Search SJML Archives! (Powered by Google)

Previous Message: Re: Aerial Adventure Guide
Next Message: Re: List archives suggestions/comments.
Month Index: April, 2004


From:     Michael Sandy <wuggadad@??????.com>
Date:     Mon, 5 Apr 2004 17:01:23 -0700
Subject:  Re: How to Handle PC Salvaging
>While i have not had any problems with this (in the 31 games over 5
>chronicles) i gmed of spell jammer, i do remember a gm had a list of what
>'savlage rights entailed.
>
>It was something like, 5% of weaponry in working order on the ship, 10% of
>the ship itself, and 15% of the helms price.  IF in possesson of a letter of
>marque or a registered privateer working for the crown, those % increased by
>5% in each catageory.  Only 20% of cargo, 75% of mudane weaponry (personal
>NOT SHIP) and 50% of magic was allowed as a 'finders fee'.  They could
>barter for more magic/money, but would loose out elsewhere....


Something that I have been experimenting on is that not all magic items last
forever.  Some were bonded to their old possessors, some will have to
recharged.

For example, a ring of regeneration incorporates some suspended troll's blood.
If you kill the possessor, the blood dries out.  So you would need to get more
troll's blood in order to activate the ring.

Another factor is that big items take a long _time_ to sell.  If you want to go
adventuring during that time, you need to have a trusted and well-paid
agent, who has the funds and authorization to grease the appropriate palms.

Magic items, in my opinion, would be sold like major artwork is.  Not in
shops, in other words.  Possibly by auction, or by special arrangements,
but certainly not by having all the items out on display for the common thug
to fondle.

You might have a book describing various items, and who might be willing to
sell them, but it would take time and money to be introduced to them.

And selling items would also take time, effort and connections, or else you
get a horrible price.  And who gets to evaluate the value of the various
items, or to divide up the cut?

The real trick for historical privateers was actually _finding_
legitimate prey,
and prey that wasn't escorted by warships too heavy to fight.  It is a very
dangerous game, so it is reasonable for there to be a high payoff.

The consequences of a prey merchant ship getting away to pass descriptions to
its navy to keep a look out for your player's ship and crew are pretty nasty.
Especially if peace suddenly breaks out, and one of the terms is that the
filthy pirates are turned over for punishment. :)

'Filthy pirates' being the standard nomenclature for privateers who are a bit
stingy with the cut that belongs to the king or state or whatever.  :)


Also, ambitious henchmen will wish to start up franchise operations,
so to speak,
departing with significant chunks of cash and items, becoming powerful allies
instead of servants.

Michael Sandy
'Sand Fly'


Previous Message: Re: Aerial Adventure Guide
Next Message: Re: List archives suggestions/comments.
Month Index: April, 2004

SubjectFromDate (UTC)
How to Handle PC Salvaging    Kent Lerch    29 Oct 2000 08:56:58
Re: How to Handle PC Salvaging    David Stairs    05 Apr 2004 20:12:08
Re: How to Handle PC Salvaging    Michael Sandy    06 Apr 2004 00:01:23

[ SPJ-L@Cornell.edu ] [ Spelljammer@Leicester.ac.uk ] [ Spelljammer@MPGN.com ] [ Spelljammer-L@Oracle.Wizards.com ]