Costs/Income from potential craftsmenHow to efficiently protect a city from constant snowstorms?Repurposing a...
What are "industrial chops"?
How to limit sight distance to 1 KM
Looking for access to original paper for Category O
Why did the villain in the first Men in Black movie care about Earth's Cockroaches?
Why publish a research paper when a blog post or a lecture slide can have more citation count than a journal paper?
Using only 1s, make 29 with the minimum number of digits
Citing paywalled articles accessed via illegal web sharing
Cat is tipping over bed-side lamps during the night
Can I string the D&D Starter Set campaign into another module, keeping the same characters?
IGBT transistor with auxiliary emitter
Can I write a book of my D&D game?
How do you funnel food off a cutting board?
Simple text-based tic-tac-toe
How to say "Brexit" in Latin?
Is my visa status for all destinations in a flight with connections checked in the beginning or before each flight?
Finding a mistake using Mayer-Vietoris
Why are the books in the Game of Thrones citadel library shelved spine inwards?
Why exactly do action photographers need high fps burst cameras?
Which one of these password policies is more secure?
A starship is travelling at 0.9c and collides with a small rock. Will it leave a clean hole through, or will more happen?
Publishing research using outdated methods
Traveling through the asteriod belt?
Making him into a bully (how to show mild violence)
Cookies - Should the toggles be on?
Costs/Income from potential craftsmen
How to efficiently protect a city from constant snowstorms?Repurposing a reactor from space to surface
$begingroup$
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?
infrastructure
New contributor
$endgroup$
|
show 2 more comments
$begingroup$
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?
infrastructure
New contributor
$endgroup$
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
|
show 2 more comments
$begingroup$
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?
infrastructure
New contributor
$endgroup$
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
infrastructure
New contributor
New contributor
New contributor
asked 3 hours ago
GPPKGPPK
1213
1213
New contributor
New contributor
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
|
show 2 more comments
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
|
show 2 more comments
3 Answers
3
active
oldest
votes
$begingroup$
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!
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
$begingroup$
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).
New contributor
$endgroup$
add a comment |
Your Answer
StackExchange.ifUsing("editor", function () {
return StackExchange.using("mathjaxEditing", function () {
StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["$", "$"], ["\\(","\\)"]]);
});
});
}, "mathjax-editing");
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "579"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
noCode: true, onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
GPPK is a new contributor. Be nice, and check out our Code of Conduct.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fworldbuilding.stackexchange.com%2fquestions%2f140351%2fcosts-income-from-potential-craftsmen%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
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!
$endgroup$
add a comment |
$begingroup$
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!
$endgroup$
add a comment |
$begingroup$
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!
$endgroup$
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!
answered 2 hours ago
sevensevenssevensevens
4195
4195
add a comment |
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
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.
edited 1 hour ago
answered 2 hours ago
WillkWillk
110k26205458
110k26205458
add a comment |
add a comment |
$begingroup$
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).
New contributor
$endgroup$
add a comment |
$begingroup$
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).
New contributor
$endgroup$
add a comment |
$begingroup$
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).
New contributor
$endgroup$
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).
New contributor
New contributor
answered 2 hours ago
Vanja HorvatVanja Horvat
10215
10215
New contributor
New contributor
add a comment |
add a comment |
GPPK is a new contributor. Be nice, and check out our Code of Conduct.
GPPK is a new contributor. Be nice, and check out our Code of Conduct.
GPPK is a new contributor. Be nice, and check out our Code of Conduct.
GPPK is a new contributor. Be nice, and check out our Code of Conduct.
Thanks for contributing an answer to Worldbuilding Stack Exchange!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
Use MathJax to format equations. MathJax reference.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fworldbuilding.stackexchange.com%2fquestions%2f140351%2fcosts-income-from-potential-craftsmen%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
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