Hoards & Other Treasures is the next edition of Small Bites. It is different from the others because it is not talking about a character archetype or a location, but about loot and treasure in general. I make no secret of my love of treasure, but what’s actually valuable to a GM?
Let’s take an example. There’s a music video in which a famous
guitarist (not his video) is sort of playing with a small golden skull. Golden skull!
With or without gems in its eye sockets (ruby? obsidian?
garnet?), this is the kind of treasure that adventurers should
love. But if they decide to cash it in -
what’s it worth?
It depends.
You hate that answer; I know! But
how are you cashing it in? If you melt
it down, it is still valuable as gold.
If you stole it, selling it as is might be a bad idea, so melting it
down and making it unrecognizable might be the smart play here. So you need to know what it is worth simply
as raw gold.
But it is clearly an artistic piece. Some craftsman made it, and that
craftsmanship is worth something. So it
has a crafted value too. But what if it
is a historic treasure? Indiana Jones
found a golden skull and it was valuable, not only because it was gold and it
was pretty (come on, it was pretty!) but because it was the idol of that
tribe. So to an art dealer it might be
worth one amount as a work of art, but to a museum it might be worth far
more. So the GM needs to know the base
value, the crafted value, and the collectible value.
But when the adventurers sell it in the
city, who do they go to? Well, it sounds
like a smelter, an art dealer, or a museum curator. Who then?
Assume it is a sword - not an artistic sword - just a sword. Well you can still take it to the smelter and
sell it as scrap steel. You can take it
to the weapons smith and sell it as a serviceable weapon, but he may not want
to sell swords made by other people. For
all he knows it has a fault in it that could get a good customer killed. You can take it to the peddler who will sell
it somewhere along the road. You could
sell it to the pawn shop, the second hand weapons store, an adventurer you meet
in a bar, open your own used weapons shop and sell it there, etc.
These are the “normal” things an adventurer
could do with loot. Because of that, we
will typically present the base or materials value of something, along with two
others: 1) The “at source” cost is what
we often call the wholesale price. It is
intended to represent what you would pay if you went to the manufacturer of
this item in his workshop outside the major city. It is the crafted price. In most situations, this would be what the
adventurers would get for the item if they sold it. 2) The “in the city” price is the retail
price. It is the price the adventurer
would pay if they went to the shop and bought it, which means it would be the
price the adventurers could sell it for if they had their own shop. Owning a shop is expensive. You need to pay salespeople, rent, furniture,
and a whole bunch of other stuff. You
also have to pay the taxes and tariffs.
You also want to make some money for yourself so you can eat. This is really important as the “price list”
for what characters are paying when they just wander down to the weapons shop
to buy their weapons.
But we just skipped the collector’s
value. What happened there? Well, we use to put that in our charts, but
so often it is the same as the crafted price, that we felt we were wasting
space. Most charts are tough enough to
read. Eliminating the column would have
made them easier, but instead we just added “in City” to make the loot guide a
price guide as well.
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