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<blockquote data-quote="bret" data-source="post: 558052" data-attributes="member: 713"><p>GMs who wanted to run a campaign heavy on this could do a caravan campaign. The characters work for a trade company that sends caravans out.</p><p></p><p>The other likely prospect is a group hired by a wizard cooperative to gather materials. In this case, you should probably use the Power Components rule from the DMG (the XP for an item creation feat can come from certain undefined special components). This would look similiar to a normal quest campaign combined with political rivalry within the guild/cooperative. The group would most likely develope a better rapport with a few of the members.</p><p></p><p>Any PCs that wanted to set up an intelligence network could do well by founding bardic schools and/or taverns. Take the leadership feat to get the 'right sort of people' working at the establishments. The business aspect would only be a concern as far as making sure that it made a slight profit. Even if it broke even, this would not present too much of a problem.</p><p></p><p>From the GM perspective, there are always lots of plots that could center around this type of establishment. It also gives the villains a location to strike back at, if the PCs are continuously wiping out their hideouts. I can just see the PCs rushing back to the tavern in order to protect it against an attack they have just learned of.</p><p></p><p>As for how to run anything like this, I would suggest that you just fake it. Don't get bogged down in rules for landownership and profit vs. taxes and such. Decide what the PC can reasonably expect to get out of such a venture, adjust for how skilled the people doing the daily grind there are, and wing it.</p><p></p><p>The economics on 3E are inconsistent enough that if you tried to do precise rules, you would no doubt find all sorts of problems.</p></blockquote><p></p>
[QUOTE="bret, post: 558052, member: 713"] GMs who wanted to run a campaign heavy on this could do a caravan campaign. The characters work for a trade company that sends caravans out. The other likely prospect is a group hired by a wizard cooperative to gather materials. In this case, you should probably use the Power Components rule from the DMG (the XP for an item creation feat can come from certain undefined special components). This would look similiar to a normal quest campaign combined with political rivalry within the guild/cooperative. The group would most likely develope a better rapport with a few of the members. Any PCs that wanted to set up an intelligence network could do well by founding bardic schools and/or taverns. Take the leadership feat to get the 'right sort of people' working at the establishments. The business aspect would only be a concern as far as making sure that it made a slight profit. Even if it broke even, this would not present too much of a problem. From the GM perspective, there are always lots of plots that could center around this type of establishment. It also gives the villains a location to strike back at, if the PCs are continuously wiping out their hideouts. I can just see the PCs rushing back to the tavern in order to protect it against an attack they have just learned of. As for how to run anything like this, I would suggest that you just fake it. Don't get bogged down in rules for landownership and profit vs. taxes and such. Decide what the PC can reasonably expect to get out of such a venture, adjust for how skilled the people doing the daily grind there are, and wing it. The economics on 3E are inconsistent enough that if you tried to do precise rules, you would no doubt find all sorts of problems. [/QUOTE]
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