| tbug |
As mentioned elsewhere, my PCs (Rosedale Arkona, Anaster Carowyn, Erst Fordyce, Siolin Jegarre, Serai Leroung, Karmina Ornelos) are starting up a host club. They have rented a house in South Shore and will soon be holding some sort of publicity event as a grand opening. They're not sure what this will be, but depending on how quickly they can have their new facilities ready they might hold a ball in the manor home of one of their families.
As far as I can tell, I have two challenges in keeping this interesting for them. First, I need to have customers. There should probably be some regulars plus a steady stream of people trying out the business. I'd planned to use the iconics as customers, but then the PCs put up a parchment in the Sticky Mermaid advertising for an adventuring party to take care of Gaedren Lamm, and I used them for that. I still have the four iconics from RotRL, of course, but I'm going to need more.
I think that there need to be two sorts of guests attending the host club. The first sort should be the interesting personalities who make gaming more than just number crunching. I think that each noble will have at least one devotee who always wants to hang out, and most of these will probably just be this first sort of guest. I'll use Serendipity and Seventh Sanctum to brainstorm up some customers.
The second sort of guest needs to be the plot hooks. There have got to be people willing to spend a few gold coins to gain the ear of an Arkona, or an Ornelos, or whatever. The PCs are very low-ranked members of their respective houses, but they are unquestionably members nonetheless. Even if the PCs continue their practice of handling problems by advertising for adventurers, I'll need to keep advancing the story one way or another.
In this latter category, I figure I might have the following:
* an officer of the Korvosan guard who gets recruited into the Grey Maidens
* a woman from the House of Clouds who just wants companionship sometimes
* a closeted wererat
* someone amphibious (any sahuagin or skum in town?)
* an aging, lonely Shaonti
* a student of Vincarlo
I've already made my players provide me with an NPC widely known to be important to them and a secret contact, so I don't need overlap with those (cut for space):
secret friend: Yindrini Hasmarga, a Varisian petty criminal who refuses to do things the Arkona way
public friend: Ranija Dumra, a Vudran paladin who consistently makes a fool of herself opposing the Arkona family
Anaster Carowyn [ari3] DOB: Sarenith 21, 4676
secret friend: Dame Harina Zelov, Hellknight
public friend: Corporal Betna Gilvar of the Korvosan guard
Erst Fordyce [ari1] DOB: Arodus 15, 4691
secret friend: Marilis the Varisian storyteller
public friend: Ensa, girl he wishes to marry but whose father will only give her to a member of a Great House
Siolin Jegarre [ari3] DOB: Arodus 5, 4689
secret friend: Meldia Hentz, Cerulean Society member about his age
public friend: Azera Nandrio, Banker
Serai Leroung [ari2] DOB: Gozran 3, 4686
secret friend: Desba Sloun, Shaonti resident of the Shingles
public friend: Galt Margado, stableboy in the hippogriff stables
Karmina Ornelos [ari3] DOB: Desnus 27, 4686
secret friend: Charali Dyugandri, priestess of Desna
public friend: Marikob Zenderholm, "true" king
My second challenge is figuring out a fun level of business administration for the players to do as well as an appropriate level of profitability. Obviously a new business is going to require an outlay of capital at the beginning, but in an ideal world will turn a profit before too long. If anything cataclysmic were to happen (eg a plague) then that would obviously complicate matters, but I'd still like to keep things fun. I'm considering having a retired Jegarre retainer offer to become general manager of the club, just so that I can abstract a certain layer of all this. Are there any good rules on player-run businesses in D&D?
| Mary Yamato |
If I were running the business-administration part, I'd think about a scheme like this:
Every month there are three challenges to the business. If the PCs successfully deal with all three, the business is profitable and they put one unit in the bank. If they deal with two, the business breaks even. if they deal with one, it loses a unit. If they deal with none (say, they are totally distracted) things begin to go very sour. I'd start the group out with a small number of units, maybe 2.
If necessary you can make an equivalence between units and gold, so that the PCs can spend money to bail the business out. I'd try to avoid that, though, because D&D economics is sufficiently crocked that I can't come up with a good monetary value.
You'd then make a list of suitable challenges and pull them off the list at pacing-appropriate moments. Some examples might be: find out which employee is stealing from the till; meet a challenge to their ownership/lease of the building; stop a rumor about watered (or spiked) wine; recruit a brilliant musician away from a rival establishment; get a fashion designer to provide the very latest fashion for the staff; find out why the wine deliveries are going lost; clean out imps/pseudodragons from the attic; negotiate a source for key foodstuffs; settle a dispute among the staff; deal with someone whose spouse is spending too much time/money at the club.
Most of these would be easy, but having to do them fairly frequently would keep the PCs feeling involved.
You could also keep an eye out for any of the module adventures which could be recast as challenges to the club. Edge of Anarchy in particular is very episodic, and the hooks for some episodes could be changed without any lasting effect on the path.
My GM ran the Dungeon adventure "Escape from the Meenlock Prison" (#146) for my wine-merchant PCs; it might be loosely adaptable to the host club. His hook was that the module characters were suppliers to the PCs, and the PCs wanted to know why supplies had stopped arriving.
Mary
| Mary Yamato |
My GM adds, protection money and the need to keep on good terms with the criminal scene could be an added dimension. Though with PCs as high rank as yours, I'm not sure they'd be an attractive target for the petty criminals.
Where in town are they going to set up? Wherever it is, *someone* will consider it their turf; it'll be important to know who.
One of the things I'd look forward to as a player is the gradual transition to it being the PCs' turf, as they become more famous or notorious or simply dangerous.
Mary
| tbug |
Mary, thank-you so much for the "financial unit" abstraction idea. I love the suggestion for three challenges a month and the repercussions if they're not met.
My GM adds, protection money and the need to keep on good terms with the criminal scene could be an added dimension. Though with PCs as high rank as yours, I'm not sure they'd be an attractive target for the petty criminals.
My plan is that Lord Glorio Arkona is going to hear about the club and let his nephew, Rosedale, know that the club is under his protection as a special favour to his nephew. Since Rosedale is trying at all costs to avoid any interaction with his uncle I'm looking forward to hearing his reaction.
Where in town are they going to set up? Wherever it is, *someone* will consider it their turf; it'll be important to know who.
They're setting up in South Shore, within eyeshot of the Jade Circle. They aren't direct competitors, but there will probably be a fair bit of overlap in clientele, and I suspect that the Jade Circle will hurt at least a little from the opening of the (as yet unnamed) host club.
One of the things I'd look forward to as a player is the gradual transition to it being the PCs' turf, as they become more famous or notorious or simply dangerous.
Good call! I'll be sure to develop the local power players a little then, so that the transition can be seen more clearly. Thanks again for the insight!
| The Black Fox |
I'd be very general with the business mechanics. I don't think players really want to deal with cash flows, receivables, double entry accounting, EBITDA, etc. Based on your comments, this is how I would run it. Use any ideas you find useful.
I'd pick a base gold piece value of profit per month. This figure should be something YOU decide you want the PCs to get. You may need to discuss with them what they expect to earn. Let's use 1000 gp per month as our example.
First, I'd adjust this base figure based on the prep work the PCs do. I'd tell the PCs to write down everything they specifically want the club to be, or have. The more detail the better. Don't just look for flavor text. See if they have put any thought into selecting the hosts, finding the best spot, negotiating with the landlord, securing the best craftsmen to style the place, pay off the local watch, or anything else. If they do good things to attract a high paying clientale, negotiate hard on their costs, and do other good business moves to start the business, then boost that base value. Give them 1200, 1500, 1800 gp a month instead. If they don't cover their bases to your subtraction, are too free with their money, or don't target a specific market, then drop that base value to 800 or 500 gp. This is a value judgment on your part on the PCs' efforts and what will be reasonable to them. Let them know in advance that their prep work will affect their base income.
Second, assign a DC check. The specific value is based on the clientele they want to attract. An aristocratic club tells me the DC should be high. At least 20. They roll d20 + Wis (or Int or Cha or average/combo whatever works best to you). Add or subtract modifiers based on events or decisions they make during the month. If they meet the DC, they earn the base income you picked. Failing the check means less income. Failing by -5 means half income, -10 is no income, and a worse failure means the club lost money. Likewise, exceeding the check increases the income. I'd experiment with the mechanics to make sure you are comfortable with how it works.
If you allow a skill like Profession (Club Management) I'd make sure that the DC is high. You want the roll to go either way, not a safe roll they can always make.
Personally, I'd only make 1 roll because multiple rolls lessen the excitement of whether you succeed or not. It simplifies things. I personally find multiple rolls for the same action confusing. What if I fail the first 2, but get the last? Or succeed on the first, but fail the next? Or fail in the middle? If your group is the type that likes lots of dice rolling, then simply have them roll once a week and adjust the base amount accordingly (1/4).
Instead, I'd have a standard set of circumstance modifiers that give +2 or -2. If they fulfill the requirements of those modifiers, they get them. Exceptional ideas, successes or failures could give them higher modifiers like +5 or -5. Here are some examples
* PCs have adequately marketed the club as the "hot spot" for their opening night +2
* Rivals have successfully sabotaged the host this month (made sure bad food was delivered, hired rowdy customers to ruin the atmosphere, spread vile rumors to keep clients away, etc) -2
* Bad luck, landlord issues, fire breaks out, etc -2
* Personality quarrels between hosts ruin atmosphere (or personality quarrels between hosts improve atmosphere!) +/-2
* Club attracts star host/clientele that attracts new customers +2
* Rival club bests PC club in generating excitement this month, or PC club beats rival +/-2
You get the idea. I'm sure you can generate more. Some of these modifiers will be the result of plots you develop, some will come from the PCs, and others will become obvious as you roleplay through it.
Most social activity of an aristocracy will center around the court, and seeking favor from the monarch. Aristocrats will go to where they think they can win favors. Initially, this will be Queen Ileosa whose recent inheritance of power from old King Eodred opens up new possibilities for advancement as the king's old favorites are dumped. The initial success of the host club could be determined by how well they earn her favor (wow, you returned lost jewelry to the queen?) or if they can get her known favorites to show up (I'm sorry Sabina Merrin can't stay long, but the Queen needs her, you know).
Once things get complicated though, I suspect the city will divide into cliques. One will be centered around the Queen still. Another will be the opposition to her especially as certain people become open opponents. A third will be those who try to remain neutral. As these factions form, they'll form within the club - lots of dramatic tension there. Then, one faction will begin to dominate at one club and drive out the rest, and those will then begin to show up at another club to make their own. Soon, going to a specific club will determine one's allegiance. Of course, the club owners will need to decide where they stand.
After that, rivalries between factions (and thus the clubs) will become fierce as it is no longer about petty stuff, but real political intrigue. At this point, the "success" of the club becomes less important as serving as a meeting place for one's allies in the struggles ahead.
| The Black Fox |
Here are some specific ideas in regards to the Arkona. Glorio has offered his protection, and this should remain a benefit since you want to make the PC sweat about this ethical dilemma. But Arkona will still expect some benefit, so he "asks" the PC to let in NPC X (I'll call him Rufio) in the club and pick up the tab for him - always. Rufio knows people, so it'll be good business.
So you got Rufio and his boys as club regulars. They bring in some atmosphere, and they know the boss' nephew owns the place so they are generally well behaved. Before too long though, they know customers will want to relax so they introduce shiver, pesh, qat, or flayleaf to their new friends at the club. Maybe they even offer part of the take to the office (you'll let old Glorio know we're good to you, won't you kid?).
Rufio or one of his boys gets attracted to a certain host, or encourage the owners to hire someone they like as a host, or whatever mutual favors can be done.
I think whatever happens, it should always benefit the PCs somehow, but still make them feel slimed. You can use this to introduce all sorts of complications or plot hooks.
| The Black Fox |
As for club regulars, I find the easiest thing to do is go back to stock characters and then give them a name and some specific twist to the setting.
* The Heavy/Bouncer - not really a client, but he'll always be there. Make him a disgraced Guardsmen, or a former Lamm's Lamb.
* The Heathers - there always needs to be a group of popular girls that everyone else hates. All beautiful, all rich, all essential to having a successful club, too bad everyone also hates them.
* The Young Turks - Idealistic young aristocrats with all sorts of ideas on how Korvosa should be run. But they're young men and do stupid things. They get drunk and party on the ledge. They insult someone and have to duel them. They fall in love with the wrong people.
* Yesterday's Hero - Ah, this guy was THE hero of the city - a decade ago. Too bad he hasn't done anything since. The guy is a bit overweight, and drinks too much, but he'll always talk about that day he slew that Bulette.
* The Prodigal - He's good looking, but too bad he's spending the entire fortune of his family. It'll probably be bankrupt soon, but while he still has money, the guy is everyone's friend.
* The Exotic Foreigner - Wow, she's just so, so, so... foreign! That accent, those eyes, that skin. I wonder why she's in Korvosa. The thing that makes those foreigners so mysterious and interesting is that they are just so foreign!
* The Corrupt Lawman - Maybe he's the local watch captain, or an officer of Sable Company, the chief inspector of weights and measures, or a judge. Whatever he is, he is very official with all sorts of authority. You know that because he makes sure everyone knows that. Too bad he's completely on the payroll of some badguy.
* The Dangerous Man - He's usually silent, he can always handle his liquor, he's always serious, and he's extremely deadly. Probably the right hand man of some real evil guy. When his boss and the gang are getting hammered on shiver, he's the guy on lookout.
* The Obnoxious Rich Guy - Yes, he's wealthy. And he's generally reasonable and not too disruptive. But maybe he's ugly, or he tells offensive jokes, in any case he's always that guy. Perfect to bring into any scene you need to end ASAP.
* The Hard Ass in Love - Yes, he's dangerous, and a bit too beat up to be good looking. And he's a member of the Hellknights. But he loves that dame, the one who's always around the other, better looking, richer guy. But he'll prove his love somehow - or become a bitter, depressed drunk.
I also find it useful to bring in characters from sitcoms. Have the friends from Friends stop by for the coffee, or have Jerry, Elaine, Kramer and George come in for dinner. Change the names, keep the banter, take the canoli.
| tbug |
Mr Fox, sir, thank-you so much for all your hard work on this! You've given me much to ponder.
If we go with the gold route instead of the abstracted financial unit that Mary suggested then I think that a Profession check for the club as a whole is the way to go. All the sorts of things that you suggested will work well as modifiers to the check. Given that, awarding fifty times the check digit would result in the 1000 gp you suggested for DC 20. I'll talk to the players and see what they'd like. In my opinion abstracting the money would simplify things a lot, but if they actually want to deal with the numbers then I'll go with this. Thanks!
I particularly like what you suggested with Glorio. I haven't decided who to use as a landlord initially, but I think I'll have the Cerulean Society boss responsible for the area pay a visit early on and talk smack right up until the name "Arkona" gets mentioned, then he'll get confused and leave as quickly as he can without losing face. Soon after that the club will receive his apologies, and soon after that they'll receive some sort of gift from Lord Glorio. I'll go in with the nasty NPC idea, and develop that as quickly as I can. I think that in addition to the overtly scummy NPC I'll also put in a seemingly-nice fellow who reports to the Arkonas.
There's a meta-issue here. The wife of the Arkona player just successfully defended her thesis and has been offered a faculty position at a distant university. I suspect that the player will push against his family a fair bit over the next couple of months, and the PC probably won't live out the summer. After that, the relationship between the club and the Arkonas will probably get rather nasty, which should tie in nicely with Escape from Old Korvosa.
Finally, I'm blown away by your NPC creation! Thank-you so much! That's enormously helpful, and I'll certainly use the list as the basis of the client list.
| Charles Evans 25 |
Ummm. Frank Trollman posted some detailed thoughts on running a business on the 8th April at 12:51 on *this page of the High Level Economics Thread* . I don't know though whether or not this would be an approach that would be of interest to you, tbug, or if you have the spare time to read through it.
Edit:
Frank Trollman can often make heavy reading, even when he's posting on a topic which interests the reader.
Further Edit:
Looking over some of Black Fox's posts already made on this thread, it looks like he/she has covered several of the points where the High Level Economics thread might have been useful for ideas- and Black Fox has been specific to your situation, whilst the High Level Economics post addresses itself only to a general business.
| tbug |
We had the grand opening last night. It was a great success. Thanks again to everyone for their help!
Black Fox, I used many of the NPCs that you suggested, and most of the rest will be appearing as the host club continues operation. Thanks again!