Trade In Fantasy Ch. 3: Routine Personnel, Pt 4
The last installment of the third Chapter of the series looks as worker productivity and how race and other factors influence it.
It’s been an interesting 2025 so far, characterized by things going wrong in unexpected and unusual ways and recovering from those problems.
It actually started on New Year’s Eve, when I rebooted my laptop after a clean-up, just as I’ve done twice a week or more for the last 12 or so years – and it refused to boot up. Eventually I was forced to reset the Windows installation, only to find that it couldn’t complete, either.
Fortunately, two things came to my rescue: My brother, who’s done a lot more laptop installs than I have, and a Christmas gift of 16Gb of RAM instead of the paltry 2GB it’s been living with for all that time. With the new RAM installed, the windows reset did everything it was supposed to do, and all I had to do then was to reinstall all my software (that part of the recovery process is still ongoing).
At least it happened in a global holiday period, so email was smaller than usual and I had no difficulty catching back up.
But the recovery process led me directly into event #2: the photo-editing software that I installed was a later version of what I had been using, and somewhere in between version 3.3 and version 5.whatever, it had lost the intuitiveness that had always been its hallmark. I could figure out how to do most things, but there were always extra steps involved – and not everything seemed to work properly. It didn’t matter what setting I chose, for example, the brushes all delivered a somewhat transparent color. And it had real problems saving any work done.
So I had to go back to their download site and ferret around until I found their archive of past versions. I tried regressing just one step, to an earlier version of 5 – problems persisted. So I went back to a sub-version of 4 – some of the problems went away, but not the big one (save dialogue wouldn’t open). So it was back to the old 3.3.3 version – the last in that development cycle – and wonder of wonders, everything went back to normal! I was back in business!
In the middle of this process, the wing screw in my glasses broke. In fact, it sheared in two partway along the shaft of the screw – something I’ve never seen happen before, and I’ve been wearing glasses for something like 55 years!
I have a glasses repair kit for such problems, so there was no panic; until I tried to remove the embedded shaft end of the broken screw. Tweezers could not furnish an adequate grip on it, and needle-nosed pliers were too big and bulky to grasp it and turn it.
Fortunately, enough of the shaft remained that I could fit it back into the part of the frame that it had come from and then hold everything together with a small strip of insulation tape. Last week, after a doppler ultrasound on my legs (all clear), I had time to stop in at an eyeware shop for some emergency repairs. They had never seen anything like this happen before, either! But by clamping the frame down, they were able to extract the broken screw and replace it – and they were good enough not to charge me (they kept the screw as a souvenir). Big shout-out to the helpful staff at Owndays in Westfield Burwood!
So, if things come in threes, hopefully that’s an end to the surprise breakdowns! Some people disagree with my occasional assertion that the greatest disruptions occur when something we take for granted stops working – but these three situations are all examples of that, and each was – until patched or repaired – totally disruptive to my life and routines.
Table Of Contents: In part 1 of Chapter 3: Routine Personnel
3.1 A Choice Of Four Trade Unit Standards (actually, 8)
3.1.0 Principles of Comparative Modes Of Transport
3.1.1 Humans as a beast of burden
3.1.1.1 Lift from STR
3.1.1.2 Average isn’t Average
3.1.1.3 4d6 keep 3 vs 3d6
3.1.1.4 Career Paths & STR3.1.1.4.1 Linear vs Non-Linear
3.1.1.5 Lift, at last
3.1.1.6 EncumbranceSidebar: Behind The Curtain
3.1.1.7 Load & Load Capacity
3.1.1.8 Load Balance3.1.1.8.1 Adding a Staff to the equation
3.1.1.8.2 Relating Load to Encumbrance (D&D)
3.1.1.8.3 Relating Load to Encumbrance (Hero / Superhero)
3.1.1.8.4 Relating Load to Encumbrance (Hero / Adventurer’s Club)3.1.1.9 Load Distribution
3.1.1.10 Humanoids3.1.1.10.1 The Size Factor
3.1.1.10.2 The Proportions Factor
3.1.1.10.3 The Racial Factor
3.1.1.10.4 The Human Advantage
3.1.1.10.5 The Iconic Reference
3.1.1.10.6 Elves
3.1.1.10.7 Dwarves
3.1.1.10.8 Halflings
3.1.1.10.9 Orcs
3.1.1.10.10 Ogres
3.1.1.10.11 Bugbears
3.1.1.10.12 Trolls
3.1.1.10.13 Hill Giants
3.1.1.10.14 Stone Giants
3.1.1.10.15 Other Giants
3.1.1.10.16 OthersIn Part 2:
3.1.1 Humans as a beast of burden (cont)
3.1.1.11 Time: 8, 12, 16, 24
3.1.1.12 Speed
3.1.1.12.1 Non-D&D Scales3.1.1.13 Provisions: Food
3.1.1.14 Provisions; Water
3.1.1.15 Replenishment: Foraging / Hunting / Buying
3.1.1.16 Distance
3.1.1.17 The humanoid bottom line3.1.1.17.1 Elves
3.1.1.17.2 Dwarves
3.1.1.17.3 Halflings
3.1.1.17.4 Orcs
3.1.1.17.5 Ogres
3.1.1.17.6 Bugbears
3.1.1.17.7 Trolls
3.1.1.17.8 Hill Giants
3.1.1.17.9 Stone Giants
3.1.1.17.10 Other Giants
3.1.1.17.11 Other Humanoids3.1.2 Horses as a beast of burden
3.1.3 Burros as a beast of burden
3.1.4 Carts as a ‘beast of burden’
3.1.4.1 Strength of the Axles
3.1.4.1.1 Cart & Wagon Stats: High-Score Option
3.1.4.1.2 Cart & Wagon Stats: Low-Score Option
3.1.4.1.3 Cart & Wagon Axle Reinforcement3.1.4.2 Strength of the Wheels
3.1.4.2.1 Spoke Thickness
3.1.4.2.2 Number Of Spokes
3.1.4.2.3 Solid Wheels3.1.4.3 Strength of the Connection
3.1.4.4 Strength of the Bed
3.1.4.5 Rolling Resistance
3.1.4.5.1 Slope (aka Grade, Gradient, Stepth, Incline, Mainfall, Pitch, and Rise)3.1.4.6 Gravity Vector
In Part 3:
3.1.4.7 Pulling the Cart or Wagon
3.1.4.8 Simplification
3.1.4.9 Storytelling3.1.5 Choosing Your Unit
3.1.6 Ramifications
3.1.6.1 Freight Management
3.1.6.2 Base Loading Time
3.1.6.3 On The Road: Drivers, Guards, Cargo-masters, & Handlers
3.1.6.4 Base Unloading Time
3.1.6.5 Sales Prep
3.1.6.6 Sales and Customers3.2 Recruiter / Personnel Manager
3.2.1 Assumption #1: The best available gets hired
3.2.1.1 Any Relevant Skill
3.2.1.2 INT + WIS
3.2.1.3 Substituting CHAR
3.2.1.4 Supplemental Magic3.2.2 Assumption #2: They Hire The Best
3.2.3 The Principle Of Labor Unmanagement3.3 The Labor Unit
3.3.1 Eight man-hour Labor Units
3.3.2 Twelve man-hour Labor Units
3.3.3 Sixteen man-hour Labor Units
3.3.4 Twenty-four man-hour Labor Units
3.3.5 Choices and Expectations3.4 The Labor Market
3.5 Basic Pay-scales
3.5.1 Loyalty Index
In today’s post:
3.6 Productivity
3.6.1 Premium & Limited Labor Units
3.6.1.1 Example: Dwarves
3.6.1.2 Example: Halflings
3.6.1.3 Example: A mixed Labor Unit (Humans and a Hill Giant)
3.6.1.4 Loyalty Factors, Premium Labor Units
3.6.1.5 Loyalty Factors, Limited Labor Units3.6.2 Production Of Labor Units
3.6.2.1 The One-Page standard
3.6.2.2 Reminder: Profit per Trade Unit, not costs or prices3.7 Pay-scale Variations
3.7.1 Massively Overpaying workers
3.7.2 Overpaying workers / Elite Quality Workforce
3.7.3 Standard Wages
3.7.4 Underpaying workers / Lower Quality Workforce
3.7.5 Oppression through underpayment
3.7.5.1 Sidebar: Adventuring Economics
3.7.5 Oppression through underpayment (cont)
3.7.6 Family as Employees
3.7.7 ‘Friends’ helping ‘Friends’
3.7.8 Slaves
3.7.9 Minor Stakeholders
3.7.9.1 Non-voting shares
3.7.10 Combinations & Complications
3.8 Technological Impact
3.8.1 Major Breakthroughs
3.8.2 Incremental Gains
3.8.3 Trade Secrets & Industrial Spies3.9 Key Personnel & The Labor Unit
3.10 The Personnel Bottom LineIn future chapters:
- Mode Of Transport
- Land Transport
- Waterborne Transport
- Spoilage
- Key Personnel
- The Journey
- Arrival
- Journey’s End
- Adventures En Route
I’ve given it a lot of thought, and I don’t think that a recap will add that much to today’s post – it would either be extremely long and mostly irrelevant or extremely short and not worth the effort. So let’s dive right in…
3.6 Productivity
So far, the focus has been on defining a standard, generic, labor unit, but – as anyone who has ever worked in the real world knows – there are always some who are more productive than others. The larger the organization, the more closely the overall workforce will come to matching the generic unit defined, overall.
Rather than fuss over detailing each and every specific labor unit, the approach taken by this system is to assume that the overall average accommodates both the occasional ‘lazy unit’ and the more efficient ones, overall. It’s not unreasonable to set aside a small slice of the profits – 5 or 10% – and allocate these to bonuses for productivity, effectively increasing the pay-scale slightly while providing an incentive for hard work.
Given the way the Recruiter has been defined, if left to run the business the way it should be run, such a bonus scheme is extremely likely to be instituted – you would have to be fairly incompetent in management not to thing it was a good idea. We’ve discussed employee loyalty already, and bonus payments are a good way of buying some of that loyalty. I’ll get into that side of things a little deeper in section 3.7, where I’ll look at variations on the basic labor unit.
So, clearly, that’s not what this section is going to focus on. Instead, there’s a ‘reality’ within the concept of a Fantasy (or Sci-Fi for that matter) environment that needs to be taken into account: Non-humans (“Augmented” humans and non-humans will be considered in section 3.8).
To start with, we need some way of distinguishing all these kinds of labor units. Without defined specifics, it’s too easy to get ourselves into a tangle, talking about one thing when we think we’re talking about another.
So, some definitions to get us under way:
- Standard Labor Units – This is what we have defined as the backbone of the workforce, taking the assumption that they were human.
- Elite Labor Units – These are human-based Labor Units that are more productive or effective than the standard. Their contributions in general are assumed to average out with Substandard Labor Units. Labor Units with an Elite rating tend to be preferred hires, but everyone is competing for them. They have to be paid more or their loyalty declines, rapidly – and it becomes easier for some other employer to steal them out from under you.
- Substandard Labor Units – Human-based Labor Units that are lazier or less productive than the standard. This can be the result of social norms – the afternoon Siesta, for example, has to be accommodated where that’s normal, even though it means for 1-2 hours a day, workers are unproductive. As a general rule, these are the least-desirable units to employ, but in some places you have no choice because the entire labor pool qualifies as “substandard”.
- Premium Labor Units – Labor units that are non-human and consequently are more efficient than a human Labor Unit would be. Like Elite Labor Units, they can reasonably expect to be paid more, and that’s a good thing from the human workforce’s point-of-view; it provides a disincentive to discriminate in favor of non-human labor.
- Limited Labor Units – Labor units that are non-human and consequently less efficient than a human labor unit would be. The presumption is that they are local, however, and not hiring them can negatively impact the public’s willingness to trade with the business. While employers would no doubt love to pay these Labor Units less than a standard Labor Unit, and these Labor Units members would generally expect to be paid less, there are limits to how closely economic theory can match social reality. Instead, the expectation is that the Labor Unit consists of enough additional members to off-set any Limitations. A Labor unit of Halflings might have 12 members instead of 8, for example, or 3 instead of 2. That means that the individual members will be paid less per person per hour, but the overall labor cost will remain the same. But this principle can break down in smaller labor-markets, where there simply aren’t enough people available to be hired.
- Combinations: Elite Premium, Substandard Premium, Limited Elite, Limited Substandard – Since the two factors – Elite/Substandard and Premium/Limited – have entirely different derivations, combinations are quite possible. This can get quite confusing it you don’t keep your terminology straight and be extra-careful when using casual speech.
The basic approach to both sets of factors is the same – if a Labor Unit does 2 × X (%) more work than a Standard Labor Unit, it gets paid 1 × X (%) extra. The business saves 1 × X (%) on it’s labor costs, earning it extra profits, and the workers get an equal share of those productivity gains.
Where there is some factor making them less efficient than standard, the pay is still standard, and the assumption is that extra hands will be added to the Labor Unit to make up the deficit, whatever it may be.
Note that if a better Labor Unit does not get paid what they are worth, they will either go work for someone else or they will voluntarily adopt work practices that bring their productivity back into line with the standard. They will get lazier, in other words, until they are earning just what you’re paying them.
3.6.1 Premium & Limited Labor Units
So, how do you determine X%. as describe in the section above? Section 3.1.1.10 holds the key, from all the way back in Part 1 of this chapter. Size, Strength, Physiology, Social Habits – everything I could think of gets taken into account. All you have to do is determine whether the work that they are doing has, as its limiting factor, Distributed, Semi-distributed, or Point loads (and, 99% of the time, the latter will be the correct answer).
Load Capacity × 0.7 × 1.41 × 1.43 = × 1.41141 Adjustments for distributed & Semi-distributed loads are not applicable.
So +41.141% relative to human.
2 × X% = +41.141;
X = +20.5705%. Call it +20.6%.
If the normal pay per day was 5sp, this would make it 6sp in a Dwarven port or city – but you can expect loading and unloading to take 1 / 1.41141 = × 0.7085 = only 70.85% as long as usual.
70.85% of 1.206 pay rate = 0.854451 = 85.4451%, so Labor Costs are effectively down to 85.4451% of expected. If your human cost was, say, 5000 SP in a year, this would cost only 4272.255 SP over the same period, producing 727.745 SP in extra profit.
Load Capacity × 0.3 × 2 = × 0.6. Adjustments for distributed & Semi-distributed loads are not applicable.
So -40% relative to human.
For every human, it takes 1 / 0.6 = 1.667 times as many Halflings to do the equivalent work.
Or, to put it another way, each individual Halfling gets paid 60% of what a human would be paid. Your operating costs don’t go down, but you don’t lose any profitability, either.
Small Hill Giant:
Load Capacity × 3.4 × 2 / 1.25 = × 5.44
If a normal Labor Unit is 8 humans, this labor unit needs only 2.56 humans to be as productive as a standard unit.
If a normal Labor Unit is 10 humans, this labor unit needs only 4.56 humans to be as productive as a standard unit.
If a normal Labor Unit is 12 humans, this labor unit needs only 6.56 humans to be as productive as a standard unit.
Let’s take the middle one, and list this labor unit as 1 Small Hill Giant and 5 humans.
5.44 + 5 = 10.44 = 1.044 × standard
So +4.4% relative to human.
2 × X% = +4.4%;
X = +2.2%.
If the normal pay per day was 5 SP × 10 men = 50 SP, this would make it 52.2 SP – but you can expect loading and unloading to take 1 / 1.044 = × 0.95.7854 = only 95.8% as long as usual.
95.8% of 1.022 pay rate = 0.979076 = 97.9076%, so Labor Costs are effectively down to 98% of expected. If your human cost was, say, 5000 SP in a year, this would cost only 4900 SP over the same period, producing 100 SP in extra profit.
Making the presumption that these humans and this Hill Giant are used to working together, they all qualify for the higher pay scale. So the humans would get 1.022 × 5 × 5 = 25.55 SP between them, or 5.11 SP per man per day; while the Hill Giant would get the rest (52.2 – 25.55 = 26.65 SP per day).
Premium Labor Units expect to be paid more than a standard Labor Unit. It follows that it’s harder to buy their loyalty, and easier to lose it by short-paying them.
Take the Dwarves example: they expect to be paid 1.206 times the normal. If you actually pay 1.5 times normal, that earns the same loyalty bonus as paying an all-human Labor Unit 1.5 / 1.206 = 1.244 as much as usual.
On the other hand, if you only paid 0.8 × as much as you would usually pay an all-human Labor Unit, for whatever reason, the effect on the loyalty of this Premium Unit would be as though you only paid 0.8 / 1.206 = 66.335% of normal to an all-human Labor Unit. If you were one of the best employees at a business and everybody knew it, how loyal to the business would you be if the boss told you “I’m cutting your pay by 1/3 next week”? Most people I know would be out of there within the hour!
It works the other way, too – Limited Labor Units expect to be paid less per person, so paying them extra has a disproportionate effect. Halflings, as shown, have to throw an extra 0.667 people at a job for every human in a normal Labor Unit. Ten humans or 16.67 Halflings to do the same amount of work in the same amount of time – at the same amount of pay, between them.
5 SP × 10 humans = 50 SP; 50/16.67 = 3 SP per Halfling, per day, or 60% of normal. So paying them extra earns loyalty at the rate of 1 / 0.6 = 1.667 normal, while paying them less also has a × 0.6 effect – the wrong way, because they are already underpaid (in their opinion).
3.6.2 Production Of Labor Units
From the perspective of the GM, the more generic and less individualized he can make the Labor Units, the better. The easiest way of doing so is to view the business or trade as a globalized whole, and balance a more efficient workforce in “A” with less-efficient ones in “B” and “C” – just inefficient enough by virtue of race, conditions, geography, sub-population, and/or social traditions to balance everything out so that you end up with effectively two Standard Labor Units.
And, for a long time, that was the concept that I was working toward in this series. But, as a concept, it can’t coexist with the principle of less-productive units throwing additional manpower at a job for the same overall pay (i.e. less per individual); I had to choose which abstraction was the most useful for the GM and rewrite whole tracts of my notes around that decision.
Nevertheless, some legacies of the alternate approach linger, because I’m doing minimal revision to past posts – once something is published, it stays essentially unchanged and any revisions or amendments happen in a future post.
Clearly, the decision was to have Standard and less-efficient units cost the same per shift and deliver the same level of total man-hours or equivalent, while more efficient units simply cost a little more – and if they don’t get paid that extra, they either slow down to the Standard pace, or get replaced with Standard Units because the good workers get poached and replaced with new hires, all completely invisibly to everyone.
GMs should populate their trading and commerce centers with a workforce that is reasonably representative of the local population, determine their efficiency based on racial and social makeup relative to a ‘standard unit’, determine the size of the available workforce, also measured in standard units, and get to a bottom line of “it costs X per time period to do business here.”
Most trade operations and businesses won’t have a customer base sufficient to average things out to a daily cost; even a weekly or monthly average is a bit optimistic, especially if seasonal impacts have to be taken into account (harvest time is ‘this month’, for example, and in ‘that month’ the roads take longer to travel because everything’s muddy from rain some of the time, or blocked by snowdrifts, or whatever).
A far better approach is to look at the annual costs – start by figuring out what they will be given reasonable conditions, then just keep adjusting that total for all the different local and seasonal factors until everything is taken into account. Keep notes, because they can be useful if you ever need to provide a narrative description (because the PCs have gone there) – but don’t waste a lot of time on it.
At the end of the day, the ideal would be to be able to spend a whole single page describing the entire business. That should cover everything – and that gives a target level of abstraction vs specificity to aim for.
It’s also worth reminding readers that the goal is not to detail annual incomes and costs, it’s to combine these into an Annual Profits figure. If you don’t think about costs as such, but as reductions in potential profit, businesses of any sort become far easier to manage.
“The usual profit level of an operation is X GP per year. This business has eight of them. Four deliver higher profits in Autumn when sales and distribution of the summer harvest is complete and pay relatively little the rest of the time; the rest are more consistent performers. What those operations are actually doing may vary from month to month, but the earnings remain about the same. #3 and #5 are more labor-intensive for social and racial reasons but don’t cost more because workers get paid less. #7 costs more but get their work done more efficiently, increasing the profitability of that operation by 22% because it’s shipping ore from a Dwarven mine to a Dwarven city.”
If the average profit level is 5gp / week / operation, × 50 weeks a year, that’s 250 GP / year, × 8 operations = 2,000 GP. Factoring in the extra from #7 means using x8.22 instead of 8, so that’s 2,055 GP / year. Half of the base arrives over a 2 week period at the start of Autumn (1,000 GP), the rest is spread evenly through the year (87.917 GP / month or 21.1 GP / week).
The players and the plotlines include no details unless they operate to improve the narrative. The trade operation is simply “there”.
3.7 Pay-scale Variations
It’s overly moralistic to suggest that some employers look after their employees better than others. It’s more accurate to say that some employers find that doing so makes good business sense. There is an old saying that appears to have gone out of fashion: “Bind not the mouths of the kine that tread the grain”. The saying is a paraphrasing of the bible.
Kine are cattle, and an old way of threshing grain was to let them tread on the harvested crop, separating the kernels of wheat from the stems and chaff. Some miserly farmers would bind the mouths of the cattle to prevent them eating the better (more valuable) gain and then feeding them on poor-quality (cheap) grass. This sometimes led to the cattle falling ill and generally being less efficient, while those who sacrificed a little of the product of the cattle’s labor had healthier beasts which served them better in the long run. The principle could be, and was, extended first to slaves and then paid employees.
There is a well-known manufacturer of chocolates here in Australia whose policy is to permit their workforce to consume as much product as they want, completely free. They find that after a week’s bingeing, most employees stop eating chocolate almost completely, while being more niggardly resulted in ongoing theft and consumption. The alternative would be draconian security measures, and that was tried a time or two – and it led to workers being easily stolen to work in other factories, after the chocolateers had spent money training them up and making them productive.
There are five standards of payment available to PCs who establish or purchase a business operation that is to be worked on their behalf by NPCs:
★ Paying way too much;
★ Paying more than standard
★ Paying standard wages
★ Paying less than standard
★ Paying way less than standard
In addition, we need to examine how unpaid workers fit into reality:
★ Family
★ ‘Friends’ Helping ‘Friends’
★ Slaves
I’ll round out this section by looking at alternative payment schemes and Combinations & Complications.
- 10,000 shares initially, all yours = 100%
- 10,500 shares, (50+50) × 20 = 2,000, leaves 8,500 or 80.9%.
- 11,000 shares, (50+50) × 20 = 2,000, leaves 7,000 or 63.63%.
- 11,500 shares, (50+50) × 20 = 2,000, leaves 5,500 or 50%.
- 12,000 shares, (50+50) × 20 = 2,000, leaves 4,000 or 33.3%.
- 12,500 shares, (50+50) × 20 = 2,000, leaves 2,500 or 20%.
- 10,000 shares initially, all yours = 100%
- 11,000 shares, (50+50) × 20 = 2,000, leaves 9,000 or 81.8%.
- 12,000 shares, (50+50) × 20 = 2,000, leaves 8,000 or 66.67%.
- 13,000 shares, (50+50) × 20 = 2,000, leaves 7,000 or 53.85%.
- 14,000 shares, (50+50) × 20 = 2,000, leaves 6,000 or 42.86%.
- 15,000 shares, (50+50) × 20 = 2,000, leaves 5,000 or 33.33%.
- 10,000 shares initially, all yours = 100%
- 12,000 shares, (50+50) × 20 = 2,000, leaves 10,000 or 83.33%.
- 14,000 shares, (50+50) × 20 = 2,000, leaves 10,000 or 71.437%.
- 16,000 shares, (50+50) × 20 = 2,000, leaves 10,000 or 62.5%.
- 18,000 shares, (50+50) × 20 = 2,000, leaves 10,000 or 55.56%.
- 20,000 shares, (50+50) × 20 = 2,000, leaves 10,000 or 50%.
- 10,000 shares initially, all yours = 100%
- 10,000 -> 15,000; 1/40 × 5,000 = 125; (125+125) × 20 =5000; leaves 10,000 = 66.67%
- 10,000 -> 15,000+5,000=20,000 total; 1/40 × 5,000 = 125; (125+125) × 20 =5,000; leaves 10,000 = 50%
- 10,000 -> 15,000+10,000=25,000 total; 1/40 × 5,000 = 125; (125+125) × 20 =5,000; leaves 10,000 = 40%
- 10,000 -> 15,000+15,000=30,000 total; 1/40 × 5,000 = 125; (125+125) × 20 =5,000; leaves 10,000 = 33.33%
- 10,000 -> 15,000+20,000=35,000 total; 1/40 × 5,000 = 125; (125+125) × 20 =5,000; leaves 10,000 = 28.57%
- It’s totally unrealistic for the number of employees who earn the bonus to remain at 20 the whole time. There might initially be 10; then some of them die off or leave the company, so only 5 remain, but the five who are gone are replaced with 10 new people who earn their first chance to buy; then, over the third decade, half of each group die or leave, so there are just 3, and 5, and 10 newcomers earning their first purchase option; and then 1, 3, 5, and 10; and then 1, 1, 3, 5, and 10 (a total of 20) at the end of the 5th decade. Everyone who doesn’t qualify for the bonus leaves additional shares in your possession.
- This makes it much harder to amass the votes needed to overrule your decisions. The people who have stayed the longest have the most power – but if they keep amassing profit because of your management, enough to stay with you all that time, they will also have the least inclination to change.
- Not everyone will have the financial resources to take up the option, in whole or in part. Every share that isn’t bought from you remains yours.
- This also makes it harder for employees to challenge you.
- The purchase option transforms some of your shares into additional cash on top of whatever dividend the shares may pay. There’s no reason why you can’t issue still more shares and buy them all with that cash. Or you might diversify – owning a slice of a key supplier makes an awful lot of sense.
- Regarding the last version of the ‘additional shares’ concept: it would be more normal for the shares held by employees to also split. But that makes it more complicated – so I deliberately simplified the option by excluding that effect.
- Behemoth – Started off as a Tony Stark with a tech company to provide resources and funding for his experiments in high-tech. And, as long as he stuck to that, all was well. But then he started to micromanage outside investments, like buying up the entire Brazilian coffee crop. At the same time, he began to engage in research that the rest of the team would find problematic because it broke the peace treaty between them and their biggest enemy. When this research eventually came to light, the character responded to the rebuke, censure, and loss of authority within the team by going completely feral, appearing on a late night talk show to reveal the other character’s secret identities. Somehow, the key moments of that transmission never made it to air. The character was then killed in a confrontation at his main factory – only to wake up back in his secret lab missing the last six months worth of memories, his place having been taken by an ‘evil’ (mentally unstable) clone. But the character’s actions as that clone continued to have repercussions; Nebula decided that he couldn’t be trusted, and launched a hostile takeover of Behemoth’s business, a business that he had invested character points in. At which point a fairness doctrine kicked in: the way the takeover was set up, it was almost certain to succeed, so that was what was going to happen, transforming the business into a pule of cash – which he could then use to create a new business operation, which could utilize new technologies to establish itself as a worthy successor to the old.
- Nebula – had the ability to transmute one substance into another, spent a lot of time figuring out how it worked in the early days of the campaign, and then built a business around the mining and production of rare materials. Got heavily into deep-sea mining. The company was actually run by an AI developed by the character, so that the PC had no need of dealing with the boring minutia and could concentrate on high-level plot decisions. Orchestrated the take-down of a major rival (being used to fund an enemy organization), then used the cash that resulted to launch a hostile takeover of Behemoth’s company, as described above. Later discovered to be a parallel-world duplicate of the original Nebula whose memories had been manipulated by an enemy so that she would act as a ‘fifth column’ on their behalf from time to time. Nebula’s player could never resist trying to wring some unfair advantage out of the game system, no matter how many times it caused the character to come a cropper (link included in case anyone is unfamiliar with the term)
- Backlash – Had a computer consultancy, a specialized software engineer whose business never actually appeared in-game. He simply specified that it kept him busy 8-10 hours a day, 5-6 days a week, and earned him so much disposable income a month.
- Warcry – Started as a weapons engineer. Introduced color television to a parallel world based on the 1950s. Built a factory to assemble the sets using 1980s industrial technology (carefully guarded as a trade secret) – effectively matching or slightly bettering the prices of the existing black and white sets. Gave every TV studio and production house two color-TV cameras, free, with the option to buy more at discounted prices, then continually introduced refinements to the original 1960s / 1970s technology. Used the proceeds to fund his team’s operations. Unless I brought it up as part of a plot (didn’t happen often), the business was never mentioned again – only the resources that he was able to employ as a result of it. On a metagame level, paid character points for a large and successful business and provided the concept as an in-game interpretation.
3.7.1 Massively Overpaying Workers
I’m not talking about one-off bonuses or even seasonal rewards, but regularly paying 50% or more on top of standard.
If you were an office worker making around $80,000 a year ($40,000 in the US, £25,000 in the UK), and someone approached you with a job offer performing the same duties for $120,000 / $60,000 / £37,500, the pay-scale is so significantly above what’s normal that you automatically start looking for the catch. And if you don’t spot one fairly quickly, paranoia sets in.
Is this a scam or a front? Will you be left holding the bag for something? Will you be dealing in stolen property? Are you risking your reputation or even jail time? After all, if it seems too good to be true, “it probably is,” as the saying goes.
It might seem like this is the best way to lure the best workers from other employers – but many of them have a sense of loyalty to their existing employer that has been cultivated, and almost all of them will be wary of such an over-generous offer.
Contrast these reactions with how you would feel if told, “We need to recruit good workers quickly so that we can hit the ground running, so for the first 12 months we will pay 50% over normal wages” – there’s a limiting caveat out in the open and a justification that seems plausible, and an implication that this offer will only be made to a select workforce, which adds an element of flattery – so suddenly, this offer doesn’t seem “too good to be true” even though it probably still is. That’s when people find themselves getting into trouble – when the red flags are muted or at half-mast!
There are occasions when it might be necessary to go to this extreme – for example, if an employer has acquired a bad reputation for mistreating workers, or if unusually arduous conditions are involved – but those tend to get factored into what is ‘standard’ for this role, so those mostly don’t apply.
The other time someone might make such an offer is in a willful attempt to sabotage a competitor. That possibility can’t be ignored if it’s an NPC making such an offer to employees of a PC, and the GM should consider carefully how competitors might react to a PC making such an offer; they would probably assume exactly that. Bidding wars for a workforce are never cost-effective, so they would almost certainly look to other avenues – bribing officials, recruiting ‘specialists’ from the local Thieves’ Guild (if there is such a thing), getting laws passed, etc. The one certainty is that this will immerse the campaign in the local politics and society – right up to the PC’s necks!
3.7.1 Overpaying workers / Elite Quality Workforce
Paying a better-than average wage – especially if the extra is in the form of bonuses that can be and have to be, earned – is a whole different kettle of fish.
As a general rule, one Labor Unit in ten does the work of 1 1/2 (or more) standard Labor Units – if they are rewarded commensurately. If they are not, their productivity declines until it achieves parity with the proffered wage scale, as explained earlier.
Offering Premium Wages is a good way of recruiting people in a competitive market, but puts the business on more of a profitability knife-edge. But it’s also an effective way of rewarding and encouraging loyalty.
From the point of view of the GM simulating the business operation, it’s the owning players who set the policies; the Recruiter / Manager will make the best deals he can within the limits of his abilities, but he can always be overridden by instructions from his ‘bosses’ to be a little more generous (or vice-versa).
Do not let the game bury itself in employment minutia. The modern world has the accumulated baggage of centuries of lawyers and governments carving out rules and regulations and standard employee contracts in changing social and technological conditions, and all of it is too complicated to make for a reasonable and fun game.
If the PCs want to be a little more generous as a way of buying a little loyalty ‘protection’, let them add whatever percentage they like to the bottom-line wages bill and leave it up to the Recruiter / Manager to translate that into actual terms and conditions.
The usual arrangement would be (at best) a small increase over standard, a signing bonus, possibly partially paid after the first week / month, and the balance as bonuses that can be earned.
Let’s say that the PCs suggest a 10% increase (that’s quite a lot, as anyone with any human resources experience will realize). A smart implementation of that might be: +2% over standard wages, +1% in signing bonuses / Christmas bonuses each year, and 7% in earnable bonuses. If only 1 in 10 Labor Units are to get that 7%, that’s a potential 7/(1/10)= +70% bonuses. If only 1 in 20, that’s 7/(1/20)= +140% in bonuses.
A more likely number would be +5% or so to the wages bottom line. That might reflect +1% over standard wages, +1% reserved for emergency employee assistance, +0.5% in annual loyalty bonuses, and +2.5% in earnable bonuses. If 1 in 10 are to earn such bonuses, that’s potentially +25% to their annual earnings as a bonus (which won’t push elite workforces to their maximum potential, but will use some of their capability); if 1 in 20, that’s +50% (which will extract full efficiency from half of the Elite-quality Labor Units in an organization, but will leave half of them under-utilized), and so on.
A still better approach would be for the PCs to mandate, and/or the Recruiter/Manager to advise, setting those percentages independently and seeing where the bottom line comes to as a result.
+2.5% over standard wages, +1% reserved fro emergency employee assistance, +0.5% annual loyalty bonuses, comes to a total of +4%. One in ten units are Elite Quality, who should earn maybe +60% in bonuses; so that adds +6% to the total. And here we are, back at the +10% overall total – but with a far more efficient wage structure. This is the sort of package that could tempt even a reasonably loyal employee – if you lived up to the promises. More importantly, it’s the sort of package that would let a business hold onto good people once they found them – so it’s a business operation that would grow more successful over time.
3.7.3 Standard Wages
There’s not a whole lot to say about Standard Wages. They are neither niggardly nor generous, and they earn no loyalty in and of themselves – but there are other ways of doing so. Another way of looking at the standard wage is leaving yourself vulnerable to other loyalty-affecting impacts and policies, for good or ill.
3.7.4 Underpaying workers / Lower Quality Workforce
Your workforce will always be the best that can be recruited, given the current labor market. Sometimes, that’s not saying much, and sometimes, it’s saying entirely too much; this is a function of local social conditions more than anything else. The presumption is that if there are workers available for temporary hire, warm bodies will be thrown at the workload until a standard Labor Unit’s effectiveness is achieved; this results in lower wages per worker, but no overall change in the wages bill.
The implication of the caveat is that there are times and circumstances under which even mediocre people are hard to find – in feudal societies in times of war or pestilence, for example, or in tiny backwaters.
If the temporary labor needed is simply not available, there are only two solutions, neither of them all that attractive: you can pay workers what they are worth, and live with only having effectively-partial Labor Units available, so that things take longer; or you can pay someone extra to move in to cover the shortfall, buying efficiency at a premium.
A lot of potentially-profitable trade routes are under-developed or unexploited simply because they run through so many back ways and tiny way-stations that they are excessively vulnerable to such problems. This creates an opportunity for canny PCs and other business newcomers to exploit. And it’s also a truism that lying on ANY active trade route spurs local growth, so it can be a serous opportunity that will inevitably lead to a connection between the operators of the business and the local community. That’s plot gold, if it’s not forced on the players!
3.7.5 Oppression through underpayment
The scrooge ‘solution’ – screw maximum profits out of a business in the short-term regardless of any long-term damage that may result.
The greater the available workforce, the more employers can get away with this sort of attitude.
There is a ‘healthy’ level of unemployment within any given society (the specifics will vary from one society to another). In modern Australia it’s about 4.3% – that’s regarded as ‘full employment’, i.e. virtually everyone who wants a job can get one. In the US, it’s generally considered to be about 4.4%. If there is greater reliance on day labor markets, it can be considerably higher, because the day laborers are considered ‘unemployed’. 6%, 8%, 10% or even 12-15% are not out of the question, even in reasonably modern settings.
The unemployment that goes with ‘full employment’ is the result of employees changing jobs, switching from full-time to part-time or casual employment, and so on. There’s always a certain amount of this, and if/when the unemployment rate drops below this level, you have a worker shortage that begins to damage economic growth – which creates more unemployment until you get back to the ‘ideal’ level (and frequently more).
A huge element of modern economic management is about creating business conditions that maintain employment at the ideal level for maximum growth, but so many factors are outside of anyone’s control, and can only be responded to after the fact, that this is almost impossible to get right all the time. The results are, inevitably, cycles of economic growth and recession. Feudal systems tend to be more resilient and less subject to these cycles, but they still exist; the more modern the society, the more these cycles will have an impact.
Increasingly, since (I think) the 1980s, the practice has been to base government decisions not on the current value, but on the trend since the last measurement. This is more reactive but less precise, with a greater risk of not doing enough or of doing too much.
If unemployment exceeds the ideal level, then there are more workers than there are positions for those workers to occupy. Anyone who has a job is less inclined to rock the boat, and workers are easily replaced – so wages tend to get cut at such times, and business push for greater levels of profit per transaction as a result. From the government perspective, that’s the worst possible choice, because it increases the number of people struggling to make ends meet, which increases the number who can’t hold onto a job, which increases the already-too-high unemployment rate. This is why, left to sort themselves out, economic recessions tend to turn into economic Depressions.
What is usually most effective at such times is putting more money in the hands of the lowest-paid workers, because they tend to spend all of it. This feeds into a middle-class, who also tend to spend most of it, eventually trickling up to bolster the wealth of the major businesses. Each individual boost is small, but add enough of them together and you get significant movements of wealth. I remember reading somewhere that the average circulation of dollars at the lowest levels of society is a factor of 6.7, i.e. each dollar passes through 6.7 sets of hands before ending up in the government’s hands or sequestered by the mega-rich. But the memory could be wrong, and I can’t remember exactly what the term is for this currency circulation to look it up – and it might be different in other nations, my memory relates to the Australian economy.
With few positions in-between, feudal and fantasy societies tend to have fewer opportunities for such transfers, so the factor is likely to be smaller – maybe only 3 or 4. That means that to have the same level of impact on the economy, the amount of cash placed into circulation needs to be about twice that of a society with more layers in a middle class.
3.7.5.1 Sidebar: Adventuring Economics In Sparkle and Clink: Objective-Oriented Loot Placement, way back in 2009, I derived tables of how many D&D adventurers of a given character level can be expected within a general population, based on the number of characters of a given level who will survive to reach their next character level.
In the article, I assumed that 9 in 10 would survive, found that the economics didn’t make sense, tried 1 in 10 and found that it was too extreme, then tried a 1-in-5 which was closer. That then led on to revising the value-of-treasure-per-character-level tables, and then a long list of forms of loot, most of which would soak up excess cash without destabilizing the economy.
Breaking The Bank: controlling treasure in D&D, also from 2009, looks at a different economic problem: how much are monsters worth, and how much of it should be cash – and what are some alternatives?
Understanding the realities of economics within any given world or campaign is not essential – but not doing so leaves the GM vulnerable to various campaign-corrosive problems, like the PCs having too much cash, or even so much wealth that it undermines believability. I once played in a campaign where, at 15th level, the average PC had fifteen Billion GP. So we each hired a dozen 12th-level NPCs to go around doing most of our fighting for us. And they were being payed enough that they each recruited four 8th level clerics to keep them in prime fighting trim. And they were being paid enough that they each bought a litter and eight 1st-level characters to do nothing but cart them around. Plus we had cooks and entertainers and various others hanging-on to the payroll. When the 6 PCs and our entourage of about 3,000 people found a dungeon, we didn’t explore it so much as infest it, and when we went to a village, we quite often outnumbered the locals 5-to-1 or more. We were a band of locusts, moving from place to place, with nothing short of an army able to stop us… needless to say, the campaign began to collapse very quickly.
Now, if the opportunity to invest the loot had been there – with losses – it would not have solved the problem; only delayed and magnified it. The problem was with those ridiculous levels of wealth in the first place. But the GM thought that GP were just a way of keeping score, and had no bearing on economics or behavior…
What should have happened is that our 12th-level surrogates should have seen how much wealth we had, allied together as a bandit army, and taken us down one by one, only for them to then be sucked dry by the clerics, who could then build opulent temples – almost 300 of them, worth around 50 million GP each!
3.7.5 Oppression through underpayment (cont)
So, what actually happens when the PCs decide to boost profits without sharing the wealth?
Every little niggle about the work experience or work environment gets magnified in the eyes of the workers who are being short-payed. Any concept of loyalty quickly goes south, starting with lurid-but-true tales of workers being exploited. These cultivate an atmosphere in which even more extreme-and-untrue tales and rumors circulate freely, until things reach the point where people would rather be tortured on the rack than work for the business. As this attitude pervades the business, it first stops making money at all (because the workers aren’t doing their jobs) and then begins an accelerating decline as the few workers you have start stealing the company blind.
A large workforce availability can buy a temporary cushion, nothing more. It’s easy to literally drive a business into the ground until it’s worthless.
But, usually, long before that point is met, a competitor will spring up offering a better deal – even if it’s only standard wages and a more generous attitude – probably started by someone who used to be in the PCs employ, and who was trained by them, who knows all of their contacts and suppliers – and the business completely collapses virtually overnight.
If the PCs are smart, they might get out having lost nothing more than their initial investment – but if they were smart, they wouldn’t have behaved this way in the first place. The vastly more probable outcome is that someone convinces the PCs that the setbacks are only temporary and can be solved by what is effectively throwing good money after bad. In the worst case scenario, the PCs will be completely beggared, left destitute, and forced to go back to work for a living. And it would be richly deserved, too.
What about the Recruiter / Manager? Why didn’t he sound warning bells, do something to head this doom and destruction off?
Under this scenario, he is probably the most likely person to set up a rival operation, possibly anonymously – until it’s too late. It follows that the loyalty of the Recruiter / Manager is the single greatest factor in the survival of the business operation. Burn him, and your business operation is doomed. Keep him loyal, and it still might not survive – there will come a point at which bribing him to stay loyal is no longer enough.
This policy can be implemented in harsh economic times for a brief period; anything more, and the rot will set in.
3.7.6 Family as Employees
One of the obvious ways to cut costs and boost profits is to use family members as part of the workforce, assuming they can be trusted. The compromise is that they may not be as productive or skilled as people who actually do this (whatever it is) for a living.
There does come a time when it may become necessary to start paying these family members wages. Generally, a little pocket money is good enough for younger family members, and the transition should start when children are a couple of years short of being considered an adult and be phased in to full wages when that milestone is achieved.
However, some business operators levy a wages ‘discount’ on the basis that the children will one day inherit the business, for good or ill, and profits in the meantime support the family, including the children. This starts to bring into issue a whole range of social values and societal norms – do adult children normally live at home with the family, for example, or is it expected that they begin to establish independent lives, or something in-between? If they are expected to become independent, can they do so while continuing to work in ‘the family business’? What are the general attitudes toward nepotism? Is it allowed for adult children employed by the business be granted privileges, or are they expected to be treated the same as everyone else?
The ‘phased transition’ is good enough if the GM hasn’t put any effort into answering these questions, but actually defining answers and then applying them is a better answer.
3.7.7 ‘Friends’ helping ‘Friends’
Aside from the occasional helping hand from another PC or their family connections, one source of assistance that would never be neglected in real life are Chambers Of Commerce and the like. These are associations of business owners operating in the same region as the PCs business.
Membership is sometimes free but usually not, though dues and fees may be waived for the first year or two of a new businesses’ operation, and it’s almost always worth it. Not only does the resulting body have enough clout to negotiate with higher authority with a single voice (which gets attention), but they have all dealt with local issues like laws and zoning and whatever else, and there are often other services available.
Some such bodies may make low-cost business loans available to new start-ups, for example, or may offer a discount to dues-paid-up members. They can usually connect the owner of a business with legal representation and financial advisors and other professional services that would otherwise consume valuable time to run down.
In more modern eras, there may be newsletters or other advertising opportunities.
These are all good, solid, benefits, and it would generally be inadvisable not to take advantage of them. A business is never so vulnerable as when they are first starting out.
But there is a downside, one that the canny GM can exploit. The problems of one member tend to become the problems of all, and the Chamber Of Commerce (it’s not always called that, by the way) can serve to inform players of changing business conditions that they haven’t noticed.
Levies and temple donations to particular deities on behalf of the body collectively may be part of the deal. It’s often the case that existing members are expected to make themselves available to assist new members.
There may even be an offer of a business ‘mentor’ to help smooth the path to prosperity.
No two such bodies are exactly alike. Again, this brings a whole new range of social and world-building questions to the fore – who’s eligible? Who’s not? How much help can you expect if sharp dealing descends into criminal charges? Who runs it, and how did they come to that position? What’s the local group’s reputation? How corrupt are they? Do they actually sanction bribery and corruption, when it’s deemed necessary? Are there religious connections of significance? The list goes on and on.
Racial and religious restrictions are also key questions. Would they accept an Orc-run business? Would they try and force the Orcs to clean up their act?
What’s the position of the local Thieves’ Guild? Can they become members? Are members considered exempt from Thieves’ Guild harassment and ‘protection’ charges? Is the entire Chamber of Commerce a ‘protection’ racket given a respectable public face?
How about jobs and businesses that are often shunned on moral grounds, like Brothels? Can they join, and does doing so afford a level of credibility as valuable parts of society? Or are they anathema?
It’s also sometimes the case = when there are enough potential members to justify it – that a particular religious, social, or racial group have their own bespoke such body, entirely separate from the general one that anyone can join. There may be considerable peer-pressure exerted on members of those groups to join the more specialist group instead of the broader one. Such specialist groups are usually more expensive than the common ones!
If there are any such specialist representative bodies, do they actually send a representative to the common bodies? Or are the two at arm’s length? Are they required to enforce religious or racially-based doctrines or restrictions that others are not – such is often the case with Arab and Jewish -operated businesses, for example.
3.7.8 Slaves
The third way of cutting down labor costs is the use of Slave labor. Personally, I find the slave trade to be abhorrent, but not to the point of myopia on the subject – I’m very well aware that for centuries, this was considered acceptable.
Even if there are no slaves in the society, there may well be caste issues that leave some in the category of second- or third-class citizens.
As a general rule of thumb, it costs as much to feed, house, and maintain 20 slaves as it does one free worker. If wages are depressed, that number may come down to the region of 10-15; if wages are elevated, it may rise as high as 25-30.
But slaves are easily mistreated and don’t need to be fed or accommodated to any reasonable standard – you can cut their rations and crowd them into substandard accommodations and boost that ratio to 40 or 50, if you have enough work for such a large group.
From these numbers, it’s easy to see why – once it has been baked into a culture and an economy – it is so hard for slave cultures to give up the practice. In general, it requires some circumstance that drastically reduces the dependence on slave labor before any such socially-progressive change can even be contemplated. Outside of that, anything that renders the practice economically unviable can trigger social change – but expect slave owners to resist any such measures tooth and nail. And beyond that, there is only force.
One may think that religious enlightenment may offer a third recourse before things get so severe, but in general religions are very good at setting their morality aside when it come to subject populations like slaves. Whether that remains true in a world where the Gods actually turn up and have their own opinions on matters is another question entirely. If the Gods are okay with people owning slaves, the question then has to be asked, do these Gods keep slaves, too? Think about that one for a bit.
Also as a general rule, for every 25 slaves or part thereof, you will need a Slave-master or -Supervisor(the title may vary). These are paid as much as any other employee if not more, because the slaves they command can make or break an operation.
My personal preference is always to make the slave trade something only ‘bad cultures’ do in my games – but that’s my own personal conviction showing through, and I recognize that. So I have no problem with Gnolls keeping slaves, or Orcs – but would not be in favor of Dwarves or Elves or Humans doing so.
Servants and other lower-class types – fine. But not slaves – not in my games. Usually.
3.7.9 Minor Stakeholders
One way to buy loyalty cheaply that the sub-system described earlier doesn’t take into consideration is the idea of offering long-term loyal employees a small stake in the business, either for ‘free’ or to purchase, or a combination of the two. I’m not talking big percentages or frequent offers – 0.5% for 10 years’ service seems about right, and maybe an option to buy another 0.5%..
You have to remember, when assessing this kind of offer, that multiple employees might qualify. If there were 20 such NPCs, that’s potentially 20% of the company every 10 years – after 50 such years, the employees could own 100% of the company.
Avoiding that is the concept of shares. This breaks the business into smaller amounts each time you issue more shares – which you do, every time such loyalty bonuses are about to come due.
Let’s say, instead of 0.5% and 0.5%, the offer is 50 shares and the option of buying another 50. That initially divides the company into 50/0.005=10,000 shares. If, each time, you release another 500 shares, you get the following pattern:
An employee with the maximum ownership would have amassed 500 shares over those 50 years, giving them half the ownership that you have.
But you might not be comfortable with that – any six of the 20 ‘loyal’ employees could overrule you on any given business decision. There are two solutions: more shares, or non-voting stock.
More shares, first – let’s make it 1,000 every 10 years:
Or, 2000 shares every time:
Or, you could split your existing shares 3 for 2, and offer 1/40th of the additional shares outright and 1/4 for purchase:
Notice how this keeps your holding a steady 10,000 shares.
A dose of realism before moving on to a (brief) discussion of voting vs non-voting shares:
In the end, though, there’s a simpler option: designate the free shares as ‘non-voting’ shares. While both have the same initial purchase price and the same nominal book value, the lack of voting authority does discount the non-voting shares a little. According to stout.com and public.com, there’s a real-world discount of 0-5% in actual value.
But this adds its own layer of complication, one thing more for the GM to keep track of – so, while it’s probably the real-world answer most commonly utilized, it’s not the best game answer. Which is why it’s being tucked away in this sub-sub-sub-section, where it can be profoundly ignored and quickly forgotten.
Ah, but what if your players insist? They know as well as I do that this is the ‘realistic’ answer.
Sod them – they shouldn’t be that close to the business operations, anyway. The whole point of this series / e-book is to put a firewall between entities that play the game and the operation of a business of some kind, and such hands-on control violates that principle.
What they would, in fact, be doing is overriding the authority of their hand-picked Recruiter / Manager. Should they insist, they make it harder for the GM to keep the business at arm’s length from the game play, and the normal human reaction of a manager who supposedly had ‘full authority’ to such professional betrayal would be to walk away, possibly ruthlessly.
The GM should let them get away with proposing something like this – once – and make sure that the protest of the Recruiter / Manager is clearly heard. Then he should draw back the curtains (briefly) to point out the issues of making the game harder to run and other consequences that could result – and be prepared to blizzard the PCs with business decisions both major and trivial as an object lesson. One single game session in which nothing but business operations minutia takes place should be all it takes for the PCs to start the next session in a very different frame of mind. A mea culpa to the estranged Recruiter / Manager is all it will take – the first time – for the status quo ante to be restored.
3.7.10 Combinations & Complications
I’ve canvassed lots of alternatives in the course of section 3.7, and – while I don’t recommend it – the practical reality is likely to be some combination of two or more of the alternatives. From the outside, a business or commercial operation may appear to be a seamless monolith, but the more closely you look, the greater the complexity that becomes possible.
I’ve had four different PCs belonging to four different players operate businesses or commercial enterprises in my superhero campaign – Behemoth, Nebula, Backlash, and Warcry. My handling of all these was based on the way it was done in Marvel Comic’s Iron Man, and while a commercial operation in a fantasy campaign will not be the same as such an operation in a superhero setting, the general principles should translate across and map onto a Fantasy setting fairly readily.
I’m sure you can see, in the above summations, the seeds upon which this entire supplement has been built. The key principles are the same.
Just keep the bottom line in mind as a guiding principle – PCs can start a business if they want, or buy an existing one if they have the cash. That business is depicted as an abstract entity in the game background that produces a certain level of resources / profits over time. Everything about it that can be firewalled away from actual in-game play has been; it should only appear when the plot demands it.
3.8 Technological Impact
I find myself in two minds when it comes to applying magic on an industrial scale. It can be a wonderful way of making campaign settings unique, on the one hand; and it can have catastrophic effects on the underlying assumptions of campaign economics, on the other.
The first usually wins out in the end – every campaign I’ve run has done something large-scale based on magic, from enchanted street lamps (a whole new industry to be manned that requires low-level mages to make these things) all the way through to impossible bridges and buildings floating in the air. Unfortunately, my Shards Of Divinity campaign ended before the PCs made their way to the Dragon City that is built on a cloud, where they would have learned that the Dragons invented Magic and taught it to Elves, who (in turn) taught humans, and Dwarves, while the Dragons were teaching the Fey, for reasons. At the same time, the Shadow Fey were corrupting the Dragons, giving rise to the Chromatics, and in particular, Tiamat. Tiamat’s brother, Bahamut, siphoned off everything that was good from his Brother before expelling him from the Dragon City, in the process elevating himself from their leader and font of wisdom (think Confucius) into their one and only deity. Which all ties into the campaign mythology, because the Fey were driven to do what they did by the corruption of outside forces.
Anyway, the point is this: there are a great many low-level spells that can be inordinately useful if applied to a work setting, something that becomes possible with the crafting of wands and similar. That, on it’s own, gives Wizard-owned business operations an unfair advantage, but few of them are actually into that sort of thing, so it’s not usually a serious problem.
It’s when Magic becomes available more generally, and becomes the dominant technology of a setting, that things change.
I spent quite a lot of time and effort looking at the logistics of an Empire Of Undead for my Fumanor campaign, “Seeds Of Empire”, and the impact of workers who never tire, never need sleep, and don’t need to eat or drink, is absolutely monstrous. I explored the subject relatively briefly in a sidebar, “Why Is The Golden Empire Such A Threat?” in IInventing and Reinventing Races in DnD: An Introduction to the Orcs and Elves series part 5, about half-way through the post. The section of text that follows it describes the origins of the Golden Empire, providing additional insights.
I actually considered excerpting the two passages of text for direct inclusion here, but it’s only semi-relevant, and so decided not to.
Magic can be just as large a force amplifier to the workers within a society where it’s readily available. GMs could so a lot worse during their world-building than to skim through the list of (relatively low-level) spells (both clerical and arcane), looking at how it could be used for business-related purposes.
You don’t have to be exhaustive, and it may be better if you are not, because that leaves room for different ideas the next time you need them. Consider the resulting list to be a guide to the things that could be applied; the next great question is, how many of them have actually be picked up and applied by the citizens. It’s tempting (and probably more realistic) to say ‘all of them’, but the results are too complicated to assess.
If you insist on going down that particular rabbit-hole, I recommend starting small – just two or three – and then adding the others a few at a time.
The other factor that can be relevant is cost-effectiveness. The use of a spell has to earn or save at least as much as it costs to replace the source of the magic. That might be hiring wizards or clerics either periodically or full-time. It might be buying a replacement magic wand. or a crate of potions.
Magical Lanterns work, economically, because the normal function of government is to operate at a loss, i.e. to provide services that are funded through collecting and aggregating taxes. If the ‘service’ these magic items provide is deemed important enough or valuable enough, the government responsible can provide them, even at a loss.
It’s up to you to decide what practices are society-wide, which ones were tried and didn’t catch on, and which ones have (rightly or wrongly) been banned – – but do make sure that you have some justification for such bans, however flimsy!
Beyond that, if the PCs want to be clever, they are more than welcome to show off. But do make sure that they aren’t misreading the spell information even the slightest little bit – tiny nuances multiplied a million-fold can make a huge difference, and at that scale, every technicality matters.
Of course, that’s not the sum total of the story of human ingenuity. The subsections below deal with the more prosaic technological developments and the lessons of history.
3.8.1 Major Breakthroughs
As a general rule, these are a big no-no. There can be exceptions, but by and large, I don’t want and won’t permit players to import twentieth (or twenty-first) century approaches and attitudes and policies and practices and technologies.
Some have tried – everything from Labor Unions to Mass Production / Assembly Lines to Carbon Fiber & Kevlar. Shades of Yahoo Serious, I’ve even had a bard try and invent the electric guitar so that his ‘renditions’ of Beatles songs could sound more ‘legitimate’!
(For the record, I had no problem with him claiming his Bard had written the Lennon-McCartney song catalog. It helped give his Bard a distinctive flavor, and the catalog. of songs is broad enough that he could usually pull out something appropriate to most situations).
The operative rule is that modern processes require infrastructure and understanding of subjects that are beyond the people of the time, and may rest on assumptions that, in this fantasy world, are not applicable.
Probably the biggest one is the concept of the assembly line. It rests on the concept that the same thing done each and every time by the same worker with the same tools and parts will have the same outcome. Nope, doesn’t work – not in this game. The parts will vary within the tolerances of the engineering capabilities of the era, which are nowhere near precise enough for production-line manufacturing. As a result, no two parts will be exactly alike, no two parts will fit together perfectly, and no production line will produce reliable devices. At least, in my book.
Another concept that doesn’t translate very well is the modern approach to science, the scientific method. There’s a hidden assumption at the heart of science called reproducibility – do the same experiment in two different places at two different times, and if the first experiment was valid, you get the same results (within a margin of error) in the second.
Science has now proven that this sort of predictability is far less common than was thought in the 18th and 19th centuries, and well into the 20th as well. Many seemingly stable systems are actually extremely unstable and predictable only in the relatively short term, if at all. Weather is like that; Orbital mechanics is like that; in fact, all sorts of systems are inherently chaotic, in which tiny (possibly immeasurably tiny) differences in the inputs ripple and accumulate until they lead to extremely divergent outcomes.
Magic is another of those systems. It’s not quite at the point of a butterfly flapping it’s wings in China to influence the weather three days later in London, but it’s not far from it – and you don’t have three days of stable predictability, either. In general, spells work, and work reliably – but only because “reliable” has been so broadly defined.
Let’s take D&D’s Fireball, cast by a 6th-level wizard. Since it does 1d6 per caster level, that’s a range of 6-36 points. The average is going to be (6+36) / 2 = 21 points. It will be a bit more predictable than that, due to the concentration of results on a bell curve:
But really, if you proposed a supposedly scientific theory that said there was an 87.84% chance of getting a result somewhere between 15 and 27, you?d be laughed out of the room. That’s not measuring certainty, it’s displaying un-certainty.
There have been a number of attempts by PCs to conduct a ‘scientific analysis’ of magic in my superhero campaigns – some of their most dangerous enemies use magic – and the bottom line is that within it’s own world of cause and effect, there is an internal logic and rationale to what happens, but no predictability about how much of it will happen. Or exactly when. Or even, precisely where. Those answers all come up the same: “Tilt!”
3.8.2 Incremental Gains
Until relatively recently, there’s been a popular consensus that the middle ages, the medieval period, whatever you want to call it, was not a great time for technological advance. “The called it the Dark Ages for a reason” says the wise old fool in a desiccated voice.
That reason was to contrast the historical period past with the “age of enlightenment” that followed, when scientific discoveries were emerging hand over fist. it’s pro-government propaganda, really – “Listen, people, I know times have been difficult, but things are getting better; don’t throw away all the progress that we have made together in frustration at the apparent pace of change. We need no revolutions here, thank you very much!”
Just about any political figure from any regime past or present could make that speech and it wouldn’t seem out-of-place.
The more up-to-date thinking on the subject of technological development in the periods of history upon which Fantasy Game environments are usually based is that there was actually a fair bit of progress made – but it was made in the form of slow and incremental improvements and by trial-and-error, not by new understandings of the theory describing a natural process.
Everything from crop rotation to armor design to stirrups – compare any technology from the end of the time-span to what was around at the start, and you will find measurable, discernible, improvements. In most cases, they didn’t know exactly why they worked – only that they did.
And that’s in a world where there is no serious challenge to the general principle of science. Even religious authority was quite happy to live in a world where the way God worked his miracles was better understood – it was only when people began to take God out of the equation completely that they got their backs up, for the most part.
Each generation is able to do some things just a little better, a little more easily, a little faster, and a little more reliably.
Technology in a Fantasy environment has just such a serious challenge on its hands – the chaotic nature of magic, which demonstrably works, and which undermines one of the chief tenets of scientific research. It’s uncertain whether or not science could even mount a serious defense of its principles when that can be held out as an example of unpredictability.
And, with such a limited understanding of cause-and-effect, speculation on the subject of why things happen in a logical, predictable, manner are seriously undermined. Without that, all you are left with are Incremental gains by trial and error.
Some people (PCs whose players are used to a science-based worldview) may attempt to exclude magic as some sort of ‘override’ of what is natural, placing it in the category of ‘outside intervention that invalidates the inviolability of cause-and-effect’ – that’s fine. But with such a huge caveat, science would be extremely limited in it’s capacity to garner respect and any sort of serious backing for study and research.
Gains in understanding would still be possible – but they would be small and isolated, and always with that huge caveat on the top. Leonardo da Vinci or his cultural analogue can still be fascinated with the idea of flight like a bird – but when a magic carpet really works, it takes a lot of the impetus out of the research.
One final way of looking at the question, then: a natural world in which magic works, and clerics can summon up the power of the Gods, or request their actual presence, is so much vaster and more complicated than the natural world that was perceived in the middle ages, even in the age of enlightenment, that scientific understanding would have been set back centuries. You can’t simplify such a world enough to make progress on rational explanations of natural phenomena – not as quickly, at any rate; there’s just too much to understand.
It follows that if there is to be any sort of progress that improves profitability of a business, it’s going to be small, and it’s likely to be a trade secret, closely held within the confines of that particular operation.
Which brings me to:
3.8.3 Trade Secrets & Industrial Spies
In many ways, the fantasy world is more akin to that of the 1930s, 40s, 50s, and 60s than it is the modern world of today. These days, the default assumption is that nothing stays secret for very long, that anything will eventually leak out, and that the way you protect your intellectual property is not with secrecy, camouflage, and misdirection, it’s with legality and restriction.
But, back then, the Trade Secret was still a credible approach; every business had it’s own way of doing things that they believed (rightly or wrongly) gave them an edge over their rivals, and the protection of that secret was an essential part of operating the business.
There are still some legacies of that older world-view in the arena of genetic modification of crops, but – for the most part – it’s assumed that a product can be reverse-engineered within minutes, hours, or at worst, days of it being publicly available.
When secrets are important, spies are a natural and inevitable way of trying to get hold of those secrets. After all, if you have your brilliant innovations and add those of one or two of your rivals, you will be unbeatable – and, unless they penetrate your cloud of secrecy, they will never know.
It’s even possible for two different people to come up with (essentially) the same idea at much the same time. It’s happened through the last 120 years or so on any number of occasions. If neither of them ever has to reveal how they achieved their results, neither would know of the other’s innovation.
As soon as you have an innovative idea, you have something that needs to be protected.
You know, it’s really questionable whether or not the same rate of progress in technological innovation would have resulted without the acceptance of regulations regarding trade marks and copyright and patents. These protect the right to profit from intellectual property while making the underlying idea itself available for others to understand.
While there might be such things in a steampunk setting, most Fantasy campaigns don’t operate in such a political / social space. The world of trade secrets, then, would be well and truly alive.
And under more serious threat than ever they were in our reality. A wizard with a crystal ball can penetrate any business practice, if they know what they are looking for, and describe to a rival, in precise detail, exactly what it is that they do that’s different from your business practices.
This is something that most fantasy worlds don’t pay anywhere near enough attention to. Which generally means that players and PCs won’t pay enough attention to it, either.
The generous GM will make certain that the players understand all this when they first look into starting or investing in a business operation, reasoning that their characters are of the game world and would know about these sort of business environments, having been exposed to them from birth.
The more wary GM will hold the information close to his chest until such time as the whole business operation threatens to take over or derail the campaign – and then hit the PCs with it where it hurts.
Which sort of GM do you want to be? Personally, I think the players in the latter case would have justifiable reason to be upset with the GM. But it’s up to you.
3.9 Key Personnel & The Labor Unit
There are some key individuals with whom, under certain circumstances, the PCs can be more frequently expected to interact. These have a chapter dedicated to them (chapter 8), so I won’t go into too much detail here.
The duties that these individuals perform may or may not contribute to the work undertaken by Labor Units – there are too many variables and too many cultural variations to explicitly rule one way or another. Their ‘official duties’ will always take precedence, and any such contributions are carried out only in any time remaining.
It’s another source of (effectively) free labor, since the PCs would be paying these characters anyway.
Whatever the cultural answer imposed by the society in which the business operates, the answer to this question can go completely out the window if a PC takes on this role – but this is an all-or-nothing situation; either all the PCs adopt relevant roles or none of them can be permitted to.
And that can get tricky, because who is going to tell the player ‘no’ when it saves the rest of the PCs money / reduces their operating expenses to have one of the business owners occupy that key position within the organization. Certainly, the GM can’t do so – not directly, at any rate.
What he can do is make it clear to the PC in question what the consequences are: while the others are off adventuring, earning cash and XP, his opportunities to do so will be limited. The business operation will still be held at arm’s length, unless and until something happens in which the PC could make the difference. That probably means one encounter per dungeon explored by the rest, maximum.
Of course, the reality is not quite that simple. Are you really going to punish the player for exercising character agency? Time for a 1-2 punch, then. Explain that the alternative is to throw additional roadblocks in the way of the business, leading to loss of profits greater than the savings of having a PC take on the critical role – roadblocks in the form of encounters that only exist because there is a PC there, sticking his neck out – and that it means that sometimes the other players will have nothing to do for an hour or more at a time while the focus is on the PC going their own way.
This not only enlists the other PCs against the notion (by way of complete metagaming, I admit), but more importantly, summons peer pressure against the notion on the part of the other players.
But, before your blood gets too het up over this angst-laden proposition, there is an alternative, and it can even be a desirable solution to a completely different problem: you could split this PC off from the main campaign into an occasional side-campaign. Quite obviously, if the player is having trouble with over-commitment or changing real-world circumstances, this is a much better answer than having them drop out of the game completely – and it leaves the door open for them to return, should the restricting circumstances no longer apply.
Fairly early on in my superhero campaign, I had to do something similar, when one of the players joined the Army. He expected to be unavailable for most of the next year, but wanted to be able to bring his PC back when he was again available – so we designed a solution in which a brief solo campaign book-ended his military service, in the course of which the character would pick up skills that would reflect the things the player was likely to learn during his early service – tactics and logistics and the like. As a solution to the problem, it worked perfectly. I have no hesitation in recommending it if you encounter similar circumstances.
3.10 The Personnel Bottom Line
Everything about this implementation of business in a fantasy campaign is designed to abstract the entirety as much as possible while detailing specifics sufficiently sharply that you can dig into them should that prove necessary. Like an iceberg, at least nine tenths of the business should lie hidden from view.
Personnel are no exception to this principle. Except in very rare circumstances, or when the GM can make use of them as plot-hook delivery mechanisms, they should be faceless, nameless, building blocks, black boxes with transform money into (hopefully more) money.
Whenever it seems like you need to provide specific details about an NPC within the business operation who is not a Recruiter / Manager or some other Key Personnel, and the reason is not because this makes plot hook delivery more convenient, take a second, harder, look, specifically seeking an alternative. There might not be any – but that usually means that one or two PCs are poking too deeply into non-adventuring matters, something the systems are intended to reject and resist as much as possible.
You may not always be able to avoid manufacturing specifics about something that’s considered abstract within the system. But the more you let your implementation of the PC’s business operations adhere to these principles, the more everyone can have their cake and eat it, too.
Heck, it’s even possible that starting a business opens the door to even more adventuring, simply by tossing more hooks the way of the players and giving their characters additional motivation to get involved in whatever’s happening. It’s certainly not out of the realm of possibility that you will get to world-build parts of the society, culture, economics, politics, theology, geography, and history that would otherwise never even get mentioned. That’s one heck of a bonus benefit to entice all concerned!
Okay, that’s a wrap for this chapter of Trade In Fantasy. Lots of food for thought and a few bones for you to chew over. Chapter four awaits – again, probably split into two or three parts. I may offer a quick fill-in post to give myself a chance to get ahead of the game in the writing – I’ll probably make a start on it and see how it progresses.