Too much free money?

By Darksyde, in Star Wars: Edge of the Empire RPG

Full disclosure, we are not playing in the SW in my current game. However I am curious how this plays out in general.

So in trying to decide what direction to take my character in in the future I have been scouring the specialty trees when I came across entrepreneur. So if I'm reading things correctly you end up bringing in 500 creds per session + the chance to make quite a bit selling loot (or crafted items now that that is in the mix). Add in a dash of quartermaster if you are allowing mixed specialties and we're up to 700 per session.

Has this played out in anyone's game yet? Has it been a problem?

Credits for the group have been a little slim in our game but I don't know what the 'average' should be in a normal EotE game. What does your group usually rake in per session/adventure?

Chump change in my game.

Full disclosure, we are not playing in the SW in my current game. However I am curious how this plays out in general.

So in trying to decide what direction to take my character in in the future I have been scouring the specialty trees when I came across entrepreneur. So if I'm reading things correctly you end up bringing in 500 creds per session + the chance to make quite a bit selling loot (or crafted items now that that is in the mix). Add in a dash of quartermaster if you are allowing mixed specialties and we're up to 700 per session.

Has this played out in anyone's game yet? Has it been a problem?

Credits for the group have been a little slim in our game but I don't know what the 'average' should be in a normal EotE game. What does your group usually rake in per session/adventure?

Having just played an entrepreneur - yes, they can get around to making bank. However do not overlook the experience investment that it takes to get to be Scrooge McDuck. By the time you're at the top tier of Solid Investments, you'll be in the 250-300 point range (More if you factor in buying skills, other trees and so on).

Also, do not be afraid of wealth.

Edited by Desslok

Also Greased Palms, Throwing Credits and Bought Info can eat up that cash very quickly

And don't forget the high costs of living. Repairing hull damage on your ship can get REAL expensive real fast.

Edited by Desslok

Throwing a PC into acid pool where he can lose his pants with all the cash in the pockets also solves the problem. Being taken as a prisoner also lowers the weight of the pockets and solves many encumbrance problems...

Healing in bacta tanks also can drain money fast, if they have a lot of critical injuries and time pressure, natural healing or medpac is not an option.

There's also the trade off to consider, as that means while the Money PC has lots of credits, he isn't good in the encounters unless he started off decent. That is another reason why most Money PCs make sure the other players have access to the credits, since they can help protect the Money PC.

I prefer to give my groups plenty of access to credits. It makes the game more interesting when they can buy all the neat toys. Then I as the GM get to use even better neat toys with the NPCs I am using against them, or have something happen to that new fancy thing-ama-bob that they just bought and now they have to make even more credits to get it fixed/replaced. Also makes for interesting social options if they PCs are trying to grease palms, throw credits, or buy information, as RichardBuxton pointed out.

Credits make the galaxy go round. What's the point of being in the Star Wars galaxy with all kinds of neat toys if you don't let your PCs use them?

Throwing a PC into acid pool where he can lose his pants with all the cash in the pockets also solves the problem. Being taken as a prisoner also lowers the weight of the pockets and solves many encumbrance problems...

Healing in bacta tanks also can drain money fast, if they have a lot of critical injuries and time pressure, natural healing or medpac is not an option.

Most groups should own a bacta tank, it just 4000 credits, or 5000 or 6000 or tens of thousand, depending if you go with a medicine workshop, medical facility in your rebel base, informity in your homestead or just a pure tank on your ship. Build a med droid and odd a few tools and you spend some credits, but have at least decent medical emergency measurements in your ship, base or bat cave.

edit: Though that bat cave homestead is already 50,000 credits to begin with …

Edited by SEApocalypse

Yeah, nothing wrong with rich characters. There's nothing wrong with the "keeping them poor" approach, but someone invested like this is saying, "I do not want to play that game. I am investing my character resources into being wealthy. Don't screw me over on this."

So you just have to adjust your GM angle. You don't have to make your players scratch out every last credit, but they have new problems to deal with. They have a business to protect from all sorts of legitimate and illegitimate threats, and a stable paycheck with which to do it. Pirates can raid their shipping lines, competitors can try to corner the market, innocent colonists might try to set up their village in the middle of their usual resource (I dunno, their nerf-grazing lands or whatever).

Throwing a PC into acid pool where he can lose his pants with all the cash in the pockets also solves the problem. Being taken as a prisoner also lowers the weight of the pockets and solves many encumbrance problems...

Healing in bacta tanks also can drain money fast, if they have a lot of critical injuries and time pressure, natural healing or medpac is not an option.

Most groups should own a bacta tank, it just 4000 credits, or 5000 or 6000 or tens of thousand, depending if you go with a medicine workshop, medical facility in your rebel base, informity in your homestead or just a pure tank on your ship. Build a med droid and odd a few tools and you spend some credits, but have at least decent medical emergency measurements in your ship, base or bat cave.

edit: Though that bat cave homestead is already 50,000 credits to begin with …

JUST 4000-6000 credits?! That's hardly nothing if you look at other stuff that costs in that range. That's a speeder bike, or 1/4th of a starship potentially. Hardly disposable income for most game tables.

Now if you have a PC that is focusing on making money, then sure, credits will be coming in faster than normal, that's kind of the point of the spec. A good GM makes sure to have things for them to spend those credits on, to keep them from just sitting on a mountain of credits. Besides, what's the point of doing that anyway? If you have 1 million credits, but never spend them, how is that any different than having no credits? They really aren't useful to the part unless they are used, which means they go away. So come up with stuff that will keep draining them. Maybe they can get that crime lord off their butts, if they pay him 20k credits up front. Maybe they have their ship stolen, now they need 80k credits to buy a new one, etc etc. When the bank account goes up, the cost of stuff should too.

I find it highly amusing how make this leap from having 4000c spend on a bacta tank to having 250 as much, or 2 and a quarter magnitude more credits laying around. Even more so when that mentioned infirmary for 5000 credits requires you first to buy a 50,000c homestead, and take 5 obligations for it as well. Though such an investment will pay off after a few decades as well ;-)

Throwing a PC into acid pool where he can lose his pants with all the cash in the pockets also solves the problem. Being taken as a prisoner also lowers the weight of the pockets and solves many encumbrance problems...

Healing in bacta tanks also can drain money fast, if they have a lot of critical injuries and time pressure, natural healing or medpac is not an option.

Most groups should own a bacta tank, it just 4000 credits, or 5000 or 6000 or tens of thousand, depending if you go with a medicine workshop, medical facility in your rebel base, informity in your homestead or just a pure tank on your ship. Build a med droid and odd a few tools and you spend some credits, but have at least decent medical emergency measurements in your ship, base or bat cave.

edit: Though that bat cave homestead is already 50,000 credits to begin with …

JUST 4000-6000 credits?! That's hardly nothing if you look at other stuff that costs in that range. That's a speeder bike, or 1/4th of a starship potentially. Hardly disposable income for most game tables.

Now if you have a PC that is focusing on making money, then sure, credits will be coming in faster than normal, that's kind of the point of the spec. A good GM makes sure to have things for them to spend those credits on, to keep them from just sitting on a mountain of credits. Besides, what's the point of doing that anyway? If you have 1 million credits, but never spend them, how is that any different than having no credits? They really aren't useful to the part unless they are used, which means they go away. So come up with stuff that will keep draining them. Maybe they can get that crime lord off their butts, if they pay him 20k credits up front. Maybe they have their ship stolen, now they need 80k credits to buy a new one, etc etc. When the bank account goes up, the cost of stuff should too.

My character has more than 6000 credits tied up in the attachments/mods to one of his three guns, two lightsabers, and custom fistload; not to mention two sets of armor with their respective attachments/mods.

Right now my group is focusing on saving up for some starfighters. The cheapest one is 30k but we're looking for something more in the 70-120k range. And then we'll have to figure out what attachments/mods/weapon upgrades we're going to have to make...

Must be nice swimming in credits.

Must be nice swimming in credits.

It is hard work to steal that much. I just spend 50,000c on a verpine gun and another 50,000 a single attachment for a 150,000c A-Wing. My GM is a cruel mistress, first the gives me that A-Wing for free and then she takes away 50,000 for 2.500 credit attachment, knowing that I would take it anyway as rarity is to high to easily buy it elsewhere. Though, now I am broke and that A-Wing still is property of the Alliance to restore the Republic. At least I am not wanted … yet. Credits come and credits go.

Our group of Privateers just took out the second base of a local group of Pirates that we’ve been having “issues” with.

Their Action IV Bulk Transport managed to escape, but we killed all the bad guys who were left behind (so far as I know), and we now have an ILH-KK Citadel-Class Light Freighter and a YT-1300 that we have taken from them.

We got some help from a couple of bounty hunter twins that said they had a contract on the guy who had stolen the ILH-KK in the first place, so we’ll probably be giving that to them, to take back with them to their employer. After we copy off all the information from their flight computers and navigation systems, of course.

But so far as I know, there are no other claims on that YT-1300, so I’m not sure what we’re going to do with it. Maybe just sell it on the black market, sell it to our Rebel friends (we’re Privateers, not Pirates), maybe keep it, who knows.

So, 100,000 credits (retail value), split amongst I think five PCs, is not a bad return on our investment.

Of course, there’s going to be Hell to Pay with that group of Pirates, now that we’ve taken out a second base of theirs and stolen yet another ship from them, but we’d have that problem any way.

Edited by bradknowles

Must be nice swimming in credits.

I can assure you that (almost all) of our money was acquired legitimately for services rendered.

Our GM just doesn't buy into the philosophy that the characters have to be broke for the game to be fun. And the game is definitely a lot of fun when the PCs can afford some cool toys.

I'm just sad that the rest of the party vetoed my plan to add freaking legs to our YT-2400. They just couldn't handle how cool it would've been. "You have to draw the line somewhere..." they said.

One of my PCs Tal Seario a direct descendent of Pollard Seario, i.e. the legitimate heir of a significant portion of the stock in Czerka, but a Czerka faction who wanted control of Czerka assainated all his family (and thought they killed him as a child) except a second cousin twice removed who they installed as a puppet CEO... well he has an unlimited funds Czerka credit stick that he got from a safety deposit box belonging to his father, the problem with using it is that it would alert both factions in Czerka (the one that wants to kill him to stay in power and the one that wants to size power by installing him as a puppet CEO) to his location and anywhere that he could use it to make a purchase large enough to be worth the risk well a Czerka hit squad and or recovery squad would show up in a half hour, so he hasn't used it yet. But in tomorrow's session he will make an 3million credit impulse buy of a silhouette 5 cap ship to escape from a no win scenario (after the party'starts ship gets blown up)

Give them something to spend on. If the players have a lot of money and express a desire to purchase something (within reason), give them the opportunity

Full disclosure, we are not playing in the SW in my current game. However I am curious how this plays out in general.

So in trying to decide what direction to take my character in in the future I have been scouring the specialty trees when I came across entrepreneur. So if I'm reading things correctly you end up bringing in 500 creds per session + the chance to make quite a bit selling loot (or crafted items now that that is in the mix). Add in a dash of quartermaster if you are allowing mixed specialties and we're up to 700 per session.

Has this played out in anyone's game yet? Has it been a problem?

Credits for the group have been a little slim in our game but I don't know what the 'average' should be in a normal EotE game. What does your group usually rake in per session/adventure?

So, I do believe we all just attacked the OP for his comment about making credits (myself included) and COMPLETELY ignored answering his original question.

@Darksyde - To answer your question, I have been in a smuggling campaign where the group would get paid every 2 or 3 sessions somewhere between 20,000 and 100,000 credits, depending on how successful we were. In another game that I GM, the PCs typically get 10,000 - 25,000 credits (for a group of 6) every 2 - 3 sessions, plus some bonus gear every now and then. It really depends on the make up of the group, what their goals are, and how well they RP through the money making process. I never view the lack of or abundance of credits in the PC's group as a problem, but an opportunity for more Role Playing. ;)

Our group of Privateers just took out the second base of a local group of Pirates that we’ve been having “issues” with.

Their Action IV Bulk Transport managed to escape, but we killed all the bad guys who were left behind (so far as I know), and we now have an ILH-KK Citadel-Class Light Freighter and a YT-1300 that we have taken from them.

We got some help from a couple of bounty hunter twins that said they had a contract on the guy who had stolen the ILH-KK in the first place, so we’ll probably be giving that to them, to take back with them to their employer. After we copy off all the information from their flight computers and navigation systems, of course.

But so far as I know, there are no other claims on that YT-1300, so I’m not sure what we’re going to do with it. Maybe just sell it on the black market, sell it to our Rebel friends (we’re Privateers, not Pirates), maybe keep it, who knows.

So, 100,000 credits (retail value), split amongst I think five PCs, is not a bad return on our investment.

Of course, there’s going to be Hell to Pay with that group of Pirates, now that we’ve taken out a second base of theirs and stolen yet another ship from them, but we’d have that problem any way.

Keep here in mind that ships which are wanted based on their transponder code are worth very, very little until you clean their transponders. So stealing the ships of pirates have significantly less re-sell value. Fly Casual and Special Modification both have stuff on transponder codes, engine signatures and the Bureau of ships and Services (BoSS). It is an interestingly easy way to prevent your players from just stealing ships for money as selling those ships will leave a significant trail and could bring a good amount of complications and adventure hooks in itself. :)

Our group of Privateers...sell it to our Rebel friends (we’re Privateers, not Pirates)... Of course, there’s going to be Hell to Pay with that group of Pirates, now that we’ve taken out a second base of theirs and stolen yet another ship from them, but we’d have that problem any way.

Privateers hold a commission from a recognized, legitimate government to raid shipping and prosecute acts of war. If you're working with the rebels, I'm pretty sure you're just pirates. :D

Edited by SFC Snuffy

PCs in my game start with 15k credits.

They know travel is expensive (mostly fuel), and I use a form of financial slavery to determine how much they keep when they get paid (they know this, too). "Jobs" pay in the tens of thousands of credits. Small "jobs"... the so-called milk runs...defer fuel costs. They need to plan their travel itineraries better if they want to save on fuel.

The players are told to pocket at least 1500 - 2000 credits for a rainy day. One session in and they're broke before the first flight.

"Give an inch, they take a mile" as the saying goes. It's a game, not real money, and that's a disconnection regarding consequences for actions. Either that, or they're trying to tell me they prefer being poor and indentured.

I just can't worry about PCs having "All the stuff!" in the beginning. If they want to spend their wad on stuff, fine.

Edited by Alekzanter

Keep here in mind that ships which are wanted based on their transponder code are worth very, very little until you clean their transponders. So stealing the ships of pirates have significantly less re-sell value.

True.

Fly Casual and Special Modification both have stuff on transponder codes, engine signatures and the Bureau of ships and Services (BoSS). It is an interestingly easy way to prevent your players from just stealing ships for money as selling those ships will leave a significant trail and could bring a good amount of complications and adventure hooks in itself. :)

Yeah, but then we’ve got a seriously good slicer in our group. He’s throwing enough yellow dice and has enough talents that he fairly frequently gets Triupmhs on his checks. Well, relative to how often you might expect that he would get them. ;)

Moreover, if you’re specifically looking for an off-the-books ship to go do some stuff that your … associates … might not want traced back to them, then what better choice would there be than to use a ship known (or rumored) to belong to a gang of Pirates? ;) ;)

Privateers hold a commission from a recognized, legitimate government to raid shipping and prosecute acts of war. If you're working with the rebels, I'm pretty sure you're just pirates. :D

Speaking only for myself, although I think this is a view that is probably also shared with the other players — As far as we’re concerned, the Rebels are more legitimate than the Empire, so in our minds we’re Privateers.

I’m sure the Empire would call us Pirates no matter what, and I think everyone in our group is probably okay with that.

Edited by bradknowles