From: James Polk (jpolk@opus.starlab.csc.com)
Date: Fri 03 Jun 1994 - 22:07:56 EEST
Mike Dickison & Trading (X-RQ-ID: 4126)
Thank you, Mike, for raising some interesting points here. One of my favorite characters is one I run in Harald Smith's Imther campaign. Hysterius is a Trader but the fact that good, honest economic activity is not well simulated in RQ means he has turned to a life of... well, I had better not say, with so many stuffy Orlanthi listening <grin>.
"The RQ rules dwell quite some length on combat, but hardly touch
other activities involved in a game."
This is a common problem in role-playing rules. Hack and Slash mechanics reign supreme.
"4) A bargaining mechanic that uses both buyer and seller
skills, and in which the rolled skill-vs-skill difference
translates neatly into a (modest) price differential. Most
importantly, there should be bonuses and penalties for good and
bad roleplaying, and some opportunity for players to use strategy
and wit, so they feel they and not the dice are doing the work.
5) Finally, the whole thing has to be worked out so that an average trader on an average year with an average cargo will make a modest profit, to stop the PCs getting rich without some effort and luck. And so that it, I repeat once again, allows lots and lots of scope for bartering, bombastical, sneaky, barefaced roleplaying."
It seems to me that any player who wishes to role-play a Trader must actually role-play the bargaining process. So the GM will have also have to learn to role-play the bargaining process _and_ use snap decisions to reflect subtle differences (or use a complex system of tables to determine modifiers for the NPC bargainer). I think it helps if a GM has some structure around which she/he can build the culture of the particular area in which her/his campaign is set, but the player (and character) mustn't feel that everything is cut-and-dried.
I suggest the GM use tables to determine the "standard" price, modified by whatever (distance travelled, scarcity, etc.) to set the NPC's expectations. I further suggest the GM allow the player to outline actions by the PC which could confuse the NPC (such as disguising the general quality of the apples by putting all the best ones on top) and also to do a bit of "live" bargaining. Both the character's actions and the player's eloquence would be used as die roll modifiers for the PC and NPC in determining the actual price of the item.
If one wants pure role-playing, then I strongly suggest the GM do all the rolling and keep the actual numbers hidden from the player(s). Players rolling dice for anything other than dice games is not _real_ role-playing IMHO.
"Imagine if combat had been so well designed. "OK, you attack the
three ducks and the Death Lord. Your sword does 10 points of
damage, but you spent the day sharpening it, so now it
does..ummm..20. Roll your Fight skill for each opponent to see if
you kill them. Oh, the Death Lord has plate armour, so subtract
25% from that roll." What fun. Such scope for role-playing."
I think I have seen this very style of handling combat too many times to count. I have even seen it in RQ sessions..
"1) A table of the common trade goods in my area, with
centres of origin and common destinations. From this, trade
routes and common cargoes can be extrapolated..."
Good suggestion. Of course, each area (whatever that means) will need its own table. And you might want a table for non-common items as well. (As as PC trader, I would certainly want to work with these, as the profit potential is probably greater.) I suggest you use "well known" rather than "common" and "not well- known" rather than "uncommon". I tend to think of "common" items as items in great supply and "uncommon" items as scarce. But some "uncommon" items (such peppercorns in medieval Europe?) may be suffienctly well known for buyers to have a basic price in mind.
"2) Buy/sell unit prices at the source of the goods, halfway
from it, and at the furthest point. There should be a base cost
below which the producers of the good will not go. Prices should
also fluctuate randomly, seasonally, and with campaign events
like wars."
As indicated in my thoughts below, I would prefer one "standard" price which is modified by scarcity, distance from place-of- origin, type of transport used, etc.
"3) Unit weight for each trade good, and standard cart,
boat, and caravan costs and capacities. Cost of maintaining a
boat or caravan have to be included here (repair, feeding,
mercenaries)."
Does your campaign use precise measures in all things? How about measures of trade such as "per fish", "per handful", or "per box"? (Honestly, that _is_ the same sized box I used last time! You did say 'handful'. Too bad my hand is larger than yours!)
Here are some of my suggestions:
For those GM's who want/need them, here are a couple of tables for determining how to calculate a selling price (based on assumptions 5 & 6 above. (Before you ask - No, I haven't refined these tables, so take the values and work them as you will.)
Table 1. Bargaining with Well-known items
*Seller*
Crit Hit Miss Fumble
*Buyer*
Crit +/-5% -10% -15% -20%
Hit +10% +/-5% -10% -15%
Miss +15% +10% +/-5% -10%
Fumble +20% +15% +10% +/-5%
Table 2. Bargaining with Not-well-known items
*Seller*
Crit Special Hit Miss Special Fumble
*Buyer*
Crit +/-5% -10% -25% -50% -65% -80%
Special +50% +/-5% -10% -25% -50% -65%
Hit +100% +50% +/-5% -10% -25% -50%
Miss +200% +100% +50% +-5% -10% -25%
Special +350% +200% +100% +50% +/-5% -10%
Fumble +500% +350% +200% +100% +50% +/-5%
Well, hope this helps stimulate some constructive discussion...
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