Jobs and useing Business Administration to earn money
Posted: 10 July 2010 10:04 PM   [ Ignore ]
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Does anyone have a system that allows players to use their skills to get a job or start a business to earn money between campaigns?

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Posted: 11 July 2010 12:06 AM   [ Ignore ]   [ # 1 ]
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For their characters? Or for themselves?

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Posted: 11 July 2010 08:35 AM   [ Ignore ]   [ # 2 ]
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For Their characters.
If the GM declares that 3 days pass, is there a way to find out how much trust the character earns during that time.

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Posted: 11 July 2010 10:50 AM   [ Ignore ]   [ # 3 ]
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Well first there is the large problem of getting a business licence or permit. Then a bunch more redtape, but after all that they could start something. Try having them make a Skill roll (Whatever skill you think is appropriate) & whatever the final total is could be the amount of Trust they earn.

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Posted: 14 July 2010 04:07 PM   [ Ignore ]   [ # 4 ]
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Also with a PW (Persistent World) setting, where interaction amongst players and with some NPCs is commonplace, you can do business with each other. I can’t see why not a Wielder can craft the equivalent potion or scroll for a non-Wielder to use. A suggestion I made to TPTB that the NWSEC or more specifically, the New World Wielding Commission be able to offer Certification Licenses as a means to be considered a “trusted” contact for favours but as you know, I’m sure there are those who are less scrupulous out there will get their hands on such licenses so there’s already an element of risk involved. “Let the Buyer Beware” as they say. wink

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Posted: 22 July 2010 03:04 PM   [ Ignore ]   [ # 5 ]
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I love the idea of persistent world elements in RPGs and try to find ways to incorporate them into my AO game. There is no formal system for allowing players to earn trust outside of game sessions, but building your own isn’t difficult and clever players will no doubt offer up innumerable suggestions when it comes to increasing their character’s bankroll. I like to try and build persistent world elements right out of the game sessions. For example, the characters were hired to “take care of” an emerging Divinus drug supplier in competition with the Syndicates. Instead of shutting them down, the players dreamt up a clever scheme and took over some of the business. I worked out how much the business would bring in on a monthly basis and now the players have a little extra income that floats their way in the background and I have lots of adventure hooks and fun complications to play with.

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Posted: 26 July 2010 12:29 PM   [ Ignore ]   [ # 6 ]
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Earl.Fischl - 22 July 2010 03:04 PM

I love the idea of persistent world elements in RPGs and try to find ways to incorporate them into my AO game. There is no formal system for allowing players to earn trust outside of game sessions, but building your own isn’t difficult and clever players will no doubt offer up innumerable suggestions when it comes to increasing their character’s bankroll. I like to try and build persistent world elements right out of the game sessions. For example, the characters were hired to “take care of” an emerging Divinus drug supplier in competition with the Syndicates. Instead of shutting them down, the players dreamt up a clever scheme and took over some of the business. I worked out how much the business would bring in on a monthly basis and now the players have a little extra income that floats their way in the background and I have lots of adventure hooks and fun complications to play with.

In one of our campaigns, a character wanted to be an arms dealer. So he made contacts wherever he could and built up a nice little side business, which benefitted the whole party.

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Posted: 26 July 2010 07:25 PM   [ Ignore ]   [ # 7 ]
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Ya man, I love that kind of stuff. Creative players add all kinds of flavor to games and, as a group, it is fairly easy to work out what impact these kinds of additions should have.

AO is an excellent game for player-driven story elements like this. It does require a flexible, creative GM to manage, but it is always worth it if you can make it happen. There’s no better way to engage the players than to have them involved in the story’s shape and scope as much as possible.

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