Yeap, as some folks have been posting, GM dropping a jack in the box is something you need to be careful about. I was being way to indirect about adventures. I mean, the PCs knew about every opportunity, it just wasn't rewarding enough and too risky apparently. I learned that for me as a Referee that the standard pay your mortgage campaign doesn't work for my GM style.
That's not quite what I was suggesting. You don't leave adventures for them to find; trouble finds them and they have to adapt. Pirates, Stowaways, wanted passengers, missing freight, coercion into criminality, paperwork hassles, corrupt officials, etc.Yeap, as some folks have been posting, GM dropping a jack in the box is something you need to be careful about. I was being way to indirect about adventures. I mean, the PCs knew about every opportunity, it just wasn't rewarding enough and too risky apparently. I learned that for me as a Referee that the standard pay your mortgage campaign doesn't work for my GM style.
I get ya. I dont tend to do small one shot adventure type stuff that well. What I do well is massive conspiracies that the PCs must engage with one way or another, but they usually have plenty of agency. Im trying to work on that more episodic a hitch in the normal giddy up type of game style.That's not quite what I was suggesting. You don't leave adventures for them to find; trouble finds them and they have to adapt. Pirates, Stowaways, wanted passengers, missing freight, coercion into criminality, paperwork hassles, corrupt officials, etc.
Not to mention that freight (shipping things for others, rather than buy low sell high) alone should be just barely breakeven.
Simply put: Things don't go smooth. The rough patches are an adventure themselves. The operation itself should be a minor ongoing element.
Alien, for example, has a sandboxish approach. Generate the cargo mission, random encounters, barely achievable maintenance requirements... one of the better bad situations was a PC didn't de-stress enough and snapped.... major psychosis level snapped. Wouldn't have been a big problem for the others if it hadn't been the best engineer.... they had to coax and coerce the engineer out of the ventilation system.... which took several days. Which also risked late delivery fees, etc.
Trade is a MacGuffin, most of the time. It's there to provide a backbone.
Trade related conspiracies:I get ya. I dont tend to do small one shot adventure type stuff that well. What I do well is massive conspiracies that the PCs must engage with one way or another, but they usually have plenty of agency. Im trying to work on that more episodic a hitch in the normal giddy up type of game style.
That's not quite what I was suggesting. You don't leave adventures for them to find; trouble finds them and they have to adapt. Pirates, Stowaways, wanted passengers, missing freight, coercion into criminality, paperwork hassles, corrupt officials, etc.
Not to mention that freight (shipping things for others, rather than buy low sell high) alone should be just barely breakeven.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.