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<blockquote data-quote="Hawke" data-source="post: 4580732" data-attributes="member: 61721"><p>My current campaign had the players given an option to have a "rum running" business. What sounded cool initially was quickly overtaken by a much better macro plot that left the rum runners to the background NPCs and the adventurers doing much greater and grander deeds. All for the better, of course, though if we wanted a session or two playing at it I woulda whipped up some rules.</p><p></p><p>If I had to, I'd just run it like a skill challenge. Solicit some ideas to increase profits, let them use some skills to see how it goes. Make some choices available (either spend your time doing X OR Y with two possible results) and setup some risks that could end up as some combat encounters with some enemies (either the law if running through town or some creatures if sneaking in the forest). </p><p></p><p>The problem is... a single extended skill challenge shouldn't generate that much money or you'll end up having that give the players tons of cash compared to adventurering. I'd suggest avoiding assigning monetary values to it and assume near 100% reinvestment into the business operation with the success of the skill challenge a more tangible goal: </p><p></p><p>-Gain entry into a local guild to gain access to NPCs</p><p>-Outcompete enemy evil business to save the town </p><p>-Uncover some artifact through trade/business integral to the plot</p><p>-Learn new plot hooks that sets off adventurering </p><p>-Use the profits to strengthen a local army or rebel group</p><p></p><p>Keep in mind with any skill challenge you'll want something for all characters to do... it isn't fun for the muscle of the group to sit back to a string of perception, insight, diplomacy and history rolls or whatever you pick.</p></blockquote><p></p>
[QUOTE="Hawke, post: 4580732, member: 61721"] My current campaign had the players given an option to have a "rum running" business. What sounded cool initially was quickly overtaken by a much better macro plot that left the rum runners to the background NPCs and the adventurers doing much greater and grander deeds. All for the better, of course, though if we wanted a session or two playing at it I woulda whipped up some rules. If I had to, I'd just run it like a skill challenge. Solicit some ideas to increase profits, let them use some skills to see how it goes. Make some choices available (either spend your time doing X OR Y with two possible results) and setup some risks that could end up as some combat encounters with some enemies (either the law if running through town or some creatures if sneaking in the forest). The problem is... a single extended skill challenge shouldn't generate that much money or you'll end up having that give the players tons of cash compared to adventurering. I'd suggest avoiding assigning monetary values to it and assume near 100% reinvestment into the business operation with the success of the skill challenge a more tangible goal: -Gain entry into a local guild to gain access to NPCs -Outcompete enemy evil business to save the town -Uncover some artifact through trade/business integral to the plot -Learn new plot hooks that sets off adventurering -Use the profits to strengthen a local army or rebel group Keep in mind with any skill challenge you'll want something for all characters to do... it isn't fun for the muscle of the group to sit back to a string of perception, insight, diplomacy and history rolls or whatever you pick. [/QUOTE]
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