12-07-2017, 12:51 PM | #11 |
Join Date: Jul 2014
Location: New Zealand.
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Re: Food & other stuff production in a farm
To save points remember that the perk gives milk is off set by Dependant. ;)
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn Last edited by (E); 12-07-2017 at 12:58 PM. |
12-07-2017, 01:50 PM | #12 | |||
Join Date: Jun 2013
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Re: Food & other stuff production in a farm
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Sorry, +1 SSR is the shorthand I use for "+1 step on the Speed and Size/Range Table." SSR is the progression many rules in GURPS use - 1, 1.5, 2, 3, 5, 7, 10, 15, 20, and so forth. So, +4 SSR is 4 steps beyond x1, meaning x5. +1 SSR is x1.5. And so forth. Quote:
Producing edible meat is pretty much just a function of being a biological being and lacking Unusual Biochemistry, poisonous blood, etc. It being socially acceptable to eat you is probably part of Social Stigma (Valuable Property) or similar. Quote:
*Cheese is around $4/lb, going off of the cost for rations. A cow typically produces, with decent grazing, 40 gallons of milk a year, for 80 lb of cheese. That's $320 per year, which is less than even a Poor job at TL 0. You can boost this to 200 gallons, for 400 lb of cheese and $1600, with excellent grazing or supplemental grain feed. Excellent grazing doesn't have a defined price, but the grain supplements necessary to make up for it gives us a good estimate - $80/month, or $960 per year. That doubles net gain to $640 per year, which is still below a Poor job at TL 0 - and this is assuming the milk just turns to cheese without any need for further work, and those production numbers are for cattle at TL 4. So, yeah - just a Perk, and only use Tenure when you're talking about producing something more profitable.
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12-07-2017, 02:06 PM | #13 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Food & other stuff production in a farm
I wouldn't overcomplicate this. If you can produce some valuable material over a period, that you can reliably sell for some quick cash, that sounds to me like Independent Income. If you've got something that takes longer than a month to produce (like a pearl), just calculate what you can expect to get for selling one, then divide the cost by the number of months it takes to produce to get the level of Independent Income it's worth. So, for example, if you produce one $10,000 pearl every year, that's $833 per month, so 4 levels of Independent Income (at TL 8) would cover it.
If the value of the substance is less than the money one level of Independent Income gives you, I'd just call it a perk, yeah, as long as it's got some uses other than money. Milk, for example, could be used for someone to drink, put out a small fire, etc. But if it's much less than a level of II, and doesn't have another use (you produce copper worth $20 a month in a TL 8 setting, for instance), I'd just call it a feature. If you want to introduce some variability, you can give the character a roll (probably a straight HT roll, for most biological produce of this nature), and vary the price up on a success and down on a failure. +-10% on a success/failure, and +-20% for a critical success/failure, sounds about right to me. |
12-07-2017, 02:16 PM | #14 |
Join Date: Jun 2013
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Re: Food & other stuff production in a farm
The problem with Independent Income for things like, say, spider silk, is that II doesn't require work on the part of the character (aside from maybe having to go to the bank/storehouse to pick up the money), while spider silk requires the character to take time out to actively produce the stuff. Milk is arguably somewhere in between, as the character probably isn't spending 8 hours a day being milked - but at the same time the character does have to spend extra time (and possibly money, which are arguably equivalent) eating and resting than someone who isn't producing the milk, which may balance out.
For something that just gets produced more-or-less passively, like guano or wool*, II is indeed a pretty good fit, as I mentioned above. *Yes, wool does require some time to sheer the sheep, but it's really a fairly short time all told, and enough to abstract away. EDIT: For some - most? - products, it may be appropriate to have the character produce the goods in less than the nominal 8-hour work day, but be able to produce no more than that. Arguably, to work out the price, you'd do a weighted average of the cost for II and the cost for the modified Tenure. If I ever actually produce a race with such an ability, I may work out a better scheme then.
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GURPS Overhaul Last edited by Varyon; 12-07-2017 at 02:19 PM. |
12-07-2017, 02:19 PM | #15 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Food & other stuff production in a farm
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12-07-2017, 02:22 PM | #16 |
Join Date: Jun 2013
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Re: Food & other stuff production in a farm
Which is exactly why I suggested Tenure, for the whole "can't be fired from" bit. Well, technically you can be fired from a job with Tenure, but then you could suffer some sort of crippling wound that would prevent you from producing your natural commodity, so I feel that balances out.
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12-07-2017, 02:24 PM | #17 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Food & other stuff production in a farm
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12-07-2017, 02:36 PM | #18 | |
Join Date: Jul 2014
Location: New Zealand.
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Re: Food & other stuff production in a farm
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
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12-07-2017, 02:39 PM | #19 | |
Join Date: Jun 2013
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Re: Food & other stuff production in a farm
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Low profit, and extra finicky. Yeah, milk wasn't a very good example.
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12-07-2017, 02:49 PM | #20 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Food & other stuff production in a farm
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