rewards system is not a “crisis.” It is an early supporter allocation model. Just as developers, infrastructure, marketing, and ecosystem growth require long-term allocation structures, early players also receive long-term participation rewards for helping build the foundation of the ecosystem before full Web3 launch.

It is important to understand that the current weekly withdrawable pool already exists and continues operating. The locked Web3 rewards are an additional long-term incentive layer designed specifically for early adopters. These rewards are not intended to be instantly liquid. They are planned to unlock gradually in controlled and safe phases to protect ecosystem stability.

Another important point: the current dashboard generation system is temporary by design. In full Web3, players will not be generating tokens from a centralized reward pool in the same way they do now. The current system exists during BETA to reward activity, test mechanics, and accelerate ecosystem growth before transition. It is not intended to function permanently.

The proposed suggestion to stop platform distribution and rely only on player-to-player circulation is mathematically unsustainable at the current stage. With very limited circulating supply, continuous burns would rapidly reduce available liquidity over time. If circulation becomes too scarce too early, the result is not a “healthy market” - it creates extreme illiquidity, distorted pricing, and an ecosystem where the overwhelming majority of supply remains concentrated outside the player economy.

To put it simply: if almost all supply remained controlled by a single entity while only microscopic fractions circulated publicly like BTC fractions but is burned so much everyday, most rational participants would not view that as a healthy or decentralized ecosystem.

Sustainable ecosystems require balanced circulation, controlled emissions, long-term funding, and enough liquidity to support future growth.

The current system is designed around long-term ecosystem expansion, not short-term extraction.

Many players understand this already. Not everyone is here only to withdraw weekly profits during BETA. A large part of the community is here because they see the long-term vision: future development, ecosystem expansion, utility growth, ownership systems, marketplace systems, guild structures, land systems, and broader Web3 integration built around TLRPG over time.

It is also important to be realistic about project economics. Suggesting that the platform should stop selling/distributing tokens while players receive nearly all ecosystem value through withdrawals and trading fees is not a viable model during the growth stage of a project. Early-stage ecosystems require reinvestment into infrastructure, development, servers, security, art, marketing, expansion, and team growth. Without that, there is no ecosystem to sustain long-term value in the first place. Like taking food from baby and excpect it to survive on its own.

When the ecosystem reaches significantly larger scale with massive player activity and mature circulation, fee-based structures become far more viable. But expecting a BETA-stage project to operate like a fully mature ecosystem is unrealistic.

TLRPG has been built through constant development, personal sacrifice, and significant long-term investment into the project and infrastructure. The focus right now is sustainability, ecosystem longevity, and creating something capable of surviving long after launch - not maximizing short-term extraction during BETA.

The goal is not temporary hype. The goal is building an ecosystem that still exists years from now

gmaail ·

Hey TL, thanks for taking the time to reply.

Just to clarify, my point wasn’t about the locked Web3 reward system itself. I actually understand the intention behind it and I appreciate the effort to reward early players.

What I was trying to highlight is more the shift from the previous battle reward system (which was unlocked) to a fully locked distribution model.

From a F2P perspective, the in-game currency is basically what makes the game playable and enjoyable in a consistent way. If players are fully dependent on a weekly pool, it becomes quite unstable, especially as player numbers grow or when the pool doesn’t have enough funds to properly sustain rewards. In that case, new or casual players might not even get enough currency to properly get into the game loop.

The battle reward system was solving that issue in a way, but I also understand why it wasn’t sustainable long-term. My concern is more that the transition to a locked system happened without a real in-between alternative.

On the “platform distribution” idea I mentioned earlier, I’m aware it’s not a realistic long-term solution. It was more of an extreme example to highlight the issue of an overly liquid supply combined with a continuously increasing price model.

My main concern is the “ONLY UP” dynamic running ahead without being fully supported by real demand or userbase growth. If that continues, at some point it will probably require more structural adjustments for the economy to stay healthy.

Just to be clear, I wasn’t trying to present a final solution in my original message, it was more just an analysis of potential risks in the current setup.

That said, I do think the idea of a supply-sensitive burn mechanism is very strong. It would help align price growth more with real scarcity and actual usage patterns, instead of being driven too much by activity spikes from a small number of high-spending players.

JINX - Big fat hero ·

I actually agree with your argument. I just see a problem with p2p market (as the game situation RIGHT NOW) because I think there are not many person playing and actively buying/using TLRPG in game. It may cause more issue than benefit.
I agree that the "only up" mechanism is not healthy long term (as it stands right now) because right now it generate more fomo than real value. This is my personal opinion and is based on two simple things. Early adopter are not contributing only, but also "fighting" to get the more at the cheaper price, and secondly, it's not directly related to TLRPG tokenomics, but on the decision to make lands fixed TLRPG price. You TokenLord have admitted in live that most of people can't afford better lands right now just for the price, but do you think someone will ever be able (or brave) to put 35k on emerald land? Of course that was the price set initially, right now, it's already much higher.

In any case, assuming that all the players that actually invested in TLRPG have done for long term perspective and wouldn't sell token right after market launch, is not a good starting point
Also, the base of the token consumption is a good and fun game

Yeah, this is a beta and things could change, and I hope for the best. I'm not a guru of tokenomics, but what I learned from 9 years on crypto is that is not only tokenomics, but also (and mostly) adoption. Your game need to be fun, not only for vip and or for the earning thing. It should be fun to play long term and engaging. I see lot of potential on this side, less on the token itself

Kaling11 ·

if u intrsted lets trade emerald blue dragon fro 1500 tlrpg i accept or just it is better mint it and hodl?

Kaling11 ·

misstake 1500 eur in TLRPG Xddd my bad not in tlrpg only

gmaail ·

Hey buddy, the trading features haven’t been rolled out yet, but they’re planned to release pretty soon. I definitely think it’s better to mint it for now, more players are joining the game, so you’ll probably be able to sell it for higher prices later on. Also, the pet features still aren’t fully completed yet, so they haven’t reached their full value yet :)

Kaling11 ·

thank you bro i believe it needs to be 15k XD because i calculated math and players combined. I collect pokemon card many years same happen XD see same pattern

SRY for spelling

gmaail ·

where are you from man?

gmaail ·

Oh you're here for the cards! Once the full feature rolls out they're going to be incredible

Kaling11 ·

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예전 포켓몬 카드 처음 유행하던 분위기랑 비슷한 느낌도 조금 나고, 아직 초반인데도 사람들이 점점 모이는 거 보니까 괜히 기대됨 👀

솔직히 언젠가는 TokenLordsRPG의 공동 오너 같은 위치까지 가보고 싶고 ㅋㅋ 최소한 카드 대부분은 내가 들고 있고 싶음 🔥
제가 사는 지역 사람들도 이런 수집형/희귀 아이템 게임 엄청 좋아해서 다들 약간 미쳐있거든요 ㅋㅋ 그래서 더 가능성 크게 보는 중.

특히 아직 기능이 전부 나온 것도 아니라서 더 기대돼요. 나중에 거래 시스템이나 전체 기능 완성되면 분위기 완전히 달라질 것 같음.