05-01-2016, 09:07 AM | #21 | ||
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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Re: A problem with players saving up money using Independent income
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Meanwhile the other PCs either accompany me (peasant disputes can get nasty) or do their own stuff. |
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05-01-2016, 09:12 AM | #22 | ||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: A problem with players saving up money using Independent income
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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05-01-2016, 09:14 AM | #23 | ||
Join Date: Oct 2008
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Re: A problem with players saving up money using Independent income
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05-01-2016, 09:20 AM | #24 | |
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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Re: A problem with players saving up money using Independent income
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It seems to me like II is unchangeable and unnaffected by performance, while the business is affected by all sorts of things. Enemies can attack your business, reputation can affect your business, etc. |
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05-01-2016, 09:27 AM | #25 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: A problem with players saving up money using Independent income
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It's a balancing act, but one you only need to make if you want to include II. Maz wants to include II, hence the direction of our discussion.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Last edited by Mailanka; 05-01-2016 at 09:30 AM. |
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05-01-2016, 09:27 AM | #26 | ||
Join Date: Oct 2008
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Re: A problem with players saving up money using Independent income
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05-01-2016, 09:52 AM | #27 |
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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Re: A problem with players saving up money using Independent income
I was under the impression it was not necessary to model a job you are constantly roleplaying (in my case) after job rolls or II rules, it would be just a consequence of higher wealth requiring lesser hours to the point where you need only not be completely absent from your business to be able to collect its profits. And when determining said monthly profits, the appropriate starting wealth was the best guideline.
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05-01-2016, 09:55 AM | #28 |
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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Re: A problem with players saving up money using Independent income
Either way, have you considered voicing this concern with your player and to try with his help to find some niche where both of you are confortable with his II working ? If hes able to accept II in the form of a Luxurious Living Credit Card that only works for certain kinds of things, for instance, it would solve your problems more than slapping aspected (-20% Civilian uses) would.
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05-01-2016, 10:22 AM | #29 | |
Join Date: Oct 2008
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Re: A problem with players saving up money using Independent income
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But if you read the 10 hour work example on B26 you can see what RAW says. In my current fantasy campaign all the characters have some level of independent income. They jointly own a casino that gives them some II with the 11- limitation. One is a noble and his parents send him a stipend to cover part of the costs every year(modeled as II with the yearly sum divided/12 as value), one is collecting a cult and gets II by taking some of the tithes to himself so that he has time to do research and such in the extra time. |
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05-01-2016, 01:25 PM | #30 |
Join Date: Aug 2005
Location: Denmark
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Re: A problem with players saving up money using Independent income
Thanks for all the great comments Mailanka.
I really agree with you that you should change the rules to fit your game, not the other way around. To make my setting clear here is some more info: It is SLA Industries. If you don't know it's here's a short resume: It's a dystopian cyberpunk setting. It takes place in a megacity owned and rules by a single mega-crop. It has both mundane criminal activity (serial killers, abductions, gangs), sci-fi monstrosities gone wrong (biogenetics and tech), as well as supernatural horrors. And of course also military enemies (terrorist and other enemy organisations). The players are SLA Operatives. A combination of FBI, CIA, SWAT and Spec. Ops. as well as being in the limelight of the mass media that makes the successful and popular into heroes. The Operatives are the best of the best. They receive some training (in specific training packages - a bit like classes), and a starting budget for equipment. They are organised into squads. But from there on they are self funded and self-run. They earn money primarily by taking "missions", getting "kills" or by getting lucky and getting sponsorship deals with subcompanies. They need money to get into the circle of the rich and famous to sell themselves as celebrities. And once there, keep up the lifestyle befitting the rich and famous. But they also need money to maintain their equipment and get upgrades to take on tougher missions. -------------- I want players to be able to come from the street (having worked hard to prove themselves to be accepted to be an operative or to come from privilege having chosen operative-life for the thrill or fame. But I also want it to matter. I want someone from the street to start with nothing and be overwhelmed by the quick rise to money. And also be able for the rich to have a starting edge with better toys from the start, but more importantly better connections among the establishment. So, I want a combination of traditional GURPS Wealth and status. But, then, wealth in GURPS already includes some status after all. I want the rich character to already be established as rich. Have a nice apartment nice car. Nice clothing. Be able to live in relative luxury. While the poor have a small rotten apartment and an old motorcycle. The PC's won't have time for jobs. Between training, PR-work and socialising they will have to complete missions in order to both earn money and improve their "rank". So wealth won't help them earn more money on the job. But on the other hand I will give those from a wealthy background a bonus to get better sponsorship deals and also be able to get better missions. Last edited by Maz; 05-01-2016 at 01:34 PM. |
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