RopeMerchant
First Post
For reasons I won't bore readers with, the players in my 3.0/3.5 D&D group want to take time off from adventuring and start a merchanting business.
Obviously, I'll be able to have their caravans raided, and have some great opportunities for social role playing vis a vis business rivalries and lies and deceit and manipulation and what not, so that could be fun (but seriously unheroic).
What I don't have are rule or guidelines for trade goods and trade routes and how to adjudicate successful trading ventures and the like.
My question to everyone is: do you know of any rules that cover this sort of thing? I'd prefer anything intended for 3.x D&D or d20, but I'll take what I can get.
Thanks!
RopeMerchant
<preemptiveresponse>
Yes, D&D is normally about Heroic adventuring, but the players want to do this instead, for reasons with which I'm ok. Ultimately, what is fun for the group is correct way to play, in my opinion.
</preemptive>
Obviously, I'll be able to have their caravans raided, and have some great opportunities for social role playing vis a vis business rivalries and lies and deceit and manipulation and what not, so that could be fun (but seriously unheroic).
What I don't have are rule or guidelines for trade goods and trade routes and how to adjudicate successful trading ventures and the like.
My question to everyone is: do you know of any rules that cover this sort of thing? I'd prefer anything intended for 3.x D&D or d20, but I'll take what I can get.
Thanks!
RopeMerchant
<preemptiveresponse>
Yes, D&D is normally about Heroic adventuring, but the players want to do this instead, for reasons with which I'm ok. Ultimately, what is fun for the group is correct way to play, in my opinion.
</preemptive>
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