Running a business

By Darth Poopdeck, in Star Wars: Edge of the Empire RPG

Far Horizons [edited, I said DC at first] gives rules for starting a business. I don't see rules beyond buying that business. Is the same rules for making a smuggling/delivery run? If so, how often do they get paid for that business?

The answer is probably that it's up to the GM but I wanted to know it mention this elsewhere.

If it doesn't go into detail on this, do you have suggestions?

Edited by Darth Poopdeck

Dangerous Covenants gives rules for starting a business. I don't see rules beyond buying that business. Is the same rules for making a smuggling/delivery run? If so, how often do they get paid for that business?

The answer is probably that it's up to the GM but I wanted to know it mention this elsewhere.

If it doesn't go into detail on this, do you have suggestions?

The businesses from DC provide X credits per party member per session, dependent on what upgrades, etc. you've selected for the business.

A smuggling/delivery run pays whatever the client and/or buyer are willing to pay. So, in this case, yeah...up to the GM. But some good Negotiation rolls can impact that amount. (So can bad ones. ;) )

Dangerous covenants give expected pay for mercenary work. Far Horizons gives rules for homesteads and small local businesses.

Ah yes. Crossed wires for me. Thanks for the catch.

I prefer to blame Congress.

Dangerous Covenants gives rules for starting a business. I don't see rules beyond buying that business. Is the same rules for making a smuggling/delivery run? If so, how often do they get paid for that business?

The answer is probably that it's up to the GM but I wanted to know it mention this elsewhere.

If it doesn't go into detail on this, do you have suggestions?

The businesses from DC provide X credits per party member per session, dependent on what upgrades, etc. you've selected for the business.

A smuggling/delivery run pays whatever the client and/or buyer are willing to pay. So, in this case, yeah...up to the GM. But some good Negotiation rolls can impact that amount. (So can bad ones. ;) )

I must of missed that, I saw base/business upgrade table, but that didn't state anything about how much they would earn each session. In that table there is "Increase Core Focus", which "increases" profit, but no where does it state the "base" profit. What page is that on?

Dangerous Covenants gives rules for starting a business. I don't see rules beyond buying that business. Is the same rules for making a smuggling/delivery run? If so, how often do they get paid for that business?

The answer is probably that it's up to the GM but I wanted to know it mention this elsewhere.

If it doesn't go into detail on this, do you have suggestions?

The businesses from DC provide X credits per party member per session, dependent on what upgrades, etc. you've selected for the business.

A smuggling/delivery run pays whatever the client and/or buyer are willing to pay. So, in this case, yeah...up to the GM. But some good Negotiation rolls can impact that amount. (So can bad ones. ;) )

I must of missed that, I saw base/business upgrade table, but that didn't state anything about how much they would earn each session. In that table there is "Increase Core Focus", which "increases" profit, but no where does it state the "base" profit. What page is that on?

To be perfectly honest, I rely on the GM Tools section of OggDude's Character Generator to keep track of it all.

There is no base profit. The business breaks even until you invest on improving the returns. Kinda sucks, but at least it doesn't risk losing you money.

There is no base profit. The business breaks even until you invest on improving the returns. Kinda sucks, but at least it doesn't risk losing you money.

Unless someone blows up your brand new shop. That would be teeeerrible. :P