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Costs/Income from potential craftsmen


How to efficiently protect a city from constant snowstorms?Repurposing a reactor from space to surface













4












$begingroup$


I run a D&D game in which my players have built an outpost and are now attempting to "staff" it with craftman: Blacksmiths, Farriers and the like.



I want to give them a "choice" and let them pick the "best option" that conforms to a set of options. I am however struggling to come up with options that make the choice difficult, i.e. not to pick the guy with the most income.



Here are the options that I have come up with so far:




Name: Curtis Walls



Experience Level: Low



Description: He’s keen, but new. He certainly has a lot of gusto and told me he even has his own tools. I believe he has been working on the ship iron for the past few years.



Pull to the outpost: Small, 1-2 people a month



Expected outpost income (10% of earnings): 10gp a month



Availability: Can start immediately




My plan was to have four or so options, ranging from "Cheap and novice" through to "experienced but expesnive" with a combination of things in between.



My question is what features can I add to these craftsmen that would give them "negatives" or something that would make the choice difficult?










share|improve this question







New contributor




GPPK is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$








  • 5




    $begingroup$
    Dependents, enemies, rivals, bad debts, bad personal hygiene, trouble-making disposition, substance addiction. It feels like the list of potential answers is huge at the moment so you might need to narrow things down rather. And some of those things wouldn't even be immediately obvious.
    $endgroup$
    – Tim B
    3 hours ago












  • $begingroup$
    Hmmm, I couldn't think of any of those and they are great!
    $endgroup$
    – GPPK
    3 hours ago










  • $begingroup$
    Are these negatives that will be immediately obvious on meeting them or ones that might only be exposed by them providing a service (e.g. slow work/delivery)?
    $endgroup$
    – Steve Bird
    3 hours ago










  • $begingroup$
    The idea is that they will be bringing a resource to the new outpost. From that the group would expect to benefit, by income, flow of goods, advertising ability, amount of people that are going to come to use the service etc. I think im trying to balance it out so that if one person brings a lot of cash, there will be something difficult to get them or a negative to them being there.
    $endgroup$
    – GPPK
    3 hours ago






  • 1




    $begingroup$
    Welcome to the site, GPPK. Please note that you can notify one user per comment using the '@<username>' syntax.
    $endgroup$
    – Frostfyre
    2 hours ago
















4












$begingroup$


I run a D&D game in which my players have built an outpost and are now attempting to "staff" it with craftman: Blacksmiths, Farriers and the like.



I want to give them a "choice" and let them pick the "best option" that conforms to a set of options. I am however struggling to come up with options that make the choice difficult, i.e. not to pick the guy with the most income.



Here are the options that I have come up with so far:




Name: Curtis Walls



Experience Level: Low



Description: He’s keen, but new. He certainly has a lot of gusto and told me he even has his own tools. I believe he has been working on the ship iron for the past few years.



Pull to the outpost: Small, 1-2 people a month



Expected outpost income (10% of earnings): 10gp a month



Availability: Can start immediately




My plan was to have four or so options, ranging from "Cheap and novice" through to "experienced but expesnive" with a combination of things in between.



My question is what features can I add to these craftsmen that would give them "negatives" or something that would make the choice difficult?










share|improve this question







New contributor




GPPK is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$








  • 5




    $begingroup$
    Dependents, enemies, rivals, bad debts, bad personal hygiene, trouble-making disposition, substance addiction. It feels like the list of potential answers is huge at the moment so you might need to narrow things down rather. And some of those things wouldn't even be immediately obvious.
    $endgroup$
    – Tim B
    3 hours ago












  • $begingroup$
    Hmmm, I couldn't think of any of those and they are great!
    $endgroup$
    – GPPK
    3 hours ago










  • $begingroup$
    Are these negatives that will be immediately obvious on meeting them or ones that might only be exposed by them providing a service (e.g. slow work/delivery)?
    $endgroup$
    – Steve Bird
    3 hours ago










  • $begingroup$
    The idea is that they will be bringing a resource to the new outpost. From that the group would expect to benefit, by income, flow of goods, advertising ability, amount of people that are going to come to use the service etc. I think im trying to balance it out so that if one person brings a lot of cash, there will be something difficult to get them or a negative to them being there.
    $endgroup$
    – GPPK
    3 hours ago






  • 1




    $begingroup$
    Welcome to the site, GPPK. Please note that you can notify one user per comment using the '@<username>' syntax.
    $endgroup$
    – Frostfyre
    2 hours ago














4












4








4


1



$begingroup$


I run a D&D game in which my players have built an outpost and are now attempting to "staff" it with craftman: Blacksmiths, Farriers and the like.



I want to give them a "choice" and let them pick the "best option" that conforms to a set of options. I am however struggling to come up with options that make the choice difficult, i.e. not to pick the guy with the most income.



Here are the options that I have come up with so far:




Name: Curtis Walls



Experience Level: Low



Description: He’s keen, but new. He certainly has a lot of gusto and told me he even has his own tools. I believe he has been working on the ship iron for the past few years.



Pull to the outpost: Small, 1-2 people a month



Expected outpost income (10% of earnings): 10gp a month



Availability: Can start immediately




My plan was to have four or so options, ranging from "Cheap and novice" through to "experienced but expesnive" with a combination of things in between.



My question is what features can I add to these craftsmen that would give them "negatives" or something that would make the choice difficult?










share|improve this question







New contributor




GPPK is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$




I run a D&D game in which my players have built an outpost and are now attempting to "staff" it with craftman: Blacksmiths, Farriers and the like.



I want to give them a "choice" and let them pick the "best option" that conforms to a set of options. I am however struggling to come up with options that make the choice difficult, i.e. not to pick the guy with the most income.



Here are the options that I have come up with so far:




Name: Curtis Walls



Experience Level: Low



Description: He’s keen, but new. He certainly has a lot of gusto and told me he even has his own tools. I believe he has been working on the ship iron for the past few years.



Pull to the outpost: Small, 1-2 people a month



Expected outpost income (10% of earnings): 10gp a month



Availability: Can start immediately




My plan was to have four or so options, ranging from "Cheap and novice" through to "experienced but expesnive" with a combination of things in between.



My question is what features can I add to these craftsmen that would give them "negatives" or something that would make the choice difficult?







infrastructure






share|improve this question







New contributor




GPPK is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question







New contributor




GPPK is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question






New contributor




GPPK is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









asked 3 hours ago









GPPKGPPK

1213




1213




New contributor




GPPK is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





GPPK is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






GPPK is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








  • 5




    $begingroup$
    Dependents, enemies, rivals, bad debts, bad personal hygiene, trouble-making disposition, substance addiction. It feels like the list of potential answers is huge at the moment so you might need to narrow things down rather. And some of those things wouldn't even be immediately obvious.
    $endgroup$
    – Tim B
    3 hours ago












  • $begingroup$
    Hmmm, I couldn't think of any of those and they are great!
    $endgroup$
    – GPPK
    3 hours ago










  • $begingroup$
    Are these negatives that will be immediately obvious on meeting them or ones that might only be exposed by them providing a service (e.g. slow work/delivery)?
    $endgroup$
    – Steve Bird
    3 hours ago










  • $begingroup$
    The idea is that they will be bringing a resource to the new outpost. From that the group would expect to benefit, by income, flow of goods, advertising ability, amount of people that are going to come to use the service etc. I think im trying to balance it out so that if one person brings a lot of cash, there will be something difficult to get them or a negative to them being there.
    $endgroup$
    – GPPK
    3 hours ago






  • 1




    $begingroup$
    Welcome to the site, GPPK. Please note that you can notify one user per comment using the '@<username>' syntax.
    $endgroup$
    – Frostfyre
    2 hours ago














  • 5




    $begingroup$
    Dependents, enemies, rivals, bad debts, bad personal hygiene, trouble-making disposition, substance addiction. It feels like the list of potential answers is huge at the moment so you might need to narrow things down rather. And some of those things wouldn't even be immediately obvious.
    $endgroup$
    – Tim B
    3 hours ago












  • $begingroup$
    Hmmm, I couldn't think of any of those and they are great!
    $endgroup$
    – GPPK
    3 hours ago










  • $begingroup$
    Are these negatives that will be immediately obvious on meeting them or ones that might only be exposed by them providing a service (e.g. slow work/delivery)?
    $endgroup$
    – Steve Bird
    3 hours ago










  • $begingroup$
    The idea is that they will be bringing a resource to the new outpost. From that the group would expect to benefit, by income, flow of goods, advertising ability, amount of people that are going to come to use the service etc. I think im trying to balance it out so that if one person brings a lot of cash, there will be something difficult to get them or a negative to them being there.
    $endgroup$
    – GPPK
    3 hours ago






  • 1




    $begingroup$
    Welcome to the site, GPPK. Please note that you can notify one user per comment using the '@<username>' syntax.
    $endgroup$
    – Frostfyre
    2 hours ago








5




5




$begingroup$
Dependents, enemies, rivals, bad debts, bad personal hygiene, trouble-making disposition, substance addiction. It feels like the list of potential answers is huge at the moment so you might need to narrow things down rather. And some of those things wouldn't even be immediately obvious.
$endgroup$
– Tim B
3 hours ago






$begingroup$
Dependents, enemies, rivals, bad debts, bad personal hygiene, trouble-making disposition, substance addiction. It feels like the list of potential answers is huge at the moment so you might need to narrow things down rather. And some of those things wouldn't even be immediately obvious.
$endgroup$
– Tim B
3 hours ago














$begingroup$
Hmmm, I couldn't think of any of those and they are great!
$endgroup$
– GPPK
3 hours ago




$begingroup$
Hmmm, I couldn't think of any of those and they are great!
$endgroup$
– GPPK
3 hours ago












$begingroup$
Are these negatives that will be immediately obvious on meeting them or ones that might only be exposed by them providing a service (e.g. slow work/delivery)?
$endgroup$
– Steve Bird
3 hours ago




$begingroup$
Are these negatives that will be immediately obvious on meeting them or ones that might only be exposed by them providing a service (e.g. slow work/delivery)?
$endgroup$
– Steve Bird
3 hours ago












$begingroup$
The idea is that they will be bringing a resource to the new outpost. From that the group would expect to benefit, by income, flow of goods, advertising ability, amount of people that are going to come to use the service etc. I think im trying to balance it out so that if one person brings a lot of cash, there will be something difficult to get them or a negative to them being there.
$endgroup$
– GPPK
3 hours ago




$begingroup$
The idea is that they will be bringing a resource to the new outpost. From that the group would expect to benefit, by income, flow of goods, advertising ability, amount of people that are going to come to use the service etc. I think im trying to balance it out so that if one person brings a lot of cash, there will be something difficult to get them or a negative to them being there.
$endgroup$
– GPPK
3 hours ago




1




1




$begingroup$
Welcome to the site, GPPK. Please note that you can notify one user per comment using the '@<username>' syntax.
$endgroup$
– Frostfyre
2 hours ago




$begingroup$
Welcome to the site, GPPK. Please note that you can notify one user per comment using the '@<username>' syntax.
$endgroup$
– Frostfyre
2 hours ago










3 Answers
3






active

oldest

votes


















3












$begingroup$

Money is essentially made up in a campaign (how much gold does the dragon have?!?!?). It would probably be more fun for the players if they had to quest to get artifacts to draw people to their town. Or had to quest to find and hire someone of sufficient skill.



Guilds regulate the quality of a good



Anyone can hammer out a sword, but only a black-smith with level 7 certification in smithing can make a "Combat Approved" Sword. Do you heroes want to risk a cut-rate smith when the Goblin King is staring them in the face? Do they want their product's reputation to go to crap because their blacksmith didn't have the certification he said he did?



The leader of the Guild must visit your town and verify the swords produced will be quality. A Lich King that has been disturbed by the new forge could make certification difficult!



Phoning Home



The scholar is looking for a nice place to settle down where he can have a nice house and a big back-yard. But he also wants a library and a sphere of seeing so he can stay in touch with his friends and family back home.



Those Spheres only grow in the deep dark cave. Adventure Time!



Looking to Start Over



The new apothecary was caught making some "Good Time" elixir and selling it under the table. Word was he also might like to have a little of it himself. He's a nice guy who just wants to start over in a new place.



He also might think it was really funny to spike the Solstice Festival drink with some Party Potion - with unpredictable results!






share|improve this answer









$endgroup$





















    2












    $begingroup$

    NPC species and focus/distractibility characteristics.



    In. addition to the typical hiring things which TimB lays out in his comment, you could include D&D specific things, one of which is character species. Suppose you hire an elf blacksmith. He is very skilled and has the potential to bring in a lot of income. But he demands a high salary, and is a diva who only wants to work with other elves, and they are hard to find. If you hire on a human - or worse, a dwarf! - to work in his vicinity, he pouts and works much less than his potential, and might quit without notice. You can work out species specific things to be considered building your staff.



    Mechanizing this D&D style more generally I could imagine two D&D NPC characteristics: distractibility and focus (like other D&D characteristic strength, constitution, wisdom etc. I think NPCs have these characteristics too). Distractions relevant to that character would then be totaled up (e.g. new hire for which he has antipathy, work stress, family issues) and he or she would roll a save against being distracted. The converse would be focus, and variables impacting focus would be totaled. Periodically the focus and distraction variables relevant to that NPC employee would be tracked and tallied. Subsequently this variable and their intrinsic characteristic would lead to a roll.




    • distraction - focus = less income and possibly NPC leaves employment. - distraction + focus = more income or other beneficial effects for endeavor. Double positive or double negative means no net effect. Other characteristics (for example wisdom) might be modifiers to the rolls. Once you have that all figured out for an NPC you could automate it.


    This approaches sabermetrics as it is applied to baseball. Potential income is only one variable associated with an employee. A employer might want to hire a very high potential income elf and arrange things to optimize her performance. Another employer might hire a bunch of halforcs with low potential income, and nil distractibility because lack of drama and consistency is prioritized.






    share|improve this answer











    $endgroup$





















      1












      $begingroup$

      Perhaps, have the characters have certain characteristics that depend on chance. Eg. every time you collect the monthly 10gp, roll a d20. Different rolls have different outcomes.



      So, a certain blacksmith has a tendency to drink.



      You roll your d20: 1 - your blacksmith got drunk and injured himself, halving the profits you recieve (5gp) ; 5 - your blacksmith got in a fight with a customer while drunk, lowering store/outpost reputation ; 10 - your blacksmith became drinking buddies with an influential merchant, increasing store/outpost reputation ; 15 - your blacksmith spent the monthly salary on booze, but made plenty of friends in bars (0gp income, +rep) etc.



      With this concept, you can get quite creative, and you can even make it lead to an overarching plot in your story (eg. your hired craftsman has a connection with a bandit camp; 1 - he betrays you and you have to fight the bandits ; 2 - the bandits become part of your militia, but now you have conflict with authorities).






      share|improve this answer








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      Vanja Horvat is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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        3 Answers
        3






        active

        oldest

        votes








        3 Answers
        3






        active

        oldest

        votes









        active

        oldest

        votes






        active

        oldest

        votes









        3












        $begingroup$

        Money is essentially made up in a campaign (how much gold does the dragon have?!?!?). It would probably be more fun for the players if they had to quest to get artifacts to draw people to their town. Or had to quest to find and hire someone of sufficient skill.



        Guilds regulate the quality of a good



        Anyone can hammer out a sword, but only a black-smith with level 7 certification in smithing can make a "Combat Approved" Sword. Do you heroes want to risk a cut-rate smith when the Goblin King is staring them in the face? Do they want their product's reputation to go to crap because their blacksmith didn't have the certification he said he did?



        The leader of the Guild must visit your town and verify the swords produced will be quality. A Lich King that has been disturbed by the new forge could make certification difficult!



        Phoning Home



        The scholar is looking for a nice place to settle down where he can have a nice house and a big back-yard. But he also wants a library and a sphere of seeing so he can stay in touch with his friends and family back home.



        Those Spheres only grow in the deep dark cave. Adventure Time!



        Looking to Start Over



        The new apothecary was caught making some "Good Time" elixir and selling it under the table. Word was he also might like to have a little of it himself. He's a nice guy who just wants to start over in a new place.



        He also might think it was really funny to spike the Solstice Festival drink with some Party Potion - with unpredictable results!






        share|improve this answer









        $endgroup$


















          3












          $begingroup$

          Money is essentially made up in a campaign (how much gold does the dragon have?!?!?). It would probably be more fun for the players if they had to quest to get artifacts to draw people to their town. Or had to quest to find and hire someone of sufficient skill.



          Guilds regulate the quality of a good



          Anyone can hammer out a sword, but only a black-smith with level 7 certification in smithing can make a "Combat Approved" Sword. Do you heroes want to risk a cut-rate smith when the Goblin King is staring them in the face? Do they want their product's reputation to go to crap because their blacksmith didn't have the certification he said he did?



          The leader of the Guild must visit your town and verify the swords produced will be quality. A Lich King that has been disturbed by the new forge could make certification difficult!



          Phoning Home



          The scholar is looking for a nice place to settle down where he can have a nice house and a big back-yard. But he also wants a library and a sphere of seeing so he can stay in touch with his friends and family back home.



          Those Spheres only grow in the deep dark cave. Adventure Time!



          Looking to Start Over



          The new apothecary was caught making some "Good Time" elixir and selling it under the table. Word was he also might like to have a little of it himself. He's a nice guy who just wants to start over in a new place.



          He also might think it was really funny to spike the Solstice Festival drink with some Party Potion - with unpredictable results!






          share|improve this answer









          $endgroup$
















            3












            3








            3





            $begingroup$

            Money is essentially made up in a campaign (how much gold does the dragon have?!?!?). It would probably be more fun for the players if they had to quest to get artifacts to draw people to their town. Or had to quest to find and hire someone of sufficient skill.



            Guilds regulate the quality of a good



            Anyone can hammer out a sword, but only a black-smith with level 7 certification in smithing can make a "Combat Approved" Sword. Do you heroes want to risk a cut-rate smith when the Goblin King is staring them in the face? Do they want their product's reputation to go to crap because their blacksmith didn't have the certification he said he did?



            The leader of the Guild must visit your town and verify the swords produced will be quality. A Lich King that has been disturbed by the new forge could make certification difficult!



            Phoning Home



            The scholar is looking for a nice place to settle down where he can have a nice house and a big back-yard. But he also wants a library and a sphere of seeing so he can stay in touch with his friends and family back home.



            Those Spheres only grow in the deep dark cave. Adventure Time!



            Looking to Start Over



            The new apothecary was caught making some "Good Time" elixir and selling it under the table. Word was he also might like to have a little of it himself. He's a nice guy who just wants to start over in a new place.



            He also might think it was really funny to spike the Solstice Festival drink with some Party Potion - with unpredictable results!






            share|improve this answer









            $endgroup$



            Money is essentially made up in a campaign (how much gold does the dragon have?!?!?). It would probably be more fun for the players if they had to quest to get artifacts to draw people to their town. Or had to quest to find and hire someone of sufficient skill.



            Guilds regulate the quality of a good



            Anyone can hammer out a sword, but only a black-smith with level 7 certification in smithing can make a "Combat Approved" Sword. Do you heroes want to risk a cut-rate smith when the Goblin King is staring them in the face? Do they want their product's reputation to go to crap because their blacksmith didn't have the certification he said he did?



            The leader of the Guild must visit your town and verify the swords produced will be quality. A Lich King that has been disturbed by the new forge could make certification difficult!



            Phoning Home



            The scholar is looking for a nice place to settle down where he can have a nice house and a big back-yard. But he also wants a library and a sphere of seeing so he can stay in touch with his friends and family back home.



            Those Spheres only grow in the deep dark cave. Adventure Time!



            Looking to Start Over



            The new apothecary was caught making some "Good Time" elixir and selling it under the table. Word was he also might like to have a little of it himself. He's a nice guy who just wants to start over in a new place.



            He also might think it was really funny to spike the Solstice Festival drink with some Party Potion - with unpredictable results!







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 2 hours ago









            sevensevenssevensevens

            4195




            4195























                2












                $begingroup$

                NPC species and focus/distractibility characteristics.



                In. addition to the typical hiring things which TimB lays out in his comment, you could include D&D specific things, one of which is character species. Suppose you hire an elf blacksmith. He is very skilled and has the potential to bring in a lot of income. But he demands a high salary, and is a diva who only wants to work with other elves, and they are hard to find. If you hire on a human - or worse, a dwarf! - to work in his vicinity, he pouts and works much less than his potential, and might quit without notice. You can work out species specific things to be considered building your staff.



                Mechanizing this D&D style more generally I could imagine two D&D NPC characteristics: distractibility and focus (like other D&D characteristic strength, constitution, wisdom etc. I think NPCs have these characteristics too). Distractions relevant to that character would then be totaled up (e.g. new hire for which he has antipathy, work stress, family issues) and he or she would roll a save against being distracted. The converse would be focus, and variables impacting focus would be totaled. Periodically the focus and distraction variables relevant to that NPC employee would be tracked and tallied. Subsequently this variable and their intrinsic characteristic would lead to a roll.




                • distraction - focus = less income and possibly NPC leaves employment. - distraction + focus = more income or other beneficial effects for endeavor. Double positive or double negative means no net effect. Other characteristics (for example wisdom) might be modifiers to the rolls. Once you have that all figured out for an NPC you could automate it.


                This approaches sabermetrics as it is applied to baseball. Potential income is only one variable associated with an employee. A employer might want to hire a very high potential income elf and arrange things to optimize her performance. Another employer might hire a bunch of halforcs with low potential income, and nil distractibility because lack of drama and consistency is prioritized.






                share|improve this answer











                $endgroup$


















                  2












                  $begingroup$

                  NPC species and focus/distractibility characteristics.



                  In. addition to the typical hiring things which TimB lays out in his comment, you could include D&D specific things, one of which is character species. Suppose you hire an elf blacksmith. He is very skilled and has the potential to bring in a lot of income. But he demands a high salary, and is a diva who only wants to work with other elves, and they are hard to find. If you hire on a human - or worse, a dwarf! - to work in his vicinity, he pouts and works much less than his potential, and might quit without notice. You can work out species specific things to be considered building your staff.



                  Mechanizing this D&D style more generally I could imagine two D&D NPC characteristics: distractibility and focus (like other D&D characteristic strength, constitution, wisdom etc. I think NPCs have these characteristics too). Distractions relevant to that character would then be totaled up (e.g. new hire for which he has antipathy, work stress, family issues) and he or she would roll a save against being distracted. The converse would be focus, and variables impacting focus would be totaled. Periodically the focus and distraction variables relevant to that NPC employee would be tracked and tallied. Subsequently this variable and their intrinsic characteristic would lead to a roll.




                  • distraction - focus = less income and possibly NPC leaves employment. - distraction + focus = more income or other beneficial effects for endeavor. Double positive or double negative means no net effect. Other characteristics (for example wisdom) might be modifiers to the rolls. Once you have that all figured out for an NPC you could automate it.


                  This approaches sabermetrics as it is applied to baseball. Potential income is only one variable associated with an employee. A employer might want to hire a very high potential income elf and arrange things to optimize her performance. Another employer might hire a bunch of halforcs with low potential income, and nil distractibility because lack of drama and consistency is prioritized.






                  share|improve this answer











                  $endgroup$
















                    2












                    2








                    2





                    $begingroup$

                    NPC species and focus/distractibility characteristics.



                    In. addition to the typical hiring things which TimB lays out in his comment, you could include D&D specific things, one of which is character species. Suppose you hire an elf blacksmith. He is very skilled and has the potential to bring in a lot of income. But he demands a high salary, and is a diva who only wants to work with other elves, and they are hard to find. If you hire on a human - or worse, a dwarf! - to work in his vicinity, he pouts and works much less than his potential, and might quit without notice. You can work out species specific things to be considered building your staff.



                    Mechanizing this D&D style more generally I could imagine two D&D NPC characteristics: distractibility and focus (like other D&D characteristic strength, constitution, wisdom etc. I think NPCs have these characteristics too). Distractions relevant to that character would then be totaled up (e.g. new hire for which he has antipathy, work stress, family issues) and he or she would roll a save against being distracted. The converse would be focus, and variables impacting focus would be totaled. Periodically the focus and distraction variables relevant to that NPC employee would be tracked and tallied. Subsequently this variable and their intrinsic characteristic would lead to a roll.




                    • distraction - focus = less income and possibly NPC leaves employment. - distraction + focus = more income or other beneficial effects for endeavor. Double positive or double negative means no net effect. Other characteristics (for example wisdom) might be modifiers to the rolls. Once you have that all figured out for an NPC you could automate it.


                    This approaches sabermetrics as it is applied to baseball. Potential income is only one variable associated with an employee. A employer might want to hire a very high potential income elf and arrange things to optimize her performance. Another employer might hire a bunch of halforcs with low potential income, and nil distractibility because lack of drama and consistency is prioritized.






                    share|improve this answer











                    $endgroup$



                    NPC species and focus/distractibility characteristics.



                    In. addition to the typical hiring things which TimB lays out in his comment, you could include D&D specific things, one of which is character species. Suppose you hire an elf blacksmith. He is very skilled and has the potential to bring in a lot of income. But he demands a high salary, and is a diva who only wants to work with other elves, and they are hard to find. If you hire on a human - or worse, a dwarf! - to work in his vicinity, he pouts and works much less than his potential, and might quit without notice. You can work out species specific things to be considered building your staff.



                    Mechanizing this D&D style more generally I could imagine two D&D NPC characteristics: distractibility and focus (like other D&D characteristic strength, constitution, wisdom etc. I think NPCs have these characteristics too). Distractions relevant to that character would then be totaled up (e.g. new hire for which he has antipathy, work stress, family issues) and he or she would roll a save against being distracted. The converse would be focus, and variables impacting focus would be totaled. Periodically the focus and distraction variables relevant to that NPC employee would be tracked and tallied. Subsequently this variable and their intrinsic characteristic would lead to a roll.




                    • distraction - focus = less income and possibly NPC leaves employment. - distraction + focus = more income or other beneficial effects for endeavor. Double positive or double negative means no net effect. Other characteristics (for example wisdom) might be modifiers to the rolls. Once you have that all figured out for an NPC you could automate it.


                    This approaches sabermetrics as it is applied to baseball. Potential income is only one variable associated with an employee. A employer might want to hire a very high potential income elf and arrange things to optimize her performance. Another employer might hire a bunch of halforcs with low potential income, and nil distractibility because lack of drama and consistency is prioritized.







                    share|improve this answer














                    share|improve this answer



                    share|improve this answer








                    edited 1 hour ago

























                    answered 2 hours ago









                    WillkWillk

                    110k26205458




                    110k26205458























                        1












                        $begingroup$

                        Perhaps, have the characters have certain characteristics that depend on chance. Eg. every time you collect the monthly 10gp, roll a d20. Different rolls have different outcomes.



                        So, a certain blacksmith has a tendency to drink.



                        You roll your d20: 1 - your blacksmith got drunk and injured himself, halving the profits you recieve (5gp) ; 5 - your blacksmith got in a fight with a customer while drunk, lowering store/outpost reputation ; 10 - your blacksmith became drinking buddies with an influential merchant, increasing store/outpost reputation ; 15 - your blacksmith spent the monthly salary on booze, but made plenty of friends in bars (0gp income, +rep) etc.



                        With this concept, you can get quite creative, and you can even make it lead to an overarching plot in your story (eg. your hired craftsman has a connection with a bandit camp; 1 - he betrays you and you have to fight the bandits ; 2 - the bandits become part of your militia, but now you have conflict with authorities).






                        share|improve this answer








                        New contributor




                        Vanja Horvat is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                        Check out our Code of Conduct.






                        $endgroup$


















                          1












                          $begingroup$

                          Perhaps, have the characters have certain characteristics that depend on chance. Eg. every time you collect the monthly 10gp, roll a d20. Different rolls have different outcomes.



                          So, a certain blacksmith has a tendency to drink.



                          You roll your d20: 1 - your blacksmith got drunk and injured himself, halving the profits you recieve (5gp) ; 5 - your blacksmith got in a fight with a customer while drunk, lowering store/outpost reputation ; 10 - your blacksmith became drinking buddies with an influential merchant, increasing store/outpost reputation ; 15 - your blacksmith spent the monthly salary on booze, but made plenty of friends in bars (0gp income, +rep) etc.



                          With this concept, you can get quite creative, and you can even make it lead to an overarching plot in your story (eg. your hired craftsman has a connection with a bandit camp; 1 - he betrays you and you have to fight the bandits ; 2 - the bandits become part of your militia, but now you have conflict with authorities).






                          share|improve this answer








                          New contributor




                          Vanja Horvat is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                          Check out our Code of Conduct.






                          $endgroup$
















                            1












                            1








                            1





                            $begingroup$

                            Perhaps, have the characters have certain characteristics that depend on chance. Eg. every time you collect the monthly 10gp, roll a d20. Different rolls have different outcomes.



                            So, a certain blacksmith has a tendency to drink.



                            You roll your d20: 1 - your blacksmith got drunk and injured himself, halving the profits you recieve (5gp) ; 5 - your blacksmith got in a fight with a customer while drunk, lowering store/outpost reputation ; 10 - your blacksmith became drinking buddies with an influential merchant, increasing store/outpost reputation ; 15 - your blacksmith spent the monthly salary on booze, but made plenty of friends in bars (0gp income, +rep) etc.



                            With this concept, you can get quite creative, and you can even make it lead to an overarching plot in your story (eg. your hired craftsman has a connection with a bandit camp; 1 - he betrays you and you have to fight the bandits ; 2 - the bandits become part of your militia, but now you have conflict with authorities).






                            share|improve this answer








                            New contributor




                            Vanja Horvat is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.






                            $endgroup$



                            Perhaps, have the characters have certain characteristics that depend on chance. Eg. every time you collect the monthly 10gp, roll a d20. Different rolls have different outcomes.



                            So, a certain blacksmith has a tendency to drink.



                            You roll your d20: 1 - your blacksmith got drunk and injured himself, halving the profits you recieve (5gp) ; 5 - your blacksmith got in a fight with a customer while drunk, lowering store/outpost reputation ; 10 - your blacksmith became drinking buddies with an influential merchant, increasing store/outpost reputation ; 15 - your blacksmith spent the monthly salary on booze, but made plenty of friends in bars (0gp income, +rep) etc.



                            With this concept, you can get quite creative, and you can even make it lead to an overarching plot in your story (eg. your hired craftsman has a connection with a bandit camp; 1 - he betrays you and you have to fight the bandits ; 2 - the bandits become part of your militia, but now you have conflict with authorities).







                            share|improve this answer








                            New contributor




                            Vanja Horvat is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.









                            share|improve this answer



                            share|improve this answer






                            New contributor




                            Vanja Horvat is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.









                            answered 2 hours ago









                            Vanja HorvatVanja Horvat

                            10215




                            10215




                            New contributor




                            Vanja Horvat is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.





                            New contributor





                            Vanja Horvat is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.






                            Vanja Horvat is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.






















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