Yes, yes, yes. I know. Before you all groan and start picking up those pitchforks and rocks, you know the drill. Listen to my crappy idea, tell me all sorts of awesome ways to improve it, and then facepalm when I find that it just becomes too awesome (And difficult) to manage...But I promise! This time is different!
I'm not really looking for feedback here, just...If you guys can find any stupid errors, loop-holes or flaws, please tell me. This RTD shall go live tomorrow!
Welcome to Roll to Run the Generic RPG Item Shop!
(Courtesy of Micelus for the idea)
In this perilous world, there is only one true power; - You! Yes, you. The fat one in the corner, spinning his last two coppers on the ale-sodden table. What's that you say? You want to know how you can become greater than the mightiest kings? For but a copper, I can inform you! ...Not a good trade? Very well, my information shall be free...Simply, you must become a merchant! Starting in a homely town, you can open up your own item shop, relying on goods gathered from Adventurers or simple objects that you purchase and sell at a heavily extorted price! There's plenty of people out there needing a good sword, club, or potion; - And even more requiring a bit of proper adventuring gear! Wait, what? You say that you don't know anything about merchantising? Ah, my friend, that's where I come in! You see, I can help you with this task...For a minor fee. All I ask of you is a small cut of your profits every month, nothing to worry about! I have all the tips and know-hows from years of travelling and dungeon-crawling, I'm even better than one of those magical encyclopedias! So, why don't we head out of this sodding tavern and find us a proper place to stay, mmm? I may be able to loan you a bit of the basic necessities to start out, and it won't even cost you!...At least, not at the beginning. Very well! I see that I have your full interest now. May I welcome you to the wonderful world of Fornoth! Where tentacle beasts and level 1 Jesters roam the sands, seeking fame, fortune and nubile young virgins!
Bare bones ideas: (I will be rolling a 1d8 for...Basically everything. One in-game week will be 3 turns, so a month is 12 turns. At the end of every month, the players will have to pay a bit of tax. Failure to pay will result in...Not very good things. If they miss the next month's fees, then their shop is siezed and closed down...Permanantly.)
Players will start with a basic set of goods, which include:
[100] gold.
[10] Torches
[5] Rusty Daggers
[5] Wool Hats
[3] Potions of Minor Healing
[2] Coils of Rope
[1] Longsword
Players will be able to purchase goods at the beginning of every turn. A 1d6 will be rolled to decide the number of customers that arrive for that day, and a 1d4 decides what type of item that they want. (Consumable, Weaponry, Armor or Adventuring Gear.) There's also a 1d10 rolled every turn, on a 9 or 10 an Adventurer will arrive, who'll offer their services to you for a certain amount of gold. Paying said fee will cause the adventurer to go on a quest, taking (1d3) turns to come back. Hidden dice rolls will decide what happens, be it that they die or come back overlanded with both coin and fame.
Thugs are a special NPC that every player gets. The Thug can be used to steal from other players, sabotage their shop or try and drive away their customers. Just hope that it doesn't backfire...
1: Horrible Failure (You really did not do good at all. Expect something to backfire.)
2: Strong Failure (Not exactly optimal...Don't expect anything good to come out of it.)
3: Minor Failure (Well, at least you didn't burn your shop down...But, still.)
4: Strog Flop (Not really good, not really bad...Probably more on the bad side though.)
5: Decent Success (Hey, you're not useless after all! Not the greatest advantage, but it's better than nothing.)
6: Great Success (Nice one, you actually did something useful! Be proud of yourself!)
7: Incredible Success (That was amazing! You're truly a wizard of your arts. Good things will happen!)
8: Oh dear lord... (What have you done? It's either something spectacular, or something very, very bad...Coin flip time!)
Stats:
Selling: (Pawning off your merchandise)
Buying: (Purchasing gear or raw materials)
Adventuring: (Sending your poor adventurers to loot dungeons)
Thug(gering?): (Stealing from others, and generally being a nuisance.)
Four players will start their "Item Shops" in a small town. This will be a COMPETITIVE RTD, which means that you're not exactly best buddies. Not downright enemies either, although. All players will start out at 0 to all stats as default. The only way to increase stats is through a Talent.
First, players will fill out this simple form:
Name: (Ye dolt, that bit of peasant-scribbling that you were born with! Not that difficult, aye?)
Gender: (Your sex, to put it bluntly. Male/Female, and no transgenders. Sorry!)
Talent:(Pick one talent from the below list!)
Specialty: (Pick one specialty from the below list!)
Talents:
Glib Tongued - You've always been quite good at forcing your words down others throats, a +1 to selling rolls!
Rich Estates - You have a bit of land pocketed somewhere in the far northern regions, which helps bring in some gold! You gain some gold every month, depending on your shop's worth.
Well-Mannered - You're charming as a lynx, witty as a rabbit and as comedic as a dead possum! These talents allow you to purchase objects at a better rate...+1 to all buying rolls!
Adventurer Lineage - You're descended from a (slightly) long line of adventurers, albeit mostly peasants and other meat-shields. Nevertheless, you still know a bit of the trade! +1 to Adventuring rolls!
Brutish Nature - You're not exactly the most charismatic person around, but when you need muscle, you know where to get it. +1 to Thug rolls!
Specialties: (None are better than the other, it just changes what sort of thingie-ma-bob that you can create!
Blacksmith - Once every week, you can produce a special metal object! Be it a piece of plate-mail or a well-crafted longsword, it's all up to the dice!...Or you could get a hunk of scrap. Note: Don't ask where the metal comes from.
Tailor - Weaving and sewing, that's your specialty! Once a week you may create a finely crafted piece of leather or other soft material gear, preferably from the softest rabbit furs! The dice decide.
Sorcery - Mixing cauldrons, brewing potions, if it has something to do with the dark arts, you know how to get it done! Once a week you may concoct a special potion, although it's up to the dice what you get...
Shop Listings: [B:] means Buy, [S:] means Sell. More items will be unlocked later! You can also find special, potentially rare items from funding Adventurers to explore dungeons.
A 1d8 will be rolled to decide how much the item you buy costs. A 1 causes the item to double in price, a 2 increases it by 40%, a 3 by 30%, a 4 by 20%, a 5 is neutral, a 6 reduces the price by 10%, a 7 by 20%, and an 8 by 40%. This affects items bought in bulk, E.G 20 torches. Selling items is basically the same. Each customer will only purchase one item, however. You get to choose if you accept the Customer's offer to buy the item, so if you don't like the deal, then you can refuse.
(These are just the basic market prices.)
Adventuring Gear:
Torches: [B:5] [S:10]
Coil of Rope: [B:10] [S:20]
Weapons:
Rusty Dagger [B:10] [S:20]
Longsword [B:40] [S:80]
Armor
Wool Hat [B:10] [S:20]
Consumables
P.O.M.Healing [B:30] [S:60]