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<blockquote data-quote="Primitive Screwhead" data-source="post: 2891140" data-attributes="member: 20805"><p>This is why pre-game assumptions need to be set.</p><p></p><p>I handle most of the mundane shopping off-camera. Email traffic or sitting around before/after the session is good. </p><p>I set a gp-limit based on where the PC is, and they pay list price for anything under that.</p><p>Anything over that must be requested and may cost more or be unavailble..or have a plot hook attached.</p><p>Selling is also affected by the gp-limit. Anything list priced under the limit can be sold for 50% of list. Anything over must be requested and the price may vary or the item not even get bought.</p><p>- This is the default. If the player wants to use thier skillz and roleplay the interaction, they will probably get a better bargain.</p><p></p><p>Most interactions within the game are plot related..unless the party has wandered off on a tangent. In which case I will go along with it until they give up or it turns into a plot <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><p></p><p>Most PC backgrounds are an integral part of the story line. I would bring the captured wife as teh main focus for 3 or 4 sessions. At the end of the arc he would be able to potentially rescue his wife, and learn about the mastermind/evil genius/bad next thing to keep the adventure going... </p><p>- Or focus on another characters background plothook and drag him in with a 'they helped you, time to help them'</p><p></p><p></p><p>Mainly my advise to you is a bit late... before the game make sure the baseline assumptions of how things are going to go are set. Include:</p><p>- Standards for purchase/selling</p><p>- Standards for use of such rules as encumbrance, appraise, Kn Local</p><p>- Define 'normal' for cities, towns, villages, wildlands</p><p>- Set a reward system that encourages the type of play you find fun. In this case adhoc Action Points may be the best method as your 'problem' player will see the rules-value in them. Note here, ensure your system is obviously fair and equitably handed out.</p><p></p><p> Some advise that might be on time.. tell the player that this time you will let him trade in the gems as he did, but in the future he needs to abide by the standards for purchases. Tell him that *this* time there will be a plot hook attached to those gems.</p><p>{depending on where the campaign sits, and how the rest of the party goes.. I would have one of them previously belong to his wife, allowing a lead towards finding the slavers....then start the next session with "Joe needs to talk to y'all" and he can pitch the adventure to the rest of the group IC, possibly gaining rpXP for doing this piece well.}</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2891140, member: 20805"] This is why pre-game assumptions need to be set. I handle most of the mundane shopping off-camera. Email traffic or sitting around before/after the session is good. I set a gp-limit based on where the PC is, and they pay list price for anything under that. Anything over that must be requested and may cost more or be unavailble..or have a plot hook attached. Selling is also affected by the gp-limit. Anything list priced under the limit can be sold for 50% of list. Anything over must be requested and the price may vary or the item not even get bought. - This is the default. If the player wants to use thier skillz and roleplay the interaction, they will probably get a better bargain. Most interactions within the game are plot related..unless the party has wandered off on a tangent. In which case I will go along with it until they give up or it turns into a plot :) Most PC backgrounds are an integral part of the story line. I would bring the captured wife as teh main focus for 3 or 4 sessions. At the end of the arc he would be able to potentially rescue his wife, and learn about the mastermind/evil genius/bad next thing to keep the adventure going... - Or focus on another characters background plothook and drag him in with a 'they helped you, time to help them' Mainly my advise to you is a bit late... before the game make sure the baseline assumptions of how things are going to go are set. Include: - Standards for purchase/selling - Standards for use of such rules as encumbrance, appraise, Kn Local - Define 'normal' for cities, towns, villages, wildlands - Set a reward system that encourages the type of play you find fun. In this case adhoc Action Points may be the best method as your 'problem' player will see the rules-value in them. Note here, ensure your system is obviously fair and equitably handed out. Some advise that might be on time.. tell the player that this time you will let him trade in the gems as he did, but in the future he needs to abide by the standards for purchases. Tell him that *this* time there will be a plot hook attached to those gems. {depending on where the campaign sits, and how the rest of the party goes.. I would have one of them previously belong to his wife, allowing a lead towards finding the slavers....then start the next session with "Joe needs to talk to y'all" and he can pitch the adventure to the rest of the group IC, possibly gaining rpXP for doing this piece well.} [/QUOTE]
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