In game economics

MMR

Novice
I was curious, in the rulebook it gives prices for ships and brief descriptions. I'm curious what the benefit to having a non-merchant ship is? Since it seems like there are no cargo areas, is there a drawing of stones for gold like with merchant ships, or are they there just to add flair and character enrichment?
 
That's going to depend on your chapter, but at HQ, we use things like ships, horses, and manner houses for both role play enhancement as well as Plot. for example, if you send in a write up between events that says you want to sail to X place.. and you own your own ship, that will make things easier.
 
We have a team at HQ that spends a TON of gold on "green tags" and last year they ended up getting a bonus module because they actually had a ship and the event name of one of our events this summer is the name of the keep that they bought (Hmm, I wonder if that's going to be significant to that event's plot?). I've sent in hooks looking for PCs with access to horses, forges, etc. Buying these tags and letting HQ plot know you have them can have distinct benefits.
 
Last year Deadlands did an epic write up for a giant battle that anyone could submit to. It was a sea fought battle and people from multiple chapters sent war ships and other battle items like ballistics and rations and what not from their treasuries. All that was assessed to determine the out come of the write up. It was quite epic.

It can be read hear.

viewtopic.php?f=72&t=10233
 
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