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General Tabletop Discussion
*Pathfinder & Starfinder
mercantile trade - help needed
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2255859" data-attributes="member: 20805"><p><strong>Trading.. and Merchants</strong></p><p></p><p>A couple ways to handle this.. depending on what your players are looking for and what you are willing to do.</p><p></p><p> One way would be to use Profession: Merchant and Profession: Sailor, make a couple rolls, consult a chart, and say "you brought X amount of silk in and were able to make Y gp in profit. A very simple chart with goods needed with modifiers would suffice. This is what it looks like you are asking for.</p><p></p><p>The other way is to turn this choice into adventure hooks. Make the ports your dungeons and run entire adventures that consist of moving goods from point A to point B. Port-side they will have to deal with Encounters of: Port Authority, Taxes, and Guildhouses.. and possibly become embroiled in a guild-war {easy for a freelance ship..} Out of port, the Encounters could be Pirates or Warships. </p><p> Go into detail in the business, Gather Info to find a source, Knowledge: Mercantile to know what would gain the best return where, Diplomancy to haggle to buy, etc... Fudge the numbers so they can usually get a profit, enough to sponsor the next shipload. Loets of work for both the characters and for the DM.</p><p> </p><p> Adventure plots abound. Imagine them sailing up to Shylock Harbor to drop off a fresh cargo load of Silk just in time to blockaded because the local lord told the Empire off...</p><p> Or finding a reliable source for goods out of the Ranken harbor.. only to find out halfway through a trip that the barrels of goods are not what they seem.. their source is a Vampire's cohort and the barrels contain hungry fledgling vampires, and one barrel has been opened...</p><p></p><p>Plenty of fun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2255859, member: 20805"] [b]Trading.. and Merchants[/b] A couple ways to handle this.. depending on what your players are looking for and what you are willing to do. One way would be to use Profession: Merchant and Profession: Sailor, make a couple rolls, consult a chart, and say "you brought X amount of silk in and were able to make Y gp in profit. A very simple chart with goods needed with modifiers would suffice. This is what it looks like you are asking for. The other way is to turn this choice into adventure hooks. Make the ports your dungeons and run entire adventures that consist of moving goods from point A to point B. Port-side they will have to deal with Encounters of: Port Authority, Taxes, and Guildhouses.. and possibly become embroiled in a guild-war {easy for a freelance ship..} Out of port, the Encounters could be Pirates or Warships. Go into detail in the business, Gather Info to find a source, Knowledge: Mercantile to know what would gain the best return where, Diplomancy to haggle to buy, etc... Fudge the numbers so they can usually get a profit, enough to sponsor the next shipload. Loets of work for both the characters and for the DM. Adventure plots abound. Imagine them sailing up to Shylock Harbor to drop off a fresh cargo load of Silk just in time to blockaded because the local lord told the Empire off... Or finding a reliable source for goods out of the Ranken harbor.. only to find out halfway through a trip that the barrels of goods are not what they seem.. their source is a Vampire's cohort and the barrels contain hungry fledgling vampires, and one barrel has been opened... Plenty of fun :) [/QUOTE]
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