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Some house rules for gambling?
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tetsuoh
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PostPosted: Mon Nov 10, 2014 10:41 pm    Post subject: Some house rules for gambling? Reply with quote

I know there are some - I had them book marked before but couldn't find them in a quick search of the forums.

I have a player that is a Sabaac Player and is looking to go to on a casino trip and see how he fairs.

I don't care to do a play out - I'm looking at just a nice set of rules using the gambling skill, rather than playing out each individual hand with real cards.

I will be injecting story to it of course, and I will randomize who the character will play agaisnt, could get novice players, experienced gamblers, card sharks, even corrupt house dealers.
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Whill
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PostPosted: Mon Nov 10, 2014 11:27 pm    Post subject: Reply with quote

I'd be interested in seeing something along these lines too. I've mostly only handled Gambling as in raw, and that can get kinda boring.
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DougRed4
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PostPosted: Tue Nov 11, 2014 4:28 am    Post subject: Reply with quote

While it's not something you'd want to do every time, I had great fun with my group once by making a full deck of sabaac cards and playing out an actual game (for the gambler in our group).

I'll have to do that again some time, being as it's been awhile...
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shootingwomprats
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PostPosted: Tue Nov 11, 2014 9:13 am    Post subject: Reply with quote

Daniel here!

In a previous campaign, I had the characters enter a sabaac tournament as a cover to rescue a defecting Imperial officer. The adventure wasn't so much about the gambling as much as it was the events around the gambling:

-The NPCs should be memorable and different. They should have their own motivations for being at the table, and be acted out. If you can get a friend to act as an NPC, so much the better!
-As they played, there were events that took place. A Hutt at the table, for example, was accused of cheating by another player. An Anzati at the table seduced one of the PCs, and successfully killed him when she sucked his brains out through his nose.

When it ended, the sabaac game really wasn't thought of.

However, for a gambler, you have to change your narrative, I think. You have to focus them into the game they're in.
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atgxtg
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PostPosted: Tue Nov 11, 2014 9:57 am    Post subject: Reply with quote

If you want a quick way to simulate a long contest, in stages,
like some sort of game where players get eliminated along the way, just start at Very Easy difficulty. If the character beats the difficulty to stay in the game. IN each additional round of gambling up the difficulty a level. This works well with the random rolled difficulties.

The character's ranking can be determined by how far he lasted into the contest.

You can decide on how many stages there are to the contest. Using the best opponents die code plus or minus a few stages works.
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tetsuoh
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PostPosted: Wed Nov 12, 2014 2:14 pm    Post subject: Reply with quote

Side note - how much is too much to let a player win?

I can see going to a tournament panning out rather well, but that could be a mission to an entire story arc in itself.

But what about a simple night at the cantina? the local gambling den?

How much is TOO much?

My view of credit totals seem to incredably scewed according my player.

I think 300-500 credits at that cantina table is decent. He thinks getting 3k out of someone should be feasible.

I posted another topic here because in all honesty, would a person even be carrying 3k normally?

We came up with how much is too much - their gambling roll times 100credits before the gambler calls it a night - I don't like it but its all I have to go by because I have NO IDEA how much that gambler should be carrying to begin with!!
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Zarm R'keeg
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PostPosted: Wed Nov 12, 2014 2:42 pm    Post subject: Reply with quote

Depends on the stakes of the tournament. I always saw 1 credit as about equivalent to $10, with decicreds equivalent to $1 (meaning daily expenses are usually in the single-digit credit range; most of the equipment characters buy is, after all, high-grade professional equipment as would cost several hundred dollars today). This would make 300-500 a pretty big haul, and 3,000 ridiculous.

I did hear the theory floated- and I apologize to whomever posted it, I can't remember at present- that 1 credit is more equivalent to a 1977-era dollar; based on that amount, I don't know how those same comparisons should run.

I'd think that average-joe-gambler wouldn't tend to have more than 500 credits on him at most, and if he's any good, know to get out before he loses all of it. So your limit sounds pretty reasonable to me. Whereas a dedicated gambling house or specially-arranged tournaments may have higher-stakes games (up to and including the deed for a planet in super high-stakes matches; the kind you'd probably have to go to the Wheel or Kwenn to find) which require larger stakes but have a larger potential payoff.
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DougRed4
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PostPosted: Wed Nov 12, 2014 5:47 pm    Post subject: Reply with quote

As for the 1977 $ value (compared to today's money), I have an easy solution.

Many years ago I had to find the equivalent of current $ compared to when the game we were playing was published (1982) and back then it was a factor of 1.5.

But then I did it again just a couple of years ago, and it was exactly double (so multiply everything by 2).

I'd say simply doubling things (from 1977) should be accurate enough for you, and in addition is nice and simple math.

As far as how many credits one would carry in a casino, keep in mind that most people aren't going to have much cash in the SWU (at least for most EU stuff); they typically carry cred sticks.
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atgxtg
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PostPosted: Wed Nov 12, 2014 6:24 pm    Post subject: Reply with quote

tetsuoh wrote:
Side note - how much is too much to let a player win?


It depends on your players and how much wealth the GM can handle.

Under the right circumstances, the GM could set up an adventure where the PCs have to win thousands of credits gambling in order to pay for something expensive- like in The Phantom Menace.

But if the players buy a lot of gear or upgrades they might cause the GM some problems. If the Pcs buy powerful weapons and armor, it will cause some ecalation and end up making the game deadlier.
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