How much would it change D&D games if credit was used?
DnD usually seems to run to itinerant heroes, which is a major problem for participating in a credit-based economy. Who will trust someone who is here today, gone tomorrow?
Although local credit for those with roots in the area is a viable model, keep in mind that the peasantry is going to be very short of material possessions, as well as ready cash. A typical farming/artisan family might have one set of homespun clothes each, a few homespun blankets/cloaks, a pot to cook porridge, a few kitchen implements, some bedframes (fill with straw), a table and some benches/stools, a cradle, some earthenware dishes/cups, a loom for weaving the aforementioned clothes/blankets, the tools of their trade, maybe a pig and some chickens, meagre stores of food.
Their lives (to paraphrase) will be nasty, brutish, ill-fed, and cold. They won't buy or sell anything for coin, but transact everything by barter. The village/clan will hold in common plow animals, plows, etc.
The adventurers will be expected to pony up coin for their purchases or to barter. Even those dull, rusty goblin axe-heads may have a certain value to the smith who can reclaim the metal and maybe the handles can be traded to the innkeeper as firewood for a couple of ales.