Anyone using the DMGII business rules?


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pogre said:
I've found creating trading rules and merchant guild guidelines for my campaign have created a lot of wealth for my PCs. A cool side effect of this is that they do not spend money on magic items as much and are looking to grow their business.

Do you think you could be talked into sharing your guidelines?

Justin Alexander Bacon
http://www.thealexandrian.net
 

I ran into a situation where I wanted to look up the DMG II business rules. Our party had just arrived at a new city and in order for someone to retain his noble social status, he would need to produce something to benefit the city. I chose to borrow money to establish a fighting arena and also (since I had the additional room) a restaurant. I think the ideas in DMG II are very good brainstorming. It does not appear that they were tested, I hate to say, because I really like the book. It may be that some important information was cut in the editing.
First off I will cover the issues I came across then give my suggestions. The criminal organization has a high rating in capital, resources, and risk. These are all fine, but when one checks the profit check modifiers these result in a modifier of -8. A criminal organization should be very profitable if one can overcome problems of the law and competition. A larger business should bring in more profit, that is not listed as a modifier. I have been involved in the restaurant business for over 10 years with a national corporation. I can tell you point blank the reason most small businesses fail is not a lack of profits but the ability to offset the loans one needs to get started.
It seems easy (in DMG II) to hire a manager with the appropiate primary skill, set up in a metropolis use some secondary skills I have, pop in for an hour or two each day then reap in the money. Many small businesses will bring in more money than one equally costing large business.

Here is what I would do... first of all the resources to set up the business as well as the initial investment should be multipliers to the profits or losses. These should also have limts based on population. A good example is when celebrity restaurants eventually fail. The money is thrown into them but they need more to be successful. There should be multiple check based on different variables. Each check should have a DC to suceed. The profit should be based on the number of successful checks.
I will use a restaurant as an example since that is where I am most experienced. The cook (person creating your product) is very important, if the food is not good even for one night your guests will expect the same the next time and not return. Next up is the waitstaff and bartenders (people interacting with the customer). Finally there is the person (manager)who runs the place ensuring there are not any food shortages, waste, and the books are kept track of. I would include entertainment as an optional profit check. Finally I would have the DM assign a competition rating based on existing businesses. If there are not enough taverns in a town starting one will do very well. Starting the same business in a metropolis with a tavern on every corner will struggle. This check will affect all like businesses in the area. Therefore some will be upset and the check will vary as other businesses start or go under.

I would therefore have the primary skill be one check. Diplomacy must be a check as well for any service business. The person who controls the inventory and runs the books. I would make this a profession check. The competition check was explained already.

I have not set up any specific DC's but I could if there is enough interest.

-Mike
 

Jdvn1 said:
... Which makes a symmetry between business rules and normal enounters.

No, my point was actually that the rules aren't even as good as what I just threw together (which is what I put in the post). ie - I pulled better rules out of my <dm's bag of tricks> than were written into the DMG II.
 

Saeviomagy said:
No, my point was actually that the rules aren't even as good as what I just threw together (which is what I put in the post). ie - I pulled better rules out of my <dm's bag of tricks> than were written into the DMG II.
What was it that you came up with?
 

Justin Bacon said:
Do you think you could be talked into sharing your guidelines?

Justin Alexander Bacon
http://www.thealexandrian.net

They are based on Old One's business trading PDF. Hit him up for a copy either via his story hour or by PM. I don't have permission to pass it along and my work is HEAVILY derived from his. He's always a good fellow about sharing his cool stuff.
 

Jdvn1 said:
What was it that you came up with?
What I wrote in the post. The DMGII rules are basically "buy the business. Make profession checks, lose money whenever you do so. Roll for random events, lose more money."
 

Saeviomagy said:
What I wrote in the post. The DMGII rules are basically "buy the business. Make profession checks, lose money whenever you do so. Roll for random events, lose more money."
What you wrote in post #6 on this thread? Could I have some details? I'd like some other ideas to use for this.
 

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