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My SCAP starts Saturday. One of my players indicated that he'll eventually look forward to owning his own shop, and crafting items in it for sale.
I'll be honest, this is the first time in a long time that I am running a campaign with any sort of civilized economy and such: Since 96 I've run a Ravenloft game that lasted 5 years and a Midnight game that lasted 4 years - and neither is pragmatic to include such enterprises.
During the planning stages of SCAP I had laid the ground rules and laws of the bueauracratic city which include the requirement to have a business license to own any shops or to sell any wares.
So can anyone give me some sort of idea what sort of cost a person would be responsible for to start up such a business: i.e. license fees, taxes, etc.
Any help would be appreciated. In the meantime I just bought CityScape and I'll peruse that to see if it has any ideas.
Thanks
Robert

Chef's Slaad |

Basically, the rules in the DMG II are meant for PC's who want to start a business but don't want to be involved in the administrative work and hassle that goes into running one. It lists rules on how to use the skill system to make money off that business.
Running a shop or guild is something you want PC's to do in their downtime. D&D is not about mighty heroes running a shop and facing the customer from hell (well, you know what I mean), it's about saving the world and gaining fame and glory.
In terms of cost: it really depends at what level you want the PC to onw the business. I would say about half the wealth associated with that level should be a good starting point.
I'm not sure, but I think A magical medieval city guide (wich is free btw) is a good source for inspiration. Check it out!

Niko77 |

Not to dash your player's hopes, but keep in mind that there's a pretty limited customer base for magic items in Cauldron, and Skye has the monopoly there.
Perhaps instead of selling magic adventuring gear he might want to sell magical household items to the rich and famous of the region - levitating serving plates, self cleaning items, etc.
You'd have to whip up some rules to cover those sorts of items, but seeing what your player comes up with might be interesting.

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I think having one of the players own a shop in Cauldron will give a real added value to the adventure path, because the players will feel the tax pressure - which plays such an important part in the adventures - much more when they own their own business. Nice one!
This is the exact reason why I thought so highly of the idea when he suggested owning a shop. He knows he cant compete with Skye's Treasury so he's intending to be a sort of consignment shop selling off "salvaged" masterwork armors and weapons and such and mithril and stuff like that that they find. Plus he's a dwarf with a lot of craft ranks.
Also not only do the taxes pose a threat that makes the threats so potent to a PC owning his own shop - but so too does the threat of the riot if its near his shop and of course the destruction to the city as he tries to save his investment.... All of these elements and more is what has me so exited about the prospects. And of course it gives more incentive for the city to be taken care of so the PCs are more apt to act in its best interest if they stand to financially gain if the city is properly looked after.
Robert