Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 01-12-2019, 01:26 AM   #11
Hide
 
Hide's Avatar
 
Join Date: Nov 2016
Default Re: Adventurer Economy

They could become reserve-soldiers or military police, and work for whatever the "kingdom" wants them to work for. Thus you could decide their missions (temporal duty); and on their free-time they can be adventurers.

So, they could help with natural disasters, guard the borders, stop unauthorized parties, collect taxes from troublesome people, guard valuable stuff etc. The advantage here, is that they will receive a standard fee and might have access to privileged information and potential plot-twists.
__________________
- 画龍点睛。Hide。
Hide is offline   Reply With Quote
Old 01-12-2019, 01:42 AM   #12
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: Adventurer Economy

Thanks so far, a couple of thoughts.
Its a high fantasy world (Chalice World, see my signature if you want details) and I'm not really looking for mundane tasks the adventurers can do to help the economy. Magic gives the people a very comfortable and safe lifestyle in the cities and inner parts of the Commonwealth or other kingdoms.
What I'm looking for is not the world economy but the adventurer economy. Things players might like to do that could earn money, particularly as adventurers and heroic types. Things that players tend to find fun.
  • Message couriers, traveling entertainers are an option.
  • Caravan escorts are doable, though I suspect pretty boring for any regular trade routes.
  • Monster hunting the random monster (or bandits) that pops up is good.
  • Safaris and missions by wealthy patrons sending them off is a good suggestion.
  • An adventurer guild can help with offering more choices than the Stranger in the Inn method of quest giving.
  • A Privateer option between warring kingdoms is a good idea.
  • other ideas?

Primary enemies come under the heading of Squids/TMWNTK/, Evil spirits that possess animals or people and turn them into monsters, and chaos creatures.
Political Intrigue and rivalries are an option but the initial players went more for the typical adventurer type and I am trying to give them more to do.
Eventually they will seek out and find major nests but there not ready for that yet.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more!
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
Refplace is offline   Reply With Quote
Old 01-12-2019, 05:54 AM   #13
Dalin
 
Join Date: Dec 2009
Location: Saint Paul, MN
Default Re: Adventurer Economy

To your excellent list I would add these other things that PCs could plausibly be paid for:
  • Bounty hunting, possibly against rival or rogue adventurers.
  • Theft: retrieve heirlooms, snatch special ingredients, or just pull off a daring heist.
  • Explore/map a wild region or a route past a barrier.
  • Investigate anomalies or unusual magical perturbations.
  • Quests to other planes/dimensions/worlds. Find a purpose from another option, e.g., "Go to the spirit world and recover my family seal from Dingleberryon."
  • Diplomatic mission with dangerous elements. Could just be bodyguards for the NPC diplomat, or a Face type might be the diplomat.
  • Elderly client hires group to travel to distant oracle to ask a question and return with answer before he/she dies.
  • Espionage, whether political or industrial (“Cross the sea of storms and find out how the Foreignians create their fabulous purple dye.”)
  • Kidnapping or rescue missions in dangerous territory.
Dalin is offline   Reply With Quote
Old 01-12-2019, 07:38 AM   #14
khorboth
 
khorboth's Avatar
 
Join Date: Aug 2007
Location: Denver, CO
Default Re: Adventurer Economy

What about a long-term sponsorship? Say a noble, merchant company, or... somebody... wanted to be seen as philanthropic? They could outfit a young adventuring company and give them a small stipend. Then, the adventuring company would be obligated to wear the colors of the sponsor and do things "in the name of ____".

It would also be a way of controlling these heavily armed folk who have a tendency to wander about the kingdom, kind of like privateer contracts at sea.

I don't think the idea is fully formed, but there's the kernel of something there.
khorboth is offline   Reply With Quote
Old 01-12-2019, 09:08 AM   #15
Vaevictis Asmadi
 
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
Default Re: Adventurer Economy

Some more possibilities that may work:
  • Retrieving stolen goods (personal possessions, trade goods, magic items, livestock, rare magical creatures) from formidable people or beings
  • Adventure to an exotic place to discover spices/magical plants/animals/spell ingredients not known before (for cuisine or medicine)
  • Discover the reason for a curse and how to lift it
  • Find a fickle supernatural being and beseech its help with some problem
__________________
I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional.

Published GURPS Settings
(as of 4/2013 -- I hope to update it someday...)
Vaevictis Asmadi is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:32 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.