Freelance Adventuring Consultants: Practical rules for player companies

Post/Author/DateTimePost
#1

frostden

May 13, 2009 4:41:39
I'm about to start a new campaign, and I was discussing with my players the possibility of requiring them all to be good. My reasoning was that it was much easier to DM when they had narrative imperative to slay the dragon, and I could rely on them trying to make the morally correct choice and not kill anything that posed the slightest obstacle if they were out of sight and earshot of any authority figure.
Their response was that all they ever did was whatever the best for their characters was at the time. If there was a gain and no repercussions, that's what they did.

Which made me think: Rather than have a standard campaign around "slaying the dragon" (Which players don't really care about. After all, not their town it's menacing), why not have the players work solely for profit in a mercenary style campaign. Give them a corporation; put it in a big city. If they ever do do anything altruistic, it's merely to protect their buying public or enhance their image.


How to add a company to a D&D game:

Players receive money from rewards and quests as per the treasure packages and quest rewards from the DMG.
10% of their money goes directly towards Growth and cannot be altered. The treasure parcel is increased by 10% to make up for this loss of material wealth from the player characters power.
Players must invest a certain amount of their money into R&D and Investments. However, they get this back at a comparable value to what they invested it, so it doesn't break the treasure parcel system.

R&D
At least 5% of income goes into R&D, but more can be spent if players like. To use R&D, the players pick the level of item they would like, say the general characteristics they would like (eg, “I want a crossbow that shoots shurikens and lightening”, rather than “I want a crossbow with a +4 bonus which does 10 bonus lightening damage). After the value of the item has accumulated, (as determined by it's level, and the power of the rules the DM has come up with) it is generated. Weapons, armour, potions, rituals, wondrous items...anything may be generated. The DM can use the adventurers vault and items in the PHB's as a guide to power and price.

Investments.
At least 5% of income goes into investments, but the players can risk more if they like. Investments are essentially gambling on companies. Companies have qualities ranging from 0 – 10. A company which is doing averagely has a rating of 5. A poor company is at 3. A good company is at 7.
After 3 days, the investment matures. If the company is doing the same as it was when the money went in, the same amount of money as was risked is returned(100% of investment. No gain or loss). If it is doing better, more money is returned (200%). If it is doing worse, none is returned (0%). By making shrewd investments, keeping their ear to the ground, bailing out with more money, or directly intervening with force if necessary (eg, to drive squatting ghosts out of a previously productive factory, or squash the competition), players can increase their money.
The next time money is put into the company, the new level it is performing at is used as the baseline. This makes high level companies a risky investment as they can only go down. Low level companies are also risky, because they probably have considerably more problems.
Investments represent a monetary reward to using companies and provide quest ideas.

Growth
10% of the income (the bonus 10%) goes into the company itself. The players can buy secretaries, fountains, security…whatever they think will improve their companies earning potential. Unlike the other sources of income, this section is fixed, bonus, and doesn’t translate into cold hard cash or items like the above two do. Overhead allows players to develop and outfit their company as they do their character.
#2

frostden

May 13, 2009 4:44:41
How I’m using companies in my D&D game.

My game is based around corporate espionage. The major companies have lots of resources, and the city the game takes place in is undergoing both a steam punk revolution, and epiphanies as to how magic, religion, necromancy, and other fantastical elements can be turned towards industrial purposes (The imp powered cameras from discworld are a good example of this on a small scale).
Players quest in one of three ways:
Jobs they are given to the parties by corporations: They gain and lose favour with the corporations, while doing jobs for them which often put the players at odds with the opposing corporations. They are also offered jobs by private individuals, the government, the criminal underground, etc.
Unsolicited quests: These involve events happening beyond the parties direct control. Just as the players are tampering with the affairs of others, as they grow in power they will become targets for others.
Player decided quests: As the players grow more familiar with the world they are in, they may decide to strike out for their own profit. Rather than being paid to do a job, they may decide there is more profit in robberies, helping their investments by sorting out problems or sabotaging the competition, or whatever else they believe they will profit from.

My campaign also tracks public opinion (this replaces the good-evil axis. If the players fall too low in public opinion, they may run into trouble with the law and general public.) However, if a company is profitable enough they may chose to fly in the face of public opinion with slick advertising and avoid legal ramifications with bribes. This cost associated with evil will emulate the real world costs associated with shifty business practices, and prevent "stab him and take all his stuff" from being the optimal outcome in every situation.
It also tracks reputation with the various companies. Companies remember when the players have slighted them and when they have helped them. A certain amount of reputation, as well as a certain level, is required to be offered certain jobs.
#3

mesinock

May 13, 2009 16:02:31
This sound like a fun and interesting campaign. 24 meets D&D anyone?
Your offering fun 'kick-in-the-door' with a side of deep immersion. I like it.

I would keep the number of active companies minimal though. You've already got Government vs. Company vs. Company vs. Public vs. PC's; or any other combination thereof.

I would suggest maybe only 4-6 of these 'Companies' in the city with a smattering of specialized guilds ie. thieves guild, technology guild, assassins guild, mage guild.