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<blockquote data-quote="Sunseeker" data-source="post: 6831536"><p>I allow my party to start businesses, or work in them at low levels. I mean honestly aren't a lot of low level quests essentially "jobs"? Go kill some wolves that are threatening our sheep, go deliver these fruits which bandits have been raiding, etc...etc...?</p><p></p><p>But I do allow my players to run, or work in businesses, based on their trade. When they're not around they need someone trustworthy to run it, or have to shut it down for the time. I usually say they earn at 1/4 what they normally would if they were running it themselves. It's also a good use for games with multiples characters per player. </p><p></p><p>Typically though the idea is that an adventurer is someone who left home to fight monsters because they couldn't make it at home, or enjoy the sort of life an adventurer has. What do you need a regular income for when you're not paying taxes or regularly buying goods and services? Honestly the further and longer games I'm in stay away from cities and towns, the more I enjoy them. Adventurers are supposed to typically be broke guys who leave town for "adventure" because they heard they might get rich!</p><p></p><p>I've run the patron idea a couple times, the biggest problem is that players have the urge to haggle or walk if they don't like the deal they're being offered. Well okay but I'm not going to create an infinite number of patrons until you find one you like. It requires some buy-in that the players <em>want</em> to work for someone and don't think they're better off on their own.</p><p></p><p>In a nutshell though, I feel like the idea of earning a regular income is rather contrary to being an adventurer.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6831536"] I allow my party to start businesses, or work in them at low levels. I mean honestly aren't a lot of low level quests essentially "jobs"? Go kill some wolves that are threatening our sheep, go deliver these fruits which bandits have been raiding, etc...etc...? But I do allow my players to run, or work in businesses, based on their trade. When they're not around they need someone trustworthy to run it, or have to shut it down for the time. I usually say they earn at 1/4 what they normally would if they were running it themselves. It's also a good use for games with multiples characters per player. Typically though the idea is that an adventurer is someone who left home to fight monsters because they couldn't make it at home, or enjoy the sort of life an adventurer has. What do you need a regular income for when you're not paying taxes or regularly buying goods and services? Honestly the further and longer games I'm in stay away from cities and towns, the more I enjoy them. Adventurers are supposed to typically be broke guys who leave town for "adventure" because they heard they might get rich! I've run the patron idea a couple times, the biggest problem is that players have the urge to haggle or walk if they don't like the deal they're being offered. Well okay but I'm not going to create an infinite number of patrons until you find one you like. It requires some buy-in that the players [I]want[/I] to work for someone and don't think they're better off on their own. In a nutshell though, I feel like the idea of earning a regular income is rather contrary to being an adventurer. [/QUOTE]
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