Owning a Cantina

By Plagius523, in Game Masters

As a reward or a bonus for a well done mission i am going to have my players receive the deed to an abandoned Cantina on an as of now undecided planet.

They can either sell it and make some extra credits but the smart choice will be to go to the cantina and do some inspections on it and see what repairs and staff they need to hire and get it running and make them a profit.

Im working on the specifics of it but its basically going to equal out to that for every upgrade they are going to add to their overall monthly profit.

Upgrades are going to be things like

o Refurbishing the outside 1/2/3

o Refurbishing the inside 1/2/3

o Signs 1/2/3

o Bartender 1/2/3

o Dancers 1/2/3

o Bouncers 1/2/3

o Band 1/2/3

o Food Services 1/2/3

o Exotic Food Services 1/2/3

o Liquor License 1/2/3

o Exotic Liquor License 1/2/3

o Hutt Approved Drug Selling License 1/2/3

o Gambling Area 1/2/3

o Holo Tables 1/2/3

o Increase building Height 1/2/3 ( allows for the building to be turned into a 4 story building )

o Rentable Rooms 1/2/3

o Call Girls 1/2/3

o Pimp 1/2/3

o Black Market Liaison 1/2/3 ( i.e. A Black Market liaison comes to the bar frequently and sells illegal goods )

o Bribe Local Officials ( for a certain amount of sessions the local authorities won’t bother the Cantina )

o EVENTS TO HOST AT THE CANTINA

§ Pay for access to live video feed of sporting event

§ High Stake Gambling Tournament

§ Drinking Contest

§ Exotic Liquor Tasting

o Penthouse 1/2/3/4 ( area reserved for the owners only able to be placed on the 4 th floor )

§ Reinforcing the Penthouse with thicker more sturdy walls, ceiling, and floor 1/2/3

§ Security Droids

§ Security Door Separating it from the Club 1/2/3

· Camera to see who is outside the door without opening it

§ Bacta Healing Tank ( for organic players )

§ Oil Bath ( for droid players )

§ Communication Relay (a small communication station for communicating with other people featuring holo projectors)

§ Panic Button

· When depressed or if alarms are set off the local authorities arrive considering this building their main priority. Works better if local authorities have been bribed.

§ Paying for the room to be swept for bugs and spy devices

§ Armory

§ Safe

· Slice Proof

· Hidden

· Biometric Lock

· Fallout Proof

Im doing it so that my players can have a piece of solid land to feel safe at and somewhere they can put their feet up and relax...........so that a few sessions later i can make them squirm when i have it taken away from them :D

Does anyone have some more ideas for this?

Upgrade Ideas?

things like that?

Edited by Plagius523

c6m8QHJ.jpg

As funny as that is and made me laugh it also helped.

I need to add call girls and possibly a pimp to my upgrades for the cantina.

Thanks Sunstriker

As a reward or a bonus for a well done mission i am going to have my players receive the deed to an abandoned Cantina on an as of now undecided planet.

They can either sell it and make some extra credits but the smart choice will be to go to the cantina and do some inspections on it and see what repairs and staff they need to hire and get it running and make them a profit.

Im working on the specifics of it but its basically going to equal out to that for every upgrade they are going to add to their overall monthly profit.

Upgrades are going to be things like

Security

Bands

Dancers

Liquor License

Pazzak Tables

etc.

Im doing it so that my players can have a piece of solid land to feel safe at and somewhere they can put their feet up and relax...........so that a few sessions later i can make them squirm when i have it taken away from them :D

Does anyone have some more ideas for this?

Upgrade Ideas?

things like that?

Liquor and women should be at the top of the list.......

I recomend having the proffits variate based on how well the business has performed that week/month/year.

To do this I would assign a value for each upgrade that you wish to give say 1000 credits.

For the amount they make I would give them a base gain of 1000 x the number of ligth destiny points rolled at the beggining of the session then add to this 1000 credits for each upgrade they have. this will reflect that the business is not always goign to do well.

you could even do 1000 x lp-1 so if they roll all dark destiny points they actually loose money on the cantina that week/month/year.

suggested upgrades

Food

exotic liquors

black market (center for operations) i.e. have the local black market run out of the cantina.

Bribe local lay enforcement (costs 1000 credits gives bonus for 4 sessions)

Hmm I'm tempted to ask if you've watched Defiance but I'm not sure if that's what you're looking for as inspiration!

There were a couple of tv series based around people moving abroad and setting up a business including an old one based around a bar but I don't recall the name of the series but I think they had a side job so they had another source of revenue in case the bar wasn't able to cover their cost of living.

I recomend having the proffits variate based on how well the business has performed that week/month/year. To do this I would assign a value for each upgrade that you wish to give say 1000 credits. For the amount they make I would give them a base gain of 1000 x the number of ligth destiny points rolled at the beggining of the session then add to this 1000 credits for each upgrade they have. this will reflect that the business is not always goign to do well. you could even do 1000 x lp-1 so if they roll all dark destiny points they actually loose money on the cantina that week/month/year. suggested upgrades Food exotic liquors black market (center for operations) i.e. have the local black market run out of the cantina. Bribe local lay enforcement (costs 1000 credits gives bonus for 4 sessions)

That seems like a lot of bother.

I'd just give the entire party a rank or two of Solid Investments and call it done.

Giving them a couple ranks in soild investments would work, but I am not sure it will get the players attached to the cantina like the OP wanted.

It is a good sugestion though go with whatever works best for your game and your party. The important thing is that whatever you do work well for your game.

I gave a fairly off the cuff answer, so I should clarify.

I was thinking that each rank of Solid Investments would come by reaching certain goals with the cantina.

Say they invest $X into food, booze, and music they get a rank.

Invest another $X into spice and hookers for a second rank.

Do some type of adventure based around the cantina maybe another rank. Maybe even do an adventure for each. They negotiate with bands, spicer traders, and space pimps. They run illegal Sabaac games in the backroom, they toss out drunk and disorderly Wookies, whatever.

Obviously adjusting the investment/return to fit the economies of the particular game. I think each rank gives a character 100 credits to start each session. But instead of just credits maybe they also get cantina supplies, or other items of interest. Basically what you would be doing is building the Duty mechanic, but instead of joining the Rebellion, you have Duty tied to " The Dusty Dewback" where patrons can sample your award winning homebrew, "Dewy Brewback".

I just think mechanically it is easier to use the talent rather than worry about calculations. You can still have them earn the talent in ways that tie them to the cantina.

Edited by Dbuntu

Depending on the Cantina type you could have a Bounty Hunting Terminal.

VIP Rooms, for people to privately party and plan.

Covert surveillance systems for VIP rooms, for players to privately blackmail and highjack.

swrider has mentioned basic the performance on light side points at the start of the session.

How about basing it on Light Side points at the END of the session?

The more Points the use... the worse the cantina does... the fewer they use, the better it does. If they give themselves a harder time in their day to day activities, (by not spending points, and by gaining more as you spend Dark side points), their cantina profits more.

And vice versa... you want them to have a bad time at the cantina... dont spend Dark side points.

IF not that, then perhaps the more they spend, incurs more costs... things getting broken, things being stolen... etc

You could even NOT tell your players of this mechanic... see how long it takes them to figure it out?

This is actually quite a fun idea. I might steal it!

When you mention taking it away from them after a few sessions do you mean to make that temporary or just outright stripping them of the object of their labors?

The more you make them work for it, the more likely you will incite outright player revolt if you just arbitrarily take it away.

You might be better served to have the threat of it being taken away from them rather than actually doing it. Then you can actually motivate them to work to keep it.

When you mention taking it away from them after a few sessions do you mean to make that temporary or just outright stripping them of the object of their labors?

The more you make them work for it, the more likely you will incite outright player revolt if you just arbitrarily take it away.

You might be better served to have the threat of it being taken away from them rather than actually doing it. Then you can actually motivate them to work to keep it.

Player: "Man, it sure is nice having a place where we can always make our criminal deals without the Empire getting in the way. We get black markets, gambling, the drinks are low price, and we are always making money!"

GM: "Yeah, yeah... By the way, you're all sitting around the tables when some troops burst in the front door. 'Listen up,' the officer calls out, 'this is a raid! Everyone against the walls!"

Heh heh heh...

Also, this could reasonably serve as a sandbox-ish campaign. You own a cantina and have to keep it up and running, but in order to do so you need to undertake some.. Less than legal activities.

I would probably take the Sabacc rules and do something similar.

  1. Pick a skill check, either at random or based on the current session's story arc, and create an event around it. This establishes the base dice pool. Some examples, but I bet you can think of more:
    • Charm: Chat up the patrons to boost tips.
    • Coordination: Both of you, dance like you want to win!
    • Resilience: Drinking contest!
    • Negotiation: The drink vendor wants to sell more of the blue drink. Get out there and upsell!
    • Computers: Slice into the HoloNet to fetch a live feed of the latest sporting or racing event. Televised pod racing? Some football-like game? I dunno... Make something up.
    • Mechanics: Oh noes, the drink fountain broke!
    • Cool: Blackjack and Hookers night!
    • Coercion: One of the waitstaff has been skimming creds. Find out who it is!
    • Skulduggery: You're hosting a bigwig event. "Work" the crowd by picking pockets.
    • Athletics: Three words—Arm wrastlin' contest.
  2. The GM picks a difficulty based on the event: Easy, medium, or hard.
  3. GM/players flip destiny pool points as desired to upgrade/modify the dice pools.
  4. Roll the dice pool and leave the dice on the table. Now roll a Force die to add an uncontrollable element of chance. Each dark side symbol converts one Success and one Advantage into a Failure and a Threat, respectively. Conversely, each light side symbol converts one Failure and one Threat into a Success and an Advantage, respectively.
  5. Each Success represents 25 credits of net profit after expenses. Failure results in losing 100 credits that night. I picked those numbers off the top of my head so I highly recommend playing with those numbers to get a desired profit/loss balance over time.
  6. Triumph could double the profit or halve the loss; Despair could do the opposite. Even better: Triumph/Despair could cause unexpected events to occur like a surprise Imperial inspection or a customer providing a gift or MacGuffin that starts a new story or quest. What's the point of owning a cantina if nothing truly exciting happens as a result? ;)
  7. Advantage/Threat could add Boost/Setback dice on the very next skill check or heal/cause Strain damage. Strain would be fun if this event chains into a cantina brawl.
  8. For extra fun, do steps 1–6 one more time with a different skill check—bonus points if the two events relate to each other!
Edited by Deve Sunstriker

I would probably take the Sabacc rules and do something similar.

  • Pick a skill check, either at random or based on the current session's story arc, and create an event around it. This establishes the base dice pool. Some examples, but I bet you can think of more:

    • Charm: Chat up the patrons to boost tips.
    • Coordination: Both of you, dance like you want to win!
    • Resilience: Drinking contest!
    • Negotiation: The drink vendor wants to sell more of the blue drink. Get out there and upsell!
    • Computers: Slice into the HoloNet to fetch a live feed of the latest sporting or racing event. Televised pod racing? Some football-like game? I dunno... Make something up.
    • Mechanics: Oh noes, the drink fountain broke!
    • Cool: Blackjack and Hookers night!
    • Coercion: One of the waitstaff has been skimming creds. Find out who it is!
    • Skulduggery: You're hosting a bigwig event. "Work" the crowd by picking pockets.
    • Athletics: Three words—Arm wrastlin' contest.
  • The GM picks a difficulty based on the event: Easy, medium, or hard.
  • GM/players flip destiny pool points as desired to upgrade/modify the dice pools.
  • Roll the dice pool and leave the dice on the table. Now roll a Force die to add an uncontrollable element of chance. Each dark side symbol converts one Success and one Advantage into a Failure and a Threat, respectively. Conversely, each light side symbol converts one Failure and one Threat into a Success and an Advantage, respectively.
  • Each Success represents 25 credits of net profit after expenses. Failure results in losing 100 credits that night. I picked those numbers off the top of my head so I highly recommend playing with those numbers to get a desired profit/loss balance over time.
  • Triumph could double the profit or halve the loss; Despair could do the opposite. Even better: Triumph/Despair could cause unexpected events to occur like a surprise Imperial inspection or a customer providing a gift or MacGuffin that starts a new story or quest. What's the point of owning a cantina if nothing truly exciting happens as a result? ;)
  • Advantage/Threat could add Boost/Setback dice on the very next skill check or heal/cause Strain damage. Strain would be fun if this event chains into a cantina brawl.
  • For extra fun, do steps 1–6 one more time with a different skill check—bonus points if the two events relate to each other!

I'd say throwing in some major encounters: Your cockiness has gotten you caught up in a race with swoop bikers, your bragging has lead you to the local Pazaak champion, and your friendliness to the ladies has led to a body builder wanting to crack your skull for messing with his girl.

Even better if you include some crazy twists, like the bikers secretly trying to initiate you, or the body builder being a bounty hunter who knew you'd never resist a pretty little lady. Or, best of all, you have no idea what Pazaak even is!

(Pazaak is technically an ancient version of Sabaac. Sabaac is basically an advanced rip off.)

Thank you for the ideas and advice with this idea everyone.

i am still trying to decide on specific mechanics for it but if you look up at the very first post youll see several more upgrades and things like that for the cantina,

as well as events that could be hosted at the cantina ( think they will get to do one every session )

as well as Penthouse turning the top floor of the cantina into a base of operations for the players.

but as in the first post i didnt mean just taking it away like no more cantina but after they come to rely upon it having it get burnt to the ground by a rival or having it be taken over by a gang or a higher rank organization like the Black Sun or the Exchange or Hutt Cartel.

because thats the pount of edge of the empire and obligations in my opinion.

why is anyone going to want to be a smuggler or pilot when they have bank accounts with 7 figures,

so i am always thinking of ways to keep my guys scraping the bottom of the barrel.