Business opportunity

By Seam, in Genesys

Hello!

I am still working on an Assassin's Creed hack. As assignments are all part of the Creed, payment after a job done well or bad or negotiating / haggling for payment seems a bit odd to me for this setting (though in the games the character got money after a mission, but from whom?).

Anayway, in the games the character often got a business opportunity to fill his or her coffers.

My question is, did anyone come up with some easy rules to cover that?

Thanks!

Most of this is narrative, and should be affected by how well the PCs roll their checks.

All business dealings would be a Negotiation (for legitimate business) or Streetwise (for black-market/underworld dealings) check. It could be opposed, or a set difficulty determined by the GM based on logic and circumstances, though opposed is probably best (or a competitive check if there are multiple groups trying to get the job). You would start with a base payment and conditions for completing the job, make the appropriate check, and adjust the final payment and conditions based on the results of the check. If the PCs do badly, they may get paid less, be under a tighter time restriction, or have more objectives to complete. If they do well, they may get more money, more time, and/or more freedom to do the work their way. Payment would come at the end of the encounter/session/adventure depending on whether or not the players fail or succeed. Who pays them really just depends on a client, but it shouldn't be video game-style auto feed into the PCs' coffers, but they should have some form of meet up or pickup for the payment (this of course opens the possibility of being shorted, double-crossed, having the money being stolen, etc.).

I would set a hard minimum amount to be paid out for the job, so even if the PCs roll poorly, they at least get that much (depending on if they succeed or not, of course). And, as a GM, I would set a soft cap on how much the PCs can haggle up, maybe 1.5 or 2 times the minimum amount. This should be a soft cap, because if the PCs do really, really, really well, you could justify increasing the rewards, and if other things come up during the course of the job, that could further increase the rewards.

That was my train of thought more or less too (except Streetwise for black-market/unterworld dealings, which I overlooked). I already created a merchant for my introductory adventure which should have been the contact for legal business. The alternative for a goon for illegal stuff shouldn't be that hard.

I guess a table depending on the risk and thus the difficulty of the roll would be best. (Except the community comes up with a more exciting solution.)

I am a bit afraid the whole roll for income might become a bit boring after the third or fourth time...

10 minutes ago, Seam said:

I am a bit afraid the whole roll for income might become a bit boring after the third or fourth time...

More of a matter of encounter design, really. In reality, it should be only done with one roll near the beginning of whatever job. And depending on the adventure and how many sessions it takes to complete, it's something that would only be done once in a while.