I have no idea how much a job should pay or what common goods cost!

By RodianClone, in Game Masters

Flipping throgh the Core Rulebook, both the Gear and Equipment chapter and the Gamemaster Chapter, I can`t find anything on what a job is likely to pay..

I don`t know how much is expected for smuggling these wares or fixing this ship or killing that guy..

Trading rules looks straight forward and simple enough, with the base of 1/4 and modifications from sector and the dice.

But I have to say that if you sell a blaster for more than it is worth in the book, then buy a blaster at the same place a little later, it won`t cost what is listed in the book, like in the example..

I have no idea how much a character should have to pay for common goods either, like a space-meal or a space-beer in a canteena..

- "If you want a deathstick from that blue guy in the corner, fine, that`ll be 5 cred."

- "Nah, my wookie doesn`t do drugs. She`ll just go and have a space-beer, how much is that?"

- "..."

Is there anything in the Corebook I have missed?

I would probably make something up, but it would be nice to have a foundation or something to base it on.

For the cost of goods to transport, check out the Fly Casual book, has a great chart for calculating these things based on rarity, restrictions, and other issues. An average though might be 10 to 25% of the cost of the cargo.

I don't sweat the small stuff. If you use the homestead rules from Far Horizons it assumes the homestead produces enough income to cover basic food, lodging, clothing, etc. So if they want a space beer I don't make the players track that. However, a very rough guide might be to take today's cost and divide by 3 or 5...so if they have a night on the town buying drinks left and right to find information, then 100 credits might cover it.

Edit: the WEG game was more detailed, you can download a lot of it from the d6 holocron site, the credit costs should be similar to those in this game.

Edited by whafrog

For the cost of goods to transport, check out the Fly Casual book, has a great chart for calculating these things based on rarity, restrictions, and other issues. An average though might be 10 to 25% of the cost of the cargo.

I don't sweat the small stuff. If you use the homestead rules from Far Horizons it assumes the homestead produces enough income to cover basic food, lodging, clothing, etc. So if they want a space beer I don't make the players track that. However, a very rough guide might be to take today's cost and divide by 3 or 5...so if they have a night on the town buying drinks left and right to find information, then 100 credits might cover it.

Edit: the WEG game was more detailed, you can download a lot of it from the d6 holocron site, the credit costs should be similar to those in this game.

So there is nothing to go by in the Core Rulebook?.. I have more of the books, but I`d like to think that the Core book is all I really need to play.

I like to roleplay bar scenes and mood setting scenes like that, so it would be nice to know how much that space-beer or caf actually costed.

Take today`s cost? I don`t get it.

I have the two main books for the first ed of WEG, the core book and the sourcebook, not much detail in there about anything as far as I can remember, but that is fine as it is a more broad strokes and freeform kind of game..

I do have a lot of PDF`s though, for the second edition too, so I guess I can check them out. Any in particular you would recommend?

Take today`s cost? I don`t get it.

If a coffee costs $3 today, it costs 1 credit in the game. Back in the 80s for the WEG game, it was kind of 1:1, but FFG seems to have kept the same costs, so...inflation since the 80s...

Take today`s cost? I don`t get it.

If a coffee costs $3 today, it costs 1 credit in the game. Back in the 80s for the WEG game, it was kind of 1:1, but FFG seems to have kept the same costs, so...inflation since the 80s...

Oh. I`m not american, so I have no ide what things cost in american dollars now or back then. But thank you, 1:1, I get it now.

Easy to find the conversion...but maybe easier to say a cheap McDonalds coffee isn't worth charging for, a Starbucks vente-froth-cool-whip-pumpkin-spice costs 1-2 credits, and a beer costs 2-3. For hotels: 10 credits for a total dive...and watch your back...; 40 gets you something decent; 100 gets you something very nice...

I like to roleplay bar scenes and mood setting scenes like that, so it would be nice to know how much that space-beer or caf actually costed.

Take today`s cost? I don`t get it.

I don't see how that kind of role-play is dependent at all on someone expressing the actual cost.

I like to roleplay bar scenes and mood setting scenes like that, so it would be nice to know how much that space-beer or caf actually costed.

Take today`s cost? I don`t get it.

I don't see how that kind of role-play is dependent at all on someone expressing the actual cost.

In systems where money is more abstract, I would agree. And I actually get what you are saying to, on general premises. But in a system where the credits feel like such a big part of the game, very tangible, I was curious about how people handled it.

After reading "keep them hungry" in the gear and equipment chapter, I also thought credits were meant to burn up fast to keep the story running and the jobs comming.

I subscribe to the GM fiat. If a player want to buy a coffee in a shop, a beer in a bar or some item that they could reasonably expect to buy they can. If the cost is incodental to the drive of the story then the player gets it for free. If the players are carousing, looking for work then you can put a nominal spend on their activities, tipping the person making the cofee, pouring the beer, buying coffee and beer for posible contacts and leads.

I also like the often suggested, pay the PC's what they earn in profit, and expect that they spend money on docking charges, taxes and fees out of their earnings.

If you are going to run a campagn where tracking money is parramount then make sure the players know up front. Because a lot of spends that will be foregone as per the above will come accross as a very pedantic spend to players. And as a GM ask yourself how does that add dramatic tension to the story. (And I am not sayin it doesn't or can't but it can easily get away from you and just seem petty and small.)

I tend to think of a credit almost as a western treats a 5c beer. The player flips a coin onto the bar and the bar tender takes the coin and drop a whiskey down. A clean glass 'll cost ya extra!

When I play. It's kind of annoying to break an RP moment to erase/modify my credits. I'd rather just roleplay the scene.

Edited by kaosoe