Are the pc meant to be cash strapped, because I don't know if there meant to be

By OxygenWalrus, in Game Masters

Obviously this will be something that varies between groups and Gm's and games themselves, but there seems to be a theme of the party constantly needing money/getting small amounts in EOTE. However in beyond the rim and jewel of javin there are ways to earn really large sums of money. I think you'd be hard pressed to find a group that wouldn't pursue these leads to get as much as possible. And for skilled players or even just skilled characters who can roll a lot of dice they can attain these goals without really throwing the adventure off track.

There is a few issues with selling off the Jewel (not even starting on the fact that the party could keep the auction money with good rolls and luck) and selling the bars from beyond the rim, but I don't feel like they shouldn't get there money's worth as these items have one, listed values in the books, even altering these figures still gives decent amounts, and two, they have if you run the adventure by the book earned them fair and square by having the dice on there side or good rollplaying etc etc.

I still think that the problems of acquiring such items should be present (bounty hunters, other interested parties you name it) but not in ways the significantly devalue the items acquired. I also like the idea of cash sinks but you can really only own so many ships or whatever else you can think of. Seeing as it's up to the Gm to control the balance of the game to the way they think is fair I was wondering how other people see this. I think my opinion is that if they earnt it make it hard but give them it in the end. What do you guys do and do you think that the game is meant to be played in this way or do you think this kind of thing is not really the shenanigans pc's should be doing.

I had a recent group do the jewel of yavin campaign. They gave the jewel to the woman wanting it (no spoilers) and pocketed the auction money, ran off with it to Nar Shadaar leaving Aren to "figure it out."

now they stole a lot of credits and I thought I would have to worry, then I realized how much I spend in a week of real life. So I converted it to Star Wars terms; docking fee (daily), power/fuel, lodgings (who sleeps in their car?), food, maintenance and weapon repair. I give my players boost die for 1k bribe in social encounters (no named npc usually). That's just the start, you can get aroun 3-4k per party member in fee/taxes/living expenses, per group member. Now add that to the fact that you are the GM and can dictate how long they are at a space station. One roll could be 4min, 4 hours, or 4 days. I don't use all those excuses at once, as a GM you pick a few that fit the location that they're at.

Another cool little trick I have done is to offer to PC an upgrade to their weapon that cost much more than normal. For example the regular hold a pistol would have no hard points however perhaps for triple the amount they find one with one hard point. Custom-made equipment costs are much more then the average.

I really like the custom one can't believe I didn't think of it before May eachart to roll on to keep them interested in seeing what can be done. My only issue with fees and as such you mention, while good ideas and good way to chip of some of it it would be weird if when the money has dried up that that suddenly doesn't factor into it anymore unless you make it so ,maybe obligation in lue of credits. Otherwise a good way to handle it.

That's the whole point though, let them worry about making the money and let you worry about spending their money. Then there's always the "big job" where you may need a good starting funds to buy the equipment needed for the big heist. About paying off imperial customs and constables so as not to get arrested for all the illegal activities (at least my group does a lot of this). If you get your group worried bout money again they will search out the story, to make the money. And yes, definitely use obligation to help pay when they run out of cold hard credits. As a reward maybe having them make a friend at one particular starport so at the very least if they have no money whatsoever they can always go to that place and maybe find a job without having to pay a lot.

I have the opposite problem. My party is so rich they almost considered retirement. They are frugal and greedy. I keep having to find new ways to separate them from some of the excess.

My party (it's small atm and good friends of mine which makes this easier I think) goes between earring lots, spending it and losing it and this gas been the way it is so far, I have no issue with big guns and rare items so long as they are handled well which has been fun so far (thinking well set up an ambush with the HOB been dying to use it). So it seems the narrative is more important atm so I don't mind large amount of money but I'm thinking I'd doing it soon and seeing where they go, maybe you should try it as well? See how it goes.

I'd heard of another group GM'd by a friend of mine where in they earned in excess of a few million credits. Which the team turned and used to buy a city sized space station. I saw it as an endless opportunity for draining the credits to run it. Not to mention the Pirates, unions created by the inhabitants and their endless story lines. So, mo money, mo problems.

Edited by jaradaj

For EotE, the idea is that the PCs are generally meant to be strapped for cash; they've got just enough to make their most basic ends meet (food in their bellies, fuel for the ship, and general upkeep of their gear) but not for much else. It's partly why a PC starts with so little money at character creation unless they willingly take on Obligation.

That said, Dangerous Covenants has a pretty solid section on rate of pay for mercenary work, which can be extrapolated to determine "rate of pay" for fringe type of work that a group of PCs can invariably find themselves taking. Don't recall if Fly Casual has anything similar for smuggling jobs or not.

since my players are in the Outer rim, anything above rarity 5 is doubled in price.. sometimes more.

I doubt my players will get the chance to get rich. There is so much they need to buy, and they have to pretty much make their way alone with little help from outsiders

Also i think they will rarely receive monetary rewards from their missions, their rewards will be more "they happened to find a gun in this encounter".

I can just think of it like real life, everybody wants your money and people will try to sell or trick you out of your money at any opportunity they get.

But all that aside i think money wont be a large focus anyway, more just there are things they need to do and they need to find how to do them with money being a hinderance.

since my players are in the Outer rim, anything above rarity 5 is doubled in price.. sometimes more.

For EotE, the idea is that the PCs are generally meant to be strapped for cash; they've got just enough to make their most basic ends meet (food in their bellies, fuel for the ship, and general upkeep of their gear) but not for much else. It's partly why a PC starts with so little money at character creation unless they willingly take on Obligation.

That said, Dangerous Covenants has a pretty solid section on rate of pay for mercenary work, which can be extrapolated to determine "rate of pay" for fringe type of work that a group of PCs can invariably find themselves taking. Don't recall if Fly Casual has anything similar for smuggling jobs or not.

since my players are in the Outer rim, anything above rarity 5 is doubled in price.. sometimes more.

The problem I find here is that is a bit of blanket assumption, if it was a backwarer or a planet away from normal trade routes I would do this but what's to stop them flying to a planet that would see an increase commerce and traffic, of which there are a few outer rim planets that meet that bill. Black market may be able to account for that but somewhere like nar shaddaa where weapons are described as been unrestricted and is a fend for yourself, dangerous etc etc I don't see why weapons or such items would need to be increased, I think they'd be more readily available. But otherwise yeah a good plan and one I think I'll implement to for sure.

For EotE, the idea is that the PCs are generally meant to be strapped for cash; they've got just enough to make their most basic ends meet (food in their bellies, fuel for the ship, and general upkeep of their gear) but not for much else. It's partly why a PC starts with so little money at character creation unless they willingly take on Obligation.

That said, Dangerous Covenants has a pretty solid section on rate of pay for mercenary work, which can be extrapolated to determine "rate of pay" for fringe type of work that a group of PCs can invariably find themselves taking. Don't recall if Fly Casual has anything similar for smuggling jobs or not.

Smuggling high risk cargos can neat some decent profits beyond that in fly casual (the difficulty depending the Gm) but with a ship built correctly and a lot of work could be done and would neat more than the tables in DC, out of curiosity would you apply the values of the tables individually for what is been done then give it as a total or use one?

Just to add to the former point: Certainly the players can travel and it should always be an option that is open for them to take. After all business is booming on those partcilar worlds anyways, thus even a shopping trip can lead onto further adventures to transport certain goods to other planets, more people trying to swindle them. Even if you don't plan on having them being charged for their service or having an adventure added on, if they are working for a larger smuggling ring they likely only have a certain amount of time to themselves anyways. Many more keep a tight leash on their assets so they don't have the freedom to go to more lucrative worlds or can do on a very exacting time scale.

The other thing to think about is what the local markets would be like. Nar Shaddaa may be a shadow world where everything and everything illegal is ok, but I imagine a good chunk of items (large weapons, starships, land tanks, and novelty items such as drugs, extremely high grade items such as Stealth Generators) are still restricted. This isn't to say that they are out right illegal, just immensely difficult to find or alternatively the local faction is keeping very tight tabs on who does what in their territory much like a police force either as a threat or an opportunity to hire a disposable professional (Someone that they hire, either honestly or dishonestly for the task) to do something on a rivals turf or to take something exceedingly dangerous to a new market.

I don't know that they're really supposed to be strapped for cash, but if they're investing in businesses and starting their own criminal empire with their excess credits, then it's time for the characters to retire. If they're successful crime lords, why would they still go adventuring?

I for one am very stingy on the credits I give my players, to ensure that they can never buy their entire wishlist at once, and that buying something or someone off doesn't let them circumvent the plot. They whine about jobs that pay less than 5 figures, but it's a rough galaxy, and there are plenty more murderhobos eager to do the job.

There is little for the players to spend money on really. Weapons and armor are fairly stagnant. Sure, you can make some upgrades to them which are super expensive, but not all that powerful in the grand scheme. Leveling up your abilities with any weapon type makes even a rusted old slug thrower a powerful weapon.

They get a free ship to start with, and while upgrades are expensive, once done, there isn't anything else you can do with it.

I've jacked up refueling/docking/repair costs to silly levels.

The adventure modules however have HUGE payouts. Even higher if you're a group of scheming, no good, criminals. Instead of buying stuff, they usually find a way to acquire it through other means. They were about ready to start a smuggling ring when they acquired a 2nd ship. They had left a 3rd ship in need of minor repairs on an asteroid a few adventures back, so they had a small fleet going. But then they decided to use one of them as a weapon and flew the thing into a Hutt palace instead of facing the Hutt in person.

They're fairly generous to people in need of help too. They outfitted a small mining village with an arsenal of weapons to keep pirates at bay.

During homebrew adventures, the payouts are almost nothing. If they get 4 figures a piece, they're lucky. But the module payouts keep them rolling in dough. This next one is looking like it might be expensive to run with little to no payout though, so maybe I'll be able to cut into their profit margins a bit.

I think the payouts from the published adventures are so big because there's an expectation that characters will be using that money to pay down Obligation, repair equipment and vehicles and upgrade existing gear instead of replacing it outright, all while remembering to use the rarity rules. So, a big payout, split 3-5 ways, is not as big as it might appear.

My players never pay off Obligation. Ever. They love the idea that they have a record and run it up to the 90s deliberately. Any time someone wants payment, they figure they can shoot the messenger and go to the next world.

It's little wonder I don't have to make big, overarching plots... They're just on the run the whole game right up until I send enough people to drop them.

My players never pay off Obligation. Ever. They love the idea that they have a record and run it up to the 90s deliberately. Any time someone wants payment, they figure they can shoot the messenger and go to the next world.

It's little wonder I don't have to make big, overarching plots... They're just on the run the whole game right up until I send enough people to drop them.

Sounds like a wonderful group of murder-hobos.

Well, my group makes millions and spends millions, literally.

Their end goal if you want to call it that is to set up a very well equiped resistance army against the Empire.

Knowing that they can't make a dent into a cruiser all by themselves they used their money to create a new mining corporation. Further funding goes into a new space-dock to build their own freighters and patrol boats to protect their shipments. They do some odd jobs now and then to get browny points with the Navy, I.I. and big companies.

Currently they are on a job for CEC looking for a stolen shipment of ship weapons (turbolasers and such) in order to get a better price for future purchases.

They hope if everything goes well and they expand good enough in the next decade that they can support/create their own Rebel Alliance.

The Current time? 17 BBY.

tldr:

They act like Dac (Mon Cal), just on a smaller scale.

Edited by segara82

My players never pay off Obligation. Ever. They love the idea that they have a record and run it up to the 90s deliberately. Any time someone wants payment, they figure they can shoot the messenger and go to the next world.

It's little wonder I don't have to make big, overarching plots... They're just on the run the whole game right up until I send enough people to drop them.

Sounds like a wonderful group of murder-hobos.

Yup. Should have seen the time I wanted them all to be upstanding citizens in the employ of a senator... They gave me the line up from Guardians of the Galaxy, and it was all shrugs when I asked how the heck they were supposed to be agents for a senator... EotE has been great for my group in terms of getting into the narrative. It also turned them all into murder-hobo lovers.

Don't forget, A high obligation may lead to some people not wanting to deal with the group because they are too hot. Right now my group gained over 100 obligation and has been sitting on over 50 experience because they can't spend it becuase of the level of obligation. They're so notorious that they can't get legitimate jobs. On the other side of that coin they have been getting many offers by hutts and other criminal organizations digging them deeper into the hole they are in. No credits and high obligation, you know they have been having a lot of fun and it's time to pay the piper.

Edited by jaradaj

Any time someone wants payment, they figure they can shoot the messenger and go to the next world.

Cuz that went so well for Han, huh?

(I mean okay in the end it did, but for awhile....not so much)

Edited by Kshatriya

Any time someone wants payment, they figure they can shoot the messenger and go to the next world.

Cuz that went so well for Han, huh?

(I mean okay in the end it did, but for awhile....not so much)

Depending on the source, Greedo was either very overconfident and arrogant or incompetent and arrogant. Neither worked out very well for him in the end.

I also think it should be pointed means that not only is it consistent trouble from the law/patrons, but that it would be very tempting for the locals to turn the group over for a reward. Heck, it might mean that certain groups would be willing to pay for the chance to take the players out.