ethandrew
First Post
Through sheer luck and ingenuity, my PCs have sole ownership of a Keep that has a large, viable waterfront with docks. The keep is the nearest port to a large Dwarven stronghold and several agricultural communities, and the players aim to have it operated as a means of residual income. Their goal is not to run the day-to-day operations of running a keep, only to set in motion plans that will, or will not, make them fat stacks of gold. Negotiations are underway with the Dwarven merchant guild, who view this nearby port as a means to cut costs on importing and exporting. After the set-up of this port, their aim is to continue adventuring while the port maintains sustainability.
However, I am not an economist, but thankfully neither are any of the players. Assuming the positive growth of this port as a bustling hub for trade, I know there are a couple avenues available for profit, whether it's a flat rate per-ship tariff or something similar to a fee based on the percentage of value of a shipment, that way a ship full of grain versus a ship full of gold wouldn't cost the same to ship.
My issue really boils down to the fact that I can't just assume and handwave automatic success of this endeavor of my PCs. As such I feel I should potentially build in a success/failure mechanism, but what that entails I'm not certain. On a success, I would need to have some degree of profitability, whether a period of time was hugely profitable or only marginally profitable.
Seeing how I've never done this before in a campaign, I was hoping others might have experienced similar tasks in their games and would have fruitful advice. How would you run this scenario? Leave it to chance and say you made d1,000 over an X period of days?
However, I am not an economist, but thankfully neither are any of the players. Assuming the positive growth of this port as a bustling hub for trade, I know there are a couple avenues available for profit, whether it's a flat rate per-ship tariff or something similar to a fee based on the percentage of value of a shipment, that way a ship full of grain versus a ship full of gold wouldn't cost the same to ship.
My issue really boils down to the fact that I can't just assume and handwave automatic success of this endeavor of my PCs. As such I feel I should potentially build in a success/failure mechanism, but what that entails I'm not certain. On a success, I would need to have some degree of profitability, whether a period of time was hugely profitable or only marginally profitable.
Seeing how I've never done this before in a campaign, I was hoping others might have experienced similar tasks in their games and would have fruitful advice. How would you run this scenario? Leave it to chance and say you made d1,000 over an X period of days?