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Author Topic: Adventurer's Guild [A Suggestion Game]  (Read 5570 times)

Brood

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #15 on: July 29, 2013, 10:44:10 am »

Membership : Open to all.
Advertising : Minstrels ( 50 ) ( More people for us to choose from. )
Dues : No quarterly, 10% loot share. ( Low prices are good for business. )
Services.
Accomodation : 1 Gold for adventurers. Personal rooms. ( We want them to be happy. ) Free for double bunking. (  My own addition )
Training : 10 gold x level for outsiders. Free for guild members until level 2. Level 3 up 5 gold. ( Our guild members need some training even if they can't afford more advanced right away. )
Equipment : All equipment at 80% For members. 110% for outsiders. ( Again, it'll encourage porer people to join. )
Death Benefits : Peasant burial, sale value of adventures equipment to the widows. ( Costs us nothing but will be very enticing to porer families. )

Jobs : Contacts. ( 25 )



Opening to all but then charging a small fortune in gold that no average person can afford kind of ruins evils proposal.

Taking a high share of loot, not offering to buy loot from our members so they'll take it elsewhere and offering them no death benefits is going to push away the majority of the common people which hurts Ukrainians.

Alexandria's has a higher starting price but has nothing to push away potential members and will bring in more business.
« Last Edit: July 29, 2013, 10:46:05 am by Brood »
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Ukrainian Ranger

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #16 on: July 29, 2013, 10:59:25 am »

How is it bad if our members can sell their loot elsewhere? Forcing them to sell loot to us below market price like Marahadja is proposing will not make us more popular

High loot cut will discourage experienced warriors, true, but broke peasants can't care less


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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Tomcost

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #17 on: July 29, 2013, 11:01:22 am »

I want to point out something: if we get unexperienced people, then we can expect the death rate to be high, which will increase our burial costs.

Ukrainian Ranger

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #18 on: July 29, 2013, 11:05:39 am »

That's why I am sure that providing no burial cost is a very important part of our overall strategy
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Gamerlord

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #19 on: July 29, 2013, 11:09:09 am »

PTW.

Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #20 on: July 29, 2013, 11:12:09 am »

(( Why? We send the inexperienced on the simplest missions after giving them some training to gain experience. A few will still die but most will survive to improve. We send those who already know what to do on the harder ones, some of them will die but the weaker people will gain experience to replace them. A peasant burial is extremely cheap, likely far less then even 1 GP since it's pretty much a hole and a wooden box so it's hardly going to have a major impact on our income.

We're gonna get inexperienced people either way, this way at least when they die we still come out of it looking good for taking care of our own and it sends a nice boost to our recruitment efforts. Rather then sending them to die then leaving them to rot because they're no use to us which will push away a lot of people. Especially the more experienced ones who will want to be treated with dignity.

You have to spend money to make money and spending a bit now to establish a good reputation will more then repay the starting costs, where as being seen as thugs who treat humans like animals will kill the guild before it begins. ))
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She had stared into it for to many years, alone and unblinking, determined that it would not take her.
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Now she was lighting a candle.

Tomcost

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #21 on: July 29, 2013, 11:13:52 am »

While you guys want to get people in, and fast, I find that then it wouldn't be necessary to do any kind of advertisement. On the other hand, if we want to get professional or at least trained people, we should advertise a lot.

I see two main roads for our enterprise:

-We train adventurers. Costly, so we will probably need to finance it at the cost of increased prices, which will lower the amount of people getting in. This option will likely end up with our guild filled with petty nobles.
-We offer services to experienced adventurers. Advertising will be an important thing to bear in mind, as well as job finding. In this case we should just offer them free entry and discout prices for some materials, at the expense of a big proportion of the acquired loot.

EDIT: to clarify burial prices:
Quote from: GM
Death Benefits: You can offer a certain amount of cover for death on the job.  Apart from none, the bare minimum is a peasant burial, at a cost of 5gp.  You might offer a certain amount of compensation for widows and orphans, at your discretion.

Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #22 on: July 29, 2013, 11:20:52 am »

(( Oh yeah forgot that, but I still maintain my point. The potential loss in funds is worth the potential gain in recruits, public support, good will from family and so on.

Besides nothing says we have to accept everybody who tries to join, we can always pick the ones we want and offer the rest lesser jobs like working on our land, we expand the land to add to our income they still get a job, they don't get killed and we gain even more good will for not rejecting people.

Given that we're small and new public relations and good will is going to be very important for us. ))
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The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

Iituem

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #23 on: July 29, 2013, 11:21:35 am »

For a little perspective; most merchants will buy loot at 50% of market price, and then sell it at 100% or more.  The adventurer economy works much like in D&D.
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Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #24 on: July 29, 2013, 11:24:15 am »

Yeah I figured as much hence why I offer 75%. Better value then they get elsewhere and the 25% extra we make off it will be used to improve the guild. So it helps them as well anyway.
They are more likely to want money then to just barter, after all some of them will have families and families can't spend a sword or a set of armor.
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The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

Tomcost

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #25 on: July 29, 2013, 11:26:59 am »

For increasing our public relations, we should begin with experienced adventurers, make them do epic stuff, and then get to unexperienced ones who will need training, and more investing.

I mean that if we have to train peasants, it will require a lot of investment. We don't have that much gold. Also, the cost of a dead adventurer, if we bury them, equals to one tenth part of our fixed income. That's not good.

Ukrainian Ranger

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #26 on: July 29, 2013, 11:29:10 am »

Quote
, the bare minimum is a peasant burial, at a cost of 5gp.
No 1gp here...

Tomcost
I see third route - we recruit a lot and send them to the battle, most talented\lucky return more experienced...

Quote
For a little perspective; most merchants will buy loot at 50% of market price, and then sell it at 100% or more.  The adventurer economy works much like in D&D.

Loot Purchase : Either Barter for 110% of market prices ,  adventures may trade their loot for weapons\potions\training\housing. Or take the loot for 75% with gold.

This way we'll strongly encourage our adventures to spend money from loot not on booze and hookers, but on getting better equipment\skills
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Tomcost

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #27 on: July 29, 2013, 11:34:56 am »

Tomcost
I see third route - we recruit a lot and send them to the battle, most talented\lucky return more experienced...
Then we don't offer burial services or anything, but we risk losing the equipment of our guild members in case they all die. While this may be a low cost alternative, it won't improve our image. I'm in favor of focusing in experienced adventurers first to become popular, and mostly because a high mortality rate will lower our image.

Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #28 on: July 29, 2013, 11:37:16 am »

Thats why I did it my way, high cost but we get both experienced and inexperienced members. Have a great public image and have a lot to offer to attract people.
It may cost us more to begin with but we'll more then make up that money later.

Experienced people do the tough jobs, inexperienced do the minor ones meaning we can also take on more jobs at once.
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The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

scapheap

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #29 on: July 29, 2013, 11:38:17 am »

Tomcost
I see third route - we recruit a lot and send them to the battle, most talented\lucky return more experienced...
Then we don't offer burial services or anything, but we risk losing the equipment of our guild members in case they all die. While this may be a low cost alternative, it won't improve our image. I'm in favor of focusing in experienced adventurers first to become popular, and mostly because a high mortality rate will lower our image.
Maybe, just maybe, we don't send the 5 year-olds kids to fight the dragon. Send the talented to the hard missions and the farmers to deal with some small goblins?

Thats why I did it my way, high cost but we get both experienced and inexperienced members. Have a great public image and have a lot to offer to attract people.
It may cost us more to begin with but we'll more then make up that money later.

Experienced people do the tough jobs, inexperienced do the minor ones meaning we can also take on more jobs at once.
This? yes
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