Advice on handling PC owned businesses


Advice


Hello everyone! I'm part of a campaign right now being run in a custom setting using the Kingmaker rules. As such, we get the luxury of having a single town that we can return to. It makes me want to be a part of the community. One of the other players and I are keen on setting up some business ventures. We've already acquired a slew of dogs and hired on a kennel master, hoping to make some money off of the dogs and put them to some use on our adventures. I'm further interested in setting up some private holdings in the city, such as becoming the patron for some craftsmen, and establishing a lumber company to meet the needs of our new nation.

I've run this past my GM and he's happy to let me do it, but he's struggling for how to adjudicate it. I'm struggling for advice to give him on it too. I'm hoping someone here can help. Ultimately, we can take a look at breaking down the costs of something like, say, the lumber camp. Take a look at how much each worker would be paid. Costs for axes, horses to haul lumber, building some structures to house the workers, all of that stuff. The thing that we can't work out is a fair way of deciding how much money this would bring in.

Please note, we're not looking for this to be a kingdom resource. This is something that my character would be personally owning and looking for compensation in gold pieces, not in build points.


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Thantrax wrote:

Hello everyone! I'm part of a campaign right now being run in a custom setting using the Kingmaker rules. As such, we get the luxury of having a single town that we can return to. It makes me want to be a part of the community. One of the other players and I are keen on setting up some business ventures. We've already acquired a slew of dogs and hired on a kennel master, hoping to make some money off of the dogs and put them to some use on our adventures. I'm further interested in setting up some private holdings in the city, such as becoming the patron for some craftsmen, and establishing a lumber company to meet the needs of our new nation.

I've run this past my GM and he's happy to let me do it, but he's struggling for how to adjudicate it. I'm struggling for advice to give him on it too. I'm hoping someone here can help. Ultimately, we can take a look at breaking down the costs of something like, say, the lumber camp. Take a look at how much each worker would be paid. Costs for axes, horses to haul lumber, building some structures to house the workers, all of that stuff. The thing that we can't work out is a fair way of deciding how much money this would bring in.

Please note, we're not looking for this to be a kingdom resource. This is something that my character would be personally owning and looking for compensation in gold pieces, not in build points.

Suppose I'll take a stab at this.

First and foremost, recognize that the game isn't built to be run this way. It will break down if you try, so you're going to be trying to reflect a situation 'more or less' within the ruleset.

As you probably know, the Profession skill is the first place to look. One worker, working for a week, makes X amount of gold based on the result of the check. But how does that work out with multiple workers? If you add a flat adjustment, then you run into the problem of too many workers/not enough chiefs or vice versa. "I'll hire 200 workers" just isn't feasible in most environments, and as the owner you also would have other things to look out for -- overhead, seasonal adjustments, loss prevention, workers pay, possible extortion (although I'm reminded of Batman for that one. "So...you think your boss, one of the wealthiest men in the world, is also secretly going out and beating up some of the largest criminals in the city...and your first idea is to blackmail him?") and so forth. Worker morale and so forth (based on Charisma and pay, most likely) would also factor in heavily in the form of productivity.

With all this in mind, after the initial outlay of funds for the horses and whatnot, as a GM I would rule that you would want to make a Profession(Merchant) roll, calculate the gp result, and multiply the figure by a number equal to half the number of workers, to a maximum of 50 or so workers. So if you rolled 5 gp, and had 50 workers, then you would profit 125gp that week. The better of a merchant you are, naturally, the better your sales and profit potential become. However, I would also cap a maximum amount based on the city size (probably 250 for a small city, 500 for the next size, and so forth -- there is only SO MUCH of any commodity needed in a single environment).

Just my thoughts, I'm sure others will have some better ones.


Thantrax wrote:


I've run this past my GM and he's happy to let me do it, but he's struggling for how to adjudicate it.

The way we run it is that 'successful' investments return on their shares 100% each year. So if you spent 500gp setting up the business, you get 500gp at the end of the year, and 500gp each year thereafter. The business can grow (or shrink) according to campaign conditions or further investment.

Not exactly realistic (most businesses take several years to enter profit territory), but it's simple and won't provide game-breaking amounts of extra coin (unless you have a very long-term campaign and invest heavily).


Ask any absentee business owner how his business does without him around to watch everything . . . .

My rule of thumb is a 5% annual return, pure profit, to the PC. This accounts for paying a decent wage so your employees don't rob you blind, taxes, tariffs, etc. Invest 1000gp, get 50gp a year. Also, that business doesn't lose value, so you still have your money if you choose to sell the business later.

This keeps everyone's wealth dependent upon actually adventuring. If the adventures are based around the business, the GM can use the CR system to gauge how much more money the business makes.

But if you want to run a business in an RPG, remember that people who do run businesses play RPGs to get away from the stress of running a business.

Sovereign Court

If anyone in your group happens to have access to one, the old DMG II for 3.5 had some pretty good rules for running a business. I used them when running Shackled City.


There's also the Master of the Ledger Feat, though it tends to be a bit impersonal.

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sputang wrote:
If anyone in your group happens to have access to one, the old DMG II for 3.5 had some pretty good rules for running a business. I used them when running Shackled City.

Seconding this. Cityscape might also have some useful stuff but the 3.5 DMG II has some explicit guidelines.

The Exchange

I hate to bring RL into it, but most new businesses lose money during their first year. Not saying it's inevitable. On the other hand, if the PC has to help the business along with some injections of cash it gives him another reason to adventure: and once things start flying along, the occasional dividend will make him/her feel good no matter how small it is. It's not like this business is seen as his/her primary profession, after all - it's just there to make the PC a little more real. Most of its benefits should be non-material: a place to stay, a chance to tutor NPCs in the animal-handling skills the PC worked so hard to hone, and the occasional NPC who says, "Oh, I've heard of your kennels. I didn't realize you raised dogs and slew dragons."


DeathQuaker wrote:
sputang wrote:
If anyone in your group happens to have access to one, the old DMG II for 3.5 had some pretty good rules for running a business. I used them when running Shackled City.
Seconding this. Cityscape might also have some useful stuff but the 3.5 DMG II has some explicit guidelines.

I'm with Sputang and DeathQuaker on this one. I seem to recall the system went a little something like this:

  • Players choose the type of business they want, its size, and its location.
  • This determines the risk, the minimum investment, and possible returns.
  • Risk determines the profession checks necessary to get money back from the business as well as rolls on a random table of possible benefits/complications.
  • Minimum investment tells you how much money you will need to start the business as well as cap returns (you can't make a small business for 500gp with a lower profit DC then pump 10,000gp to keep using that lower DC for the same percentage).
  • Possible returns is a percentage based off investment size and city size. You just can't have a successful large business without being in a metropolis or other large city with trade contracts.

    The system than allowed you to find a manager who could make checks while a PC was gone, but provides a bonus while the PC is in town, though his presence take a flat amount out of gains based on his skill level. Then, you roll profession checks for the business to gain in value and produce funds. Most rolls can produce either growth improving the amount of investment for free, or profit returning a percentage of the investment in cash. Great rolls produce both. In-game actions by the PCs all for significant boosts to the profession check.

    When we used the system, we also allowed PCs to use the business as a masterwork tool for craft or profession checks to produce money for themselves representing work above and beyond the regular upkeep of the business as personal wages. This may have been double dipping, but since the system really only allowed monthly checks for the business we had a way to make some small change when downtime was limited to less than a month using our business.

  • Sovereign Court

    pobbes wrote:


    When we used the system, we also allowed PCs to use the business as a masterwork tool for craft or profession checks to produce money for themselves representing work above and beyond the regular upkeep of the business as personal wages. This may have been double dipping, but since...

    That sounds about right. It also took some interesting factors into account like competition and stuff. My party was sick of getting the standard half gold for their magic loot, so they hoarded it for a while and opended up their own magic shop to compete with Skye in Cauldron. I let them take 100% of the value of the items as the investment to fill up their "stock" and ran an item shop selling, buying, and trading magic items.


    Doug's Workshop wrote:

    My rule of thumb is a 5% annual return, pure profit, to the PC.

    This keeps everyone's wealth dependent upon actually adventuring.

    This is fine if you want nothing but 'pure' adventurers, but it's a lousy reward for slower campaigns where lots of time can pass between adventures. For example, let's say you invested 5000gp in your business. 250gp pure profit for the year? That's less than making Profession checks on a weekly basis (even assuming that you'd spend half of that on living expenses) - which is basically running a small business of your own much of the time.

    You could integrate the employees into the normal rules for craft/profession in the following manner; each employee makes their normal income (for their Craft/Profession roll), but they ALSO act as using 'Aid Another' on the owner's profession roll.

    So an innkeeper with 10 staff on the payroll would likely get +20 to his Profession: Innkeeper rolls to determine his weekly income, adding a handy 10gp per week to his earnings. There should probably be an up-front investment on a per-employee basis to allow your business to support those people; each employee is basically 1gp per week of value added, so 100gp per person feels about right (nearly 2 years to recoup initial investment).

    And if you're absent? No profession roll, no income for the owner. The employees keep the business running on an even keel, more or less.


    Helic wrote:
    The way we run it is that 'successful' investments return on their shares 100% each year. So if you spent 500gp setting up the business, you get 500gp at the end of the year, and 500gp each year thereafter. The business can grow (or shrink) according to campaign conditions or further investment.

    Building on this approach:

    Business Size = Gold Pieces put into it, this gold is "locked away" and can't be spent

    Time Investment = the number of days spent working on the business times the ranks in the Profession

    Monthly Return (%) = SQRT (Time Investment) [round down]

    Monthly Income = Business Size * Monthly Return

    Note: A character can add to Business Size at any time at the start of a month, but the Time Investment score decreases by a proportional amount.

    Example:

    Max the Rat Catcher has 5 ranks into Profession: Rat Catcher. He comes to a big city and plops down 1000 gold to start up a new business. Each day spent promoting and working the business, Max adds +5 to his Time Investment score for the business (+5 due to the 5 ranks into the Profession). by working 30 days into promoting the business each month, Max gains +150 to his Time Investment score for the business.

    At the end of the first month, Max gets a return of 12% (= square root of 150 rounded down). That equates to a return of 120 gold for that month.

    At the end of the second month, Max gets a return of 17% (= square root of 300 rounded down). That equates to a return of 170 gold for that month.

    At the end of the third month, Max didn't actually have time to contribute to his Time Investment score, so at the end of the month he only gained the same 170 gold.

    At the beginning on the fourth month, Max decides that his business is doing well and puts in an additional 2000 gold to his Business Size, making it a 3000 gold piece total Business Size. His Time Investment score is adjusted to 100 (= 300 * 1000 / 3000).

    At the end of the fourth month, Max again did not have time to add to his Time Investment (= 100 currently) in the business, so Max gets a return of 10% (= square root of 100). That equates to a return of 300 gold that month.

    *******************************

    Summary:

    - Player Business has two variables: Business Size and Time Investment
    - GM can roleplay events to adjust the two variables up and down
    - Once a game month, a quick calc is made to determine business results
    - the model reflects cash, time, and skill approach to improvements


    First, I just wanted to say thank you for the great responses here. They've presented a number of options that are pretty darned good. I appreciate them being made.

    Apothesis and Helic, you're absolutely right that the money made can't be too large, adventuring is the name of the game here. Nobody wants to stay at home and play KnitQuest because adventuring just isn't lucrative enough. Plus, Pathfinder was never built to include this kind of thing. Adventuring is rightly it's focus. Helic, I like your solution, it's elegant in it's simplicity. I can't see it ballooning too far out of control. I also liked your 'teamwork' idea on the Aid Another checks.

    Lurk3r, thanks for pointing out that feat. I may just see about taking it, I'm a fighter and so have feats to burn. I like the feel of it, even if it is a bit impersonal as you say.

    Rory, I like your basic approach and the math behind it seems to be somewhat reasonable. I just didn't quite follow why the money on the second month was a greater income than the first one. The first month and the second month didn't list any skill rank changes or different time involved. Were you folding the profits for the first month back into the total value or something? I like that the business evidently benefits from it's benefactor being on hand, but doesn't just fold up and blow away when he's gone.

    DeathQuaker, pobbes, and sputang, my DM has looked at the DMG II and has agreed with your suggestion, he'll be using the investment rules from there. Thanks for the great reference. My copy of Cityscape is currently on loan to a friend, so I never got to reference it, but I presume my DM did already. He has added a few things to it as well, to work with Kingmaker. He has ruled that hexes we have not claimed are wilderness, hexes that have no town in them but are claimed are rural, and hexes with a town, city, or metropolis in them will work as such. Profit checks are made during the Kingdom Turn, at the same time as we do our management. As well, every 2 000 gp I invest into my business as capitol will also act as a 1 BP reduction if we build an equivilent upgrade in our kingdom, down to a minimum of 0 BP of course. I might urge him to make it 1 BP minimum. Also, I've clarified with him, if the kingdom does use that discount, I am still the 'private owner' of that business and earn the profit, while the kingdom gets the full normal bonuses from having that upgrade.


    Thantrax wrote:
    Rory, I like your basic approach and the math behind it seems to be somewhat reasonable. I just didn't quite follow why the money on the second month was a greater income than the first one. The first month and the second month didn't list any skill rank changes or different time involved. Were you folding the profits for the first month back into the total value or something? I like that the business evidently benefits from it's benefactor being on hand, but doesn't just fold up and blow away when he's gone.

    Max put in 30 days effort (+5 score per day due to 5 Profession ranks) into the business for the 1st month, yielding a Time Investment score of 150.

    Max put in another 30 days effort in the second month, yielding a total Time Investment score of 300 (150 from Month 1, 150 from Month 2).

    A higher Time Investment score drives a higher return, so Month 2 yielded more than Month 1.

    **************************************

    Player's business "stat scores":

    - Business Size
    - Time Investment

    The GM can create adventures around these two stat scores too.

    - Bandits steal a shipment of merchandise (-X Business Size until the PCs get it back)

    - Business Competitor sets up shop next door (-10% Time Investment per month until the competitor folds after 5 months)

    - War breaks out and the kingdom is plunged into disarray (Time Investment is halved until the war is over)

    - PCs fulfill a quest and gather reputation (+10% one time bonus to Time Investment score in recognition of PC's fame)

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