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Showing posts with label Selling Your Loot. Show all posts
Showing posts with label Selling Your Loot. Show all posts

Saturday, April 23, 2016

Selling Your Loot Part 3: Gems & Jewelry

The adventurers return from their journey with sacks full of gems and jewelry. They sort through, divvy up what they want to keep and then sell the rest. Depending on how detailed a GM wants to get and what system you are playing, I'm guessing most adventurers are not going to have much of an idea the value of the gems or jewelry. In most adventures there will be a value listed, two emeralds worth 50gp each and a pearl broach worth 100gp.  And so on.  For someone who wishes to add a little depth to the selling of these precious stones please take a moment to read my simple and complex systems.

Simple:  The simple version is to give 50% of the value for finished stone.  Those that need to be cut 25%.  Jewelry is a finished product and depending on the condition a merchant will give 50% of the value or if it is a rare piece up to 75%.

Complex:  Gems and jewelry are fickle things.  Their value goes the way of trends or fashion of the times.  Emeralds may have been in last year, but don't be caught wearing those this year.  This year topaz is all the rage.  So I use a simple equation.  The value of a gem that is trending is worth 50% more, those that wear last year's favorite suffer a 50% loss.  The one exception to this is diamonds.  They never decrease in value.

I use this sub-system of selling to add a little flavor to a campaign setting.  Those nobles and richie riches like to show off that they can keep up with the others.  Or surpass them in superficial displays of wealth.  And it adds a little stratgy for the jewelers and gem buyers.  Maybe they chose not to buy gems that were last years because they don't want to get stuck with them.  Or you have a thrifty merchant who is buying all the emeralds up at a lower cost and willing to wait the years for them fall into favor once again.

Wednesday, March 30, 2016

Selling Your Loot Part 2

In my previous post a few people were interested in how Charisma affects the pricing.  I do this for a couple of reasons.  First, in my mind, it makes sense.  Second, in old school games Charisma is a dump stat or just forgotten.  This gives it purpose.  It directly affects how the character advances.  With extra gold comes extra experience.  


These price adjustments are not automatic, just because you're pretty doesn't mean you'll get the better price.  I use the price adjustment as a suggestion, a suggestion on how much more a merchant will pay...or in low Charisma cases, a suggestion on how much lower they will pay.  Haggling and roleplaying impacts this of course.  But like in the old game Dark Tower, if you haggle too much the merchant shuts down and refuses to deal with the party.  

All of these tweaks I add are to enhance roleplaying by rewarding it with a benefit here and there.  How I do this with examples, is shown in the complex sections.  And if buying and selling isn't something I want to spend much time on, I just use the simple section to streamline the process.  

Weapons & Armor
Except for coinage, weapons and armor are the second most frequent thing found.  All those bandits, orcs and goblins don't run around naked.  Their armor is not only to protect them, but to protect you from seeing their junk swaying in the wind as they charge down the hill.  No GM needs to describe that in detail.  

If you want the easiest of systems here it is, Low End Loot 20%, Regular Loot 40%, High End Loot 60% and Magical Items 80% of listed prices.  I'll get more into magical items in a later post.

I like the idea of different qualities of armor and weapons.  A quick example is low end items suffer a -1 penalty because of their lack of craftsmanship.  So a suit of crappy chainmail would give you +4 to your AC instead of +5.  Weapons may be -1 to damage.  And they break if a 1 is rolled.  The high end quality items would get a +1 advantage.  The 'plus' is representative of the superior quality, not magical bonuses.

Low End Loot 
Low end armor and weapons, or crap quality.  The party has slain a scouting party of goblins.  The players grab the weapons and the chainmail off the leader.  The party comes into town to sell their bloody treasures.  The quality of the weapons and armor are poor plus the armor has a couple of gaping holes where your axe hacked through.  Trying to sell these as short swords and chainmail for the same price as listed ain't gonna happen.  

Simple: I start at 20% of the list price. This may seem low, but this is crap stuff.  Anyone who is buying it for resale needs to mend the holes and sharpen the blades.  Merchants aren't buying stuff out of the goodness of their little, black hearts, they are there to make money. 

Complex: In my campaigns there is always a smith or some sort of metalcrafter who buys scrap metal in bulk based on the weight to re-purpose the metal.  Such has making nails, iron spikes, horseshoes, any number of simple metal objects that apprentices can practice their trade on.  The price of course varies, but generally I give the price in copper (I use a silver system, if you use a gold system I would suggest using silver).  It's not a lot, but I run a low-level grind campaign where a few coppers can make a difference.  If you run a high fantasy game where gold pours out a unicorn's ass, then this approach will not work for your game.  But in general, most merchants won't touch the stuff, no profit in it.  That is unless you have a war raging, then even the crap stuff because a viable option for under equipped soldiers. 

Average Loot
The party finds an armory of a bandit baron.  They have a nice collection of armor and weapons in relatively good condition stockpiled.  Or the party removes the bandits need to breath.  Standard quality stuff.  Basic, no frills. 

Simple: If the equipment hasn't seen action or much action I  start at the 50% mark.  If the armor and weapons have seen action then I'd use a 40% starting point.  

Complex: I use the percents above, but outside influences affecting pricing.  If there is a war on, then pricing rises.  Merchants may sponsor adventurers so they can get first dibs on the loot.  An iron ore mine could have collapsed or taken over by murderous bugbears.  This would cause the prices to go up.  A 15gp short sword could double in price.  Adding outside influences to the economics of a game helps to add a depth to it and players can take advantage of the situation if they play it right.  

High End Loot
The party is now moved on to murdering innocent anti-paladins and virtuous mercenaries who have spent a little more time and money on what they wear and what the kill with.  These weapons and armor are well taken care of.  They need to no alterations ande ready to be put on sale.  


Simple: Give the party 70% of the list price.


Complex: When you start getting into better quality goods there is often some sort of symbol, etching, something where the weapon came from.  Most crafters have a mark.  It can also signify who owned it before hand.  For example, the mark might be for Abercrombie the Smith, someone who works strictly for Duke Fussy Pants.  Filing of a makers mark can be akin to filing off a serial number on a gun in some towns.  Should the party run into this they will have to sell their goods on the black market.  Most of the time this reduces the value, but with the right connections, a lot of money can be made.  Most merchants are willing to buy this level of merchandise.  They now it will sell and it has the largest profit margin. 

I'll cover magical loot in another post.  And I will also post about the merchants themselves.  How to develop a merchant with a few quick easy steps to give them a depth of what they are like, what they'll buy and so on.  There are different levels of merchants, some that will buy only the highest of quality down to the scrappers who buy the junk metal to repurpose it.

Wednesday, March 23, 2016

Selling Your Loot: Part 1


Go in a hole.  Kill monster.  Take treasure.
  
A mantra I think we all can relate to.  It is the foundation of what fantasy RPGs are about.  Sure there are various ways to do this, with degrees of focus on different aspects and those who prefer a kinder, gentler game, but I'm not talking about those people.  

 I'm talking about my kind of people.  The people who like going into a hole, kill monsters and take their stuff.  It is simplistic, barbaric, some would say it suggests psychopathic tendencies in individuals.  Those are silly people, why would you tell a psychopath he or she is psychopath?

But I'm not here to talk about the repressed rage gamers feel.  No.  I am here to talk about the fourth step in this mantra.  Taking treasure is good.  But a lot of it you can't do anything with until you get some cold, hard coin in your bloody fist.  Of course this goes for any genre of any time.  Gangsters want hundred dollar bills and space mercs want a full card of creds.  Medium of exchange is different, but the philosophy is the same.  But since I am focused on the fantasy genre I'll be sticking to coins of gold and silver.  Not electrum through.  Electrum is for people who can't make up their mind. 

The fourth part of the mantra is sell treasure. 

Yeah, this one is not all that exciting, but it can play a huge part in your game.  Especially if you give experience points based on the amount of gold a character brings in (and/or spends).   Gotta have it to spend it.  But I've made it into a sub-game if you will.  It is the next part of the adventure, the most terrifying.  You've face undead abominations, but now you have to face one of the world's most challenging opponents, the greedy merchant.  

I'll break this down into different categories of treasure and how I handle each and why.  Some of this may sound fiddly, and if it burdens the game I simplify the process.  But in truth, this is very much apart of my game, the adventuring economics is a real thing.  There is a lot of money to be mad and everyone wants their cut.

In cases where a complex version of selling treasure is used, I opt to use a Charisma modifier to determine the percentage the party is offered compared to the full value of the item.  That could mean the party gets 50% of the value of the item instead of 30%.  Or it could mean the party just sold a pot metal charm to a noble, who now believes it is an ancient artifact of a goblin god.  And of course haggling makes the amounts change.  Value is fluid.


Coins
The most basic of treasures.  You find a 100gp.  Bam, you already have your money, no middleman needed.  This is the most simple version.  But it can also become one of the most intricate.  Once in a while I throw in the fact the currencies change over the years, different values for different eras, different cultures.  When an adventuring party comes across an ancient burial ground and the creature thay are fighting is a few hundred years old, the coinage will more than likely be different.  Maybe some mix of modern coins from newbs who were TPKed. 

The gold coins they find may be twice as large as the coins used today.  In weight, that single coin may be worth 5gp.  Because it is different, regular merchants may not accept it.  In this case it may need to be taken to a moneylender to exchange for the modern currency.  And of course there is a conversion fee. 

Simple: The coins are valued equal to the number.  So 5gp in the outside world is the same as the 5gp you just found in the dungeon.  No fuss. 

Complex: The coins are of a different age and/or size.  A money lender needs to be involved to receive spendable coins.  I determine the actual value of the coin and then the moneylender takes a percentage.  There is no room for negotiation because the rates are set by powerful guilds.  But if the coins are rare and their is known collector, then the coins could be more valuable than the metal.  In this case the moneylender could introduce the two parties and ask for a finder's fee 'off the books'.

Here's a quick sample of something you may find behind my screen.

  • Northmen Silver, large square coins worth 4sp.  However, there are king coins, a king coins are made from hard silver.  These large coins were used as a king's currency worth 100sp of today's coins.  But the hard silver can also be used to plate weapons.  Weaponsmith will give 25% more for these coins.  
  • Myrian Era coins.  Often found in the southern section of land, where a small, but powerful kingdom, Myria.  They used small silver coins to make transporting larger sums of coins easier.  The minting is intricate.  When the kingdom was razed, its wealth was dispersed throughout the world.  The coins are valued the same, there is a one for one conversion.  Merchants won't take them because of their size.  
  • Gold bars the size of a man's palm, weight around a half stone were popular for centuries.  Each bar was stamped with the crest of the kingdom they originated from.  The allied kingdoms would recognize this currency at a standard value.  These days they were valued at 112gp for the metal alone.  But there are collectors who are looking to find bars from the thirteen kingdoms.  The value rises with the rarity.  To find a gold bar from Prayta could fetch five times its metal value.
This kind of detail is not for everyone.  I just do a light version of it to give a place a sense of history.  An element to show that something was here many years ago and some people hold it valuable.