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How do you handle jewelry and valuable art as a GM?
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<blockquote data-quote="Piperken" data-source="post: 9684300" data-attributes="member: 7047091"><p>With the understanding this is the general rpg section, so everyones' suggestions will be different:</p><p></p><p><a href="https://friendorfoe.com/d/Treasure.pdf" target="_blank">Treasure by Courtney Campbell</a> I've found useful for covering some aspects of treasure generating and inspo for what kinds of treasure might be found.</p><p></p><p>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.</p><p></p><p>However, they had a running clock for a different task.</p><p></p><p>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.</p><p></p><p>All to say, sometimes the situation will just pan out with PCs <strong>not</strong> being able to take every last thing they want.</p><p></p><p>Some players will have characters that are loot goblins (or the players themselves <em>are</em> loot goblins.) While weight/inventory slots/etc can be a primary factor, I often bring up fictive considerations in situations as well:</p><p></p><p>While any thief is capable of carrying off ten sets of silverware, what did they do to stifle all that <em>noisy</em> jangling?</p><p></p><p>A dozen crystal glasses? How were they <em>packed</em> to avoid them breaking?</p><p></p><p>Carting off that exceedingly valuable, floor sized rug? What are you putting <em>away</em> in your hand, to ensure it doesn't just fall off your shoulder? How are you walking with it rolled up, through that door?</p><p></p><p>I employ fences as a downtime action, who in return for a small cut, become involved when:</p><ul> <li data-xf-list-type="ul">PCs have goods they want to sell, but wish to be anonymous</li> <li data-xf-list-type="ul">PCs have illegal goods they want to be rid of, but there's no time pressure or heat</li> </ul><p>The cut the fence takes goes up if:</p><ul> <li data-xf-list-type="ul">There is high heat surrounding the goods</li> <li data-xf-list-type="ul">The goods are unique or identifiable by authorities</li> <li data-xf-list-type="ul">PCs desire a quick sale</li> </ul><p>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.</p><p></p><p>A roll is made and based off that result, possible fictive complications for above could include:</p><ul> <li data-xf-list-type="ul">Something gets traced back to the PCs</li> <li data-xf-list-type="ul">An item or several items initiates, or ends up counting as, evidence in an investigation</li> <li data-xf-list-type="ul">The prospective buyer gets cold feet, makes a second offer for less, or reneges</li> <li data-xf-list-type="ul">The sale could be an op by the authorities, criminals, a faction, etc.</li> </ul></blockquote><p></p>
[QUOTE="Piperken, post: 9684300, member: 7047091"] With the understanding this is the general rpg section, so everyones' suggestions will be different: [URL='https://friendorfoe.com/d/Treasure.pdf']Treasure by Courtney Campbell[/URL] 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 [B]not[/B] being able to take every last thing they want. Some players will have characters that are loot goblins (or the players themselves [I]are[/I] 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 [I]noisy[/I] jangling? A dozen crystal glasses? How were they [I]packed[/I] to avoid them breaking? Carting off that exceedingly valuable, floor sized rug? What are you putting [I]away[/I] 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: [LIST] [*]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 [/LIST] The cut the fence takes goes up if: [LIST] [*]There is high heat surrounding the goods [*]The goods are unique or identifiable by authorities [*]PCs desire a quick sale [/LIST] 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: [LIST] [*]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. [/LIST] [/QUOTE]
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