Monday, September 24, 2012

Port Specific Trade II


Just a short post.  Some more ideas on dice drop trade charts unique to specific ports:

  • A better artist than I might actually have the dice drop chart look like a map of its port so it's easy to know which port's chart you're looking at.
  • If you use the method I suggested for determining what goods merchants want, you run into a weird issue.  Imagine a northern port that predominately ships lumber and hides but wants cloth and pottery.  To make those results come up more frequently I'd need to make the spaces for both bigger on the dice drop chart (or have more spaces scattered about).  That means a merchant is just as likely to have pottery and cloth as the ports biggest exports.  I suppose you could make some interesting adventure hooks out of this: a merchant ship stuck in port and shunned by all the local merchants, or whatever.
  • I really liked the idea from the dragon article that made the profit of trade based on distance from port.  My barter idea while even simpler undercuts that whole idea.  I wish I could have both.  But I suppose the "taking goods farther gets more money" is abstract in a way that "this port has an abundance of hides and a demand for cloth" just isn't.  The former requires little world set up by the DM, but bookkeeping of how many ports traveled with a chart and some math.  The latter requires the DM determine ahead of time what each port has and needs, but then determining market quantities is a cinch.
  • But what if the party has cold cash?  Doesn't that go back to the original idea that hides should be cheaper the closer you get to the port that specializes in them?
ps. Got my Secret Santicore and it's a doozy.  It'll be a challenge for me because it is more mathy and logical than I think I'm good at.  I'm hoping I can let my unconscious mind help me out here.  I've already scribbled  down a few ideas that were fuzzily in my head waking at 3:00 in the morning.

Tuesday, September 18, 2012

Port Specific Trade Good Bartering

   I'm excited because I got an idea that could add some fun player options to the game with very little added complexity.  I combine my barter mini-game idea with my attempt to boil down trade goods to a manageable lot.  So how's this for an idea, if players ever get interested in trading or piracy and want to know what is needed or in abundance in a particular port you have them throw two dice on a dice drop chart specific to that port.  You can limit the chart to the goods most likely to be found in that port and even vary the size of for each depending on how common they are.

I don't know enough about how dice drops work to make the perfect template.  I know I want it larger than many I've seen, because I want it visible by all the players sitting around the table.  I tried to make it look aesthetically pleasing too.

I threw together some public domain icons to get a sense of what it might look like.  Gathering images for all the goods will be a challenge, as always, with our century long copyright.  But you can see how it might work:
Livestock, hides, pottery, oil, and glassware.

   Probably should have a space for the name of the port somewhere, now that I think of it. Also, I made twenty spots, but this might benefit from a big simplification to six, especially if the ports are supposed to feel unique with different selections from the 20 basic trade goods.

So the idea is the same as from my gear bartering post: throw a d2 and d4 for each merchant. d2 is what they're offering, d4 what they want. Players with exceptional charisma can shift one of these numbers up or down for each merchant. I'm, guessing that we would need some sense of units. That might be something good to have on the trade goods chart, so oil might be kegs, salt could be coffers, hides bundles of certain weight, etc.

Here is the blank template if you want to fool around with it.

Monday, September 17, 2012

Bartering Gear

This is for R, thanks for the request.  My first real edition was 1e AD&D, and in it Gygax compares adventuring equipment prices to those of the Gold Rush days.  It always made sense to me that there would be merchants offering as many torches and bundles of rope as you needed but at a steep price inflation.

But bartering could be an interesting proposition.  I think most barter systems are one step away from using a currency; if you're trading chickens for swords it will eventually be easier to standardize on the value of things in chickens or swords.  But standardizing implies authority and enforcement and some places might be far from civilization.

So bartering could give a nice flavor of either being in a post apocalyptic world where there is no government and what is dredged from the wreckage of the former world is always unexpected and hard to put values on, or the savage frontier where merchant houses and authorities are far from the trading post.

Bartering could just be handled by roleplaying out each encounter with a merchant.  I usually do just this, rolling reaction rolls to determine if they have requested items or not, and how much they will ask for them.

But that doesn't help the busy DM much and it doesn't give the players a sense of a teeming market place.  So, can we come up with a mini-game to help?

After thinking about it, I think a dice drop chart of the most common gear would work.  Take a sheet of paper and split it up into sections for each piece of gear.  Cheaper, more common items can have bigger sections. 
Orange will give sacks for torches or spikes, sounds like a crappy deal.  How do you like my ghetto office dice?
Drop a d4 and a d6.  Read the d6 as a d2, 1-3=1, 4-6=2.  The d2 is what the merchant is willing to give, the d4 what they want.  If you pair up d4s and d2s of the same color and have three or four sets of different colors, you can let each color represent a particular merchant.  Throw all the dice at once.

Let the players look at the market.  It should sometimes be possible to identify strings of possible trades: this guy has an excess of rope, this guy over here needs it, etc.  Players with exceptional Charisma can shift the numbers on one of the dice for each merchant up or down one.  You can roleplay out the rest.

Waddaythink?

Saturday, September 15, 2012

Travel Challenge Compilation

It's rough, but here are all the travel mini-games I've posted about in one document.  I want to add desert later and the trackless waste thingamajigger.  If anyone tries these in play I'd love to hear the results.  My group is on hiatus because of my work right now, so I've never had a chance to try them.


Friday, September 14, 2012

Trade Goods

This is a first rough pass.  I thought it might be good to boil trade goods down to a list of 20.  This could facilitate randomly determining ship cargoes, warehouse contents, bandit hoards, and player trade mini-games.  I started with this list:

1   beer
2   dye
3   glassware
4   fish
5   furs
6   grain
7   hides
8   livestock
9   meat
10 metals
11 oil
12 pottery
13 salt
14 spices - honey/sugar/
15 tea/coffee
16 textiles - wool / cotton / tapestries / lace / silk
17 vegetables / fruit
18 weapons/tools
19 wine
20 wood

As you can see, I'm already having a hard time limiting some of the categories, like 14 and 16.  One idea was to have each category have a rarity scale.  The idea being you roll to determine what the trade good is, say, a textile, then roll rarity and you might get silk, cotton, or wool depending on the result of that roll.

But after making this chart I realized bandit hoards and caravans will probably have very different cargoes than ships.  Maybe even different enough to warrant a separate chart.  Ugh, a whole new chart of twenty more goods is getting too complicated for my liking.  What if I split this into two 10-entry sections, half could be land cargoes, half bulkier sea cargoes (like lumber)?  I could make the chart where I could roll a d20 to get a result from all the categories for say a coastal warehouse or something.

Keep in mind this is meant to be a baseline of trade goods that almost any world would have-- a place for the busy DM to start.  You could always edit this or make whole new charts for world specific items.