...So: Do you figure weights and values for jewelry and art pieces ad-hoc by hand-waving? Or do you have some sort of system? I'm interested in systems, particularly those that don't make a hash where the 'artistic' value is negative. I really want the minimum value to be the value of the gem and precious metal components.
Thoughts?
With the understanding this is the general rpg section, so everyones' suggestions will be different:
Treasure by Courtney Campbell I've found useful for covering some aspects of treasure generating and inspo for what kinds of treasure might be found.
In the current game, the party had a recent opportunity to make off with a lot of loot from a mostly abandoned noble property. They could've fetched a cart from the very small village that was closest to this site, but realized they needed a horse or other draft animal to pull it, as they were three days travel from their starting point.
However, they had a running clock for a different task.
They lacked the money to purchase someone's animal, no villager in this village was willing to be bereft of their daily livelihood for 6 days, and the PCs weren't nefarious.
All to say, sometimes the situation will just pan out with PCs
not being able to take every last thing they want.
Some players will have characters that are loot goblins (or the players themselves
are loot goblins.) While weight/inventory slots/etc can be a primary factor, I often bring up fictive considerations in situations as well:
While any thief is capable of carrying off ten sets of silverware, what did they do to stifle all that
noisy jangling?
A dozen crystal glasses? How were they
packed to avoid them breaking?
Carting off that exceedingly valuable, floor sized rug? What are you putting
away in your hand, to ensure it doesn't just fall off your shoulder? How are you walking with it rolled up, through that door?
I employ fences as a downtime action, who in return for a small cut, become involved when:
- PCs have goods they want to sell, but wish to be anonymous
- PCs have illegal goods they want to be rid of, but there's no time pressure or heat
The cut the fence takes goes up if:
- There is high heat surrounding the goods
- The goods are unique or identifiable by authorities
- PCs desire a quick sale
The fence can then attempt to get rid of the goods, but the actual sale price will be less than its original value. They'll also demand a higher cut. Agreeing to a lower total percentage of the value of the goods, ensures PCs will be rid of it faster.
A roll is made and based off that result, possible fictive complications for above could include:
- Something gets traced back to the PCs
- An item or several items initiates, or ends up counting as, evidence in an investigation
- The prospective buyer gets cold feet, makes a second offer for less, or reneges
- The sale could be an op by the authorities, criminals, a faction, etc.