View previous topic :: View next topic |
Author |
Message |
FightingCorsair Ensign
Joined: 15 Sep 2008 Posts: 32 Location: Above my feet. Most of the time.
|
Posted: Mon Dec 22, 2008 10:29 am Post subject: Payment for services rendered |
|
|
Most of my Star Wars gaming experiences have involved working directly for the rebellion. I've never really had need to worry about finances.
I'm running for a group of smugglers now and was wondering what other people have charged/paid out for ship services.
The only real example I can find is from the film and the very vague charter info in the starships section of the main book. |
|
Back to top |
|
|
Yak Face Lieutenant
Joined: 02 Jul 2008 Posts: 82 Location: Michigan
|
Posted: Mon Dec 22, 2008 1:46 pm Post subject: |
|
|
I've found that the Tramp Freighters book was helpful to my group - we/I used it to develop some standard calculations to determine how much it costs to keep the ship running over a given time/distance. Then just add some cash for the characters' time and risk, plus a bit of profit (15 - 20% is common, and in line with a lot of businesses in RL). Granted, that's not much use for someone who wants to fine-tune the bid process, but I figure that the worst that can happen is that they make an extra few thousand for a run, which doesn't really unbalance the game. My players always use disposable income to buy toys, gamble it away, drink it, etc. A few grand split between three or more party members doesn't go far. _________________ However beautiful the strategy, you should occasionally look at the results. -Sir Winston Churchill |
|
Back to top |
|
|
Rerun941 Commander
Joined: 27 Jul 2004 Posts: 459 Location: San Antonio, TX
|
Posted: Tue Dec 23, 2008 1:54 pm Post subject: |
|
|
15-20% profit in RL?
Most companies are happy if they get about a 3% profit margin.
15-20% might be more appropriate for SW Fringers tho. Don't forget that Tramp Freighter Captains serve a niche market in SW. Small quantities of high-speed, high-risk goods to remote locations. _________________ Han - "How're we doin'?"
Luke - "Same as always."
Han - "That bad, huh?" |
|
Back to top |
|
|
Yak Face Lieutenant
Joined: 02 Jul 2008 Posts: 82 Location: Michigan
|
Posted: Tue Dec 23, 2008 3:08 pm Post subject: |
|
|
There are RL companies that do that poorly (2-3%) and limp along, but plenty do better. If all you were making with a business in recent years (up until this current nastiness) was 3% you'd have been better off investing your capital in a bank CD. Regardless, if I were in a profession that required me to brave the dangers of space then I would want some payola that would give me a healthy ROI. Plus, I suspect that a tramp freighter would probably have a lot of down time to cover - that loan shark still comes a callin' even when business is slow or those cheap-skate rebels sucker you into a high risk/low pay boondogle that eats into valuable shipping/smuggling time.
Anyway, I doubt the players would have much fun scraping by with no hope of riches. If they get too prosperous you can always beat them down with costly bribes, fines, damage, theft, acts of GM, etc. _________________ However beautiful the strategy, you should occasionally look at the results. -Sir Winston Churchill |
|
Back to top |
|
|
Delkarnu Lieutenant Commander
Joined: 02 Sep 2008 Posts: 189 Location: Saratoga Springs, Upstate NY
|
Posted: Tue Dec 23, 2008 5:23 pm Post subject: |
|
|
Check Out Galaxy Guide 6: Tramp Freighters if you can find it. For Drop point deliveries, approx 5-10 credits per ton per day by 2x hyperdrive. Better streetwise rolls can find the more profitable cargo runs.
10 tons of cargo to a planet 1 week away would be 450-900 7 days +1 day for load and 1 for unload. This can be modified with bonuses or fees for early/late delivery, additional payment for dangerous runs.
If players are buying or pirating goods for sale on the black market, buy price on black market in (), modified by bargain rolls.
Legal: .5x (2x)
Fee: 1.5x (3x)
Restricted: 2x (4x)
Illegal 2.5x (5x) |
|
Back to top |
|
|
enderandrew Sub-Lieutenant
Joined: 15 Feb 2009 Posts: 68 Location: Omaha, NE
|
Posted: Sun Feb 15, 2009 3:08 pm Post subject: |
|
|
How are the players intending to spend the money? Are they working towards a specific goal? How long should it take to reach that goal?
Numbers shouldn't run the story or enjoyment of the game.
Understand that wealth in Star Wars is relative. The players want a faster lightspace drive? Well, you can do 200 boring courier missions, you can assume the players did 200 courier missions and give them the money for free, or even better, you can work in a story hook.
Let's say there is a genius mechanic who can do the job for you. You hunt him down, but he isn't even doing commissions. Price isn't the issue. His daughter was kidnapped and that is all he cares about. Rescue his daughter, and he'll do the upgrade for free.
If players are getting too much wealth and it ruins the story, they can always get boarded by pirates or Imperials, or their hyperdrive can break, etc. _________________ Nihilism makes me smile. |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Mon Feb 16, 2009 12:23 am Post subject: |
|
|
enderandrew wrote: |
If players are getting too much wealth and it ruins the story, they can always get boarded by pirates or Imperials, or their hyperdrive can break, etc. |
And depending on where they keep the cash and what enemies they have made, those enemies can just steal their cash.. like from what ever banking institution the party uses. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
|