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Using magic to make money
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<blockquote data-quote="Janx" data-source="post: 5637571" data-attributes="member: 8835"><p>I think there's a number of different angles on the topic of money making magic.</p><p></p><p>there's honest use of magic to make money and dishonest use. There's fulltime ventures and casual side-project ventures. There's also the question of volume of business.</p><p></p><p>On the dishonest side, the first time a PC tries it, I reckon it'll surprise me, and I'll let him make some money off it, unless he screws up. If he keeps trying it, like any crime, folks are going to notice, and that will increase the chance he gets caught. thus, there's a natural valve for that kind of thing.</p><p></p><p>If the player tries to make this a full time operation, if its where the party wants to go, then I'll make "the business" be what the game is about. And they can expect complications and challenges, because that's how I make it interesting. If it's just one player wanting to monopolize the game, he'll have to retire that PC until he decides to come back to adventuring. because I won't reward the forker with game time.</p><p></p><p>Casual ventures would get treated like any other side business a PC might have going on. The bulk of it goes on between sessions, with a little bit of it popping up during sessions.</p><p></p><p>Another factor to all this, is how much volume will there be. if the cleric is selling healing, how many injured people are there really? if the wizard is selling services, how often is he needed? if he's manufacturing items (continual light lamps) how many he can make a day is pretty deterministic (and does he get caught needing to adventure today, despite having just spent his slots casting the day's batch of lamps?</p></blockquote><p></p>
[QUOTE="Janx, post: 5637571, member: 8835"] I think there's a number of different angles on the topic of money making magic. there's honest use of magic to make money and dishonest use. There's fulltime ventures and casual side-project ventures. There's also the question of volume of business. On the dishonest side, the first time a PC tries it, I reckon it'll surprise me, and I'll let him make some money off it, unless he screws up. If he keeps trying it, like any crime, folks are going to notice, and that will increase the chance he gets caught. thus, there's a natural valve for that kind of thing. If the player tries to make this a full time operation, if its where the party wants to go, then I'll make "the business" be what the game is about. And they can expect complications and challenges, because that's how I make it interesting. If it's just one player wanting to monopolize the game, he'll have to retire that PC until he decides to come back to adventuring. because I won't reward the forker with game time. Casual ventures would get treated like any other side business a PC might have going on. The bulk of it goes on between sessions, with a little bit of it popping up during sessions. Another factor to all this, is how much volume will there be. if the cleric is selling healing, how many injured people are there really? if the wizard is selling services, how often is he needed? if he's manufacturing items (continual light lamps) how many he can make a day is pretty deterministic (and does he get caught needing to adventure today, despite having just spent his slots casting the day's batch of lamps? [/QUOTE]
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