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<blockquote data-quote="CruelSummerLord" data-source="post: 3558908" data-attributes="member: 48692"><p>A previous poster pointed out the fact that merchants might not like competition, so perhaps your players might like to make themselves associate members of an actual trading house, which could conceivably be used to generate some new adventures.  If they are skilled fighters with good reputations, merchants might like to have them along to send a message to pirates, and also save on the cost of hiring low-level grunts as guards for the cargo.  </p><p></p><p>By being actual members of the trading house, the PCs can get connections and contacts that they might not otherwise have, and can use the trading house's resources to supplement their own.  They can also have latitude to do their own trading as associate members, paying a percentage of their profits to the merchant house, instead of just being employees for some other trader.  </p><p></p><p>If the players insist on staying independent, perhaps they might like to specialize in niche goods, trading with non-humans, or with humans not associated with the normal trading works of the region your players work in.  French and British fur traders from the 16th to the 19th centuries made huge profits trading with the First Nations of North America, giving metal trade goods (guns, cooking pots, etc.), and selling the furs at a huge price in Europe.  </p><p></p><p>This might be a way to introduce new cultures or races into your campaign, or get the players mixed up in the goings-on of another part of the world; the French fur trader Samuel de Champlain, for instance, ended up joining his Huron trading partners in their conflict with the Iroquois.</p></blockquote><p></p>
[QUOTE="CruelSummerLord, post: 3558908, member: 48692"] A previous poster pointed out the fact that merchants might not like competition, so perhaps your players might like to make themselves associate members of an actual trading house, which could conceivably be used to generate some new adventures. If they are skilled fighters with good reputations, merchants might like to have them along to send a message to pirates, and also save on the cost of hiring low-level grunts as guards for the cargo. By being actual members of the trading house, the PCs can get connections and contacts that they might not otherwise have, and can use the trading house's resources to supplement their own. They can also have latitude to do their own trading as associate members, paying a percentage of their profits to the merchant house, instead of just being employees for some other trader. If the players insist on staying independent, perhaps they might like to specialize in niche goods, trading with non-humans, or with humans not associated with the normal trading works of the region your players work in. French and British fur traders from the 16th to the 19th centuries made huge profits trading with the First Nations of North America, giving metal trade goods (guns, cooking pots, etc.), and selling the furs at a huge price in Europe. This might be a way to introduce new cultures or races into your campaign, or get the players mixed up in the goings-on of another part of the world; the French fur trader Samuel de Champlain, for instance, ended up joining his Huron trading partners in their conflict with the Iroquois. [/QUOTE]
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