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Help, my Travellers have too much money!

In our first session, our group acquired its ship (through legal means, mind you, by invoking salvage rights). Thanks to a bad roll (well, bad for me, good for them...), the ship they salvaged had some leftover cargo that turned out to be pretty valuable to the tune of over one million credits. Whoops :(

Oh well, I have to live with my mistake, but with the players "rich," it kinda takes some of the urgency and mystique out of the game. They're supposed to be scrimping and saving in order to afford even docking fees at the end of the next jump.

So, what would be a plausible way to "get rid" of this excess wealth? Major repairs? Theft? Bank snafu?

Comments and suggestions welcome...
Dave
 
Hi Dave,

I once had the same problem, when my PCs caught a 400t corsair in an anti piracy action.
They just sold the thing for some 160 MCr :(

At least everything You might do now to drag away this wealth by some strange event would be regarded as an evil offense.

So, I would try just to let them be rich.
Try to offer chances to get seven ome more money,
but with the need of investing more money, too.
E.g. a typical treasure hunt. Something valuable
buried at a remote and difficult to reach location.
Or just let them go shopping

We spent whole evenings just searching/buying
new and sophisticated equipment.
One MCr could fade away in just a click.

Regards,

Mert
 
My sinful and daring Corsairs have just finished an Operation, the robbing of not only a bank, but an armored car making a delivery at the bank, to the tune of several jars of Diamonds (yes, they have value in the game) and a fair amount of MCr. (In Cash, Physical Cash... It is a Pirate Game, after all) that has netted them a pretty Poke indeed...

The Cash is split into shares among the crew, well over 70 people... the Diamonds are destined for stashing and some spending... rainy days are many... this leaves a good amount still for each crewmember... if they survive the upcoming battle to escape the system, that is... then they must consider the damage to the ship, which they do not have to personally pay for per se, but the repairs "costs" go into a sort of slush fund for the organization that sponsors the ship... everyone gets a "cut" to keep things flowing...

The thing is, it is hard to spend, or spending is an adventure unto itself, as they have gained a new status in the sector... that of wanted men, women, and creatures... it is hard to live on your feet when toting large amounts of personal gear... the fusion gun that one dreams of can also become a hefty albatross about the neck...

They are also quite limited (at the moment) by tech levels of the area (average of 9) so the question arises of how many laser rifles do they need and such... most seem content to squirrel it for the many schemes ahead and for "retirement"
 
If the "too much money" part is only a million or so, that's not too hard: a space battle of some sort could seriously damage or destroy a key component that costs about a million.

Also, on a related note, remember that you are the Referee after all. You shouldn't let the dice rule your game.
 
A mill doesn't go very far in ship parts. Let them think about maybe upgrading the sensors or some such.

If you do decide to have someone/thing take their money away, I feel it's imperative that you make sure they have a realistic chance to have kept it, and have someone gloat about them missing that chance. You could tie the money up in the courts, and the ship too, for that matter, if you wanted. That might be a hook into Imperial intrigue, since it'd be the Impy authorities' jurisdiction.
 
I think you've got some good suggestions here. I'm sure the ship could probably have some hidden mechanical problems that need addressing, or an overhaul that is way past due.

Or perhaps there's some investment they want to engage in. Even if each party member has several hundred credits each, there are expensive toys they might want to buy, or places they might want to go.

In the meantime, you might consider exploring other options in regards to motivating the party, such as loved ones in need, some patriotic or similar loyalty, some obligation, the quest for more wealth, etc. A lot of it will depend on your characters and storyline, of course, but I think you've got a good chance to give them an adventure or two based on other motivations than the need for cash. Give them an opportunity to spend some of it, and they'll be in need soon enough. Just give them time....

Hope this helps,
Flynn
 
This also provides some nice roleplaying opportunities. Wealth of that amount will attract swindlers and con-men (or women). Craft an elaborate scheme to alleviate your players of some of their "burden". Once you manage to do this (likely some investment scheme or perhaps the opportunity to purchase a great ship at rock bottom prices) they can have fantastic fun chasing the swindler all over hell and creation...only to find that once they catch him/her, the individual has already spent the lion's share of the money.
 
Originally posted by Dave:
So, what would be a plausible way to "get rid" of this excess wealth? Major repairs? Theft? Bank snafu?
One way that I've had good results with is being up front with the players. Tell them that for plot reasons you'd prefer that they didn't have that money and ask them for suggestions on how their characters might lose it. They may suggest buying something for their ship or investing the money in long-term investments or even that the ship has a breakdown that will cost them most of the money or that some never-to-be- sufficiently-cursed swindler may con them out for their money.


Hans
 
Money is more of a problem for the players. The single MCr they got is not much if they're ship-owners, and if they aint' it goes awful fast if you travel in style.

My players start looking for expensive things the authorities would rather they not have, milspec sensors or ship armaments, DRUGS, or a really fast and dangerous grav sled. PCs/players are generally not savers, they'll blow through that cash and be poor again with little help from the Ref.
 
Hmph, if they've half a brain between them they'll mortgage their ship and have money for repairs, upgrades, and spec funds indefinitely. Let them get caught up spec trading, then they can stumble on to something you have planned to turn into adventure.
 
Originally posted by Straybow:
Hmph, if they've half a brain between them they'll mortgage their ship and have money for repairs, upgrades, and spec funds indefinitely. Let them get caught up spec trading, then they can stumble on to something you have planned to turn into adventure.
It's a good thing the typical PC is financially retarded. I had players sniffing around after insurance one time, thought it'd be a good idea to get a little Piece of the Rock , I was poopin' Ref chickens 'til I figured I could quote ridiculous premiums to self-proclaimed jobless adventurers that were heading off to fight corsairs.
 
Originally posted by Dave:
So, what would be a plausible way to "get rid" of this excess wealth? Major repairs? Theft? Bank snafu?

Comments and suggestions welcome...
Dave
They have salvage rights sure, but the minute they try to sell the products they need to spend money to:

1. Prove they didn't steal it (it wasn't on THEIR cargo manifest, right?), probably needing to hire a lawyer.

2. Pay tax on their newfound income, it just so happens that particular product has a whopping big import duty on it, or perhaps all sales of salvaged goods are hit wiht a flat tax rate.

3. Convince them to upgrade one of their ship's turrets - that should get rid of the money almost all at once.

4. Get them to put it aside as 'rainy day' money. You know for regular and unusual ship repairs, for the fancy grav home they want to retire in, etc.

5. Have them use it to speculate in some cargo for their next trip, they will need to have the money tied up in goods, but they will make more profit on their own goods than they will just transpoting other people's stuff.
 
1 MCr ain't rich.

Docking fees everywhere, customs duties at Jeptha Downport, annual maintenance at the Regina Shipyard, lifecycle costing, replacing a gun turret damaged in a pirate attack off Candor, replacing some avionics damaged by the emergency landing on Aileron III, fitting out the ship to meet Imperial safety requirements (rescue balls, vacc suits, PLSS, beacons, communicators, food, water, survival kits), etc.

Then there is the amazing ablative kit.... let them buy stuff, knowing time will see to wearing it out or blowing it up. That's just what happens to adventurer gear. Or letting it go if the choice is hanging onto it or going to jail by being caught (a very common PC event, from what I can see - they tend to get into all sorts of dodgy scams).

And of course, those that own the original cargo may come after them with lawyers or tracers once the cargo hits the market.

And of course, their may be previously unknown liens upon the ship not voided by their salvaging.

And then of course, it only takes one good ship system overhaul or replacement or upgrade to eat multiple MCr.

Or convince them to buy luxury float chairs, etc. Stuff which is neat, but costs through the nose. If they're unwise, they'll spend the majority of their money on such 'cool' luxuries.

Or let them get involved in the stock market.

Lots of options.
 
Heaven forbid they should happen to have an accident and have to pay for someone else's repairs...
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However, an earlier poster nailed it. Don't let the dice rule your game. You're the referee, fudge at need.

John
 
Having players get campaign unbalancing amounts of cash leads to your old fashioned monty hall problem that a few older D&D fogies may remember.

To my mind though Mcrs aren't enough, 100s of Mcrs is what it costs to buy a nice new ship. If your group has 20 to 100 Mcrs just push them to buy a newer bigger ship by facing them with enemies who are 1g faster or have them keep finding cargo in fixed lots 20 dtons too big for them but at realy generous shipping costs.

I have been in and ref'd groups that had Mcrs in the bank, it was easy to find ways to spend it and some speculative trade on high value cargos can wipe it out or rebuild it in a few deals.

My advise is leave them alone with it. If you don't want them to buy something make it out of stock or ilegal in the sector. Your players will spend it quickly enough if you wave shiny new toys at them ;)
 
Hmmmm, a salvaged ship...

Wouldn't that just be a shame if it got impounded by Customs for having something illegal (and unknown to the characters) aboard. Costs a lot of money to get it out of Impound. Lawyers, court fees, that little under-the-table handout to smooth things out a little...

And it also sucks when the damaged (unknown to them) maneuver drive conks out and they have to call JoeBob's Interstellar Towing Service to get you back to port ("Well, I reckin' you kin take it er leave it if ya don't like the price..")

Scout
 
Wouldn't it be a shame if the original owner showed up? Or even nastier, it is actually a Naval Auxualliery that NIS just now got around to claiming. But if it is only a Million, let then fly around a while. It is easy to spend money just maintaining a ship. Besides after a few gaming sessions they might decide to trade it in on a nice new shiny Mercenary Cruiser Sitting in Honest Ab's inventory. Plus Weapons for the Mercenary unit they are now forming. (Man we can't afford to give everyone Combat armor-14 with Cameoline and FGMP-15s? Plus licenses etc.... You may want to get a copy of CT book 4 to see what everyone in a Mercenary Unit gets paid. A Company or even a Platoon has a nice healthy payroll and serious outlay on equipment. (And with what they have they can't afford it all yet.
 
Was the ship sealed or floating open. If the crew abandoned and left the ship sealed it might not be legally savageable. They may only be accessible to the finders fee. If it was govt subsidized that is definately the case.

Also, my players had about 20mcr in damages after a corsair battle. It doesn't take much to cause serious havoc. They think their rich at the moment and that doesn't hurt. It only provides more opportunities and a safety net.

One of my pc's was a billionaire...didn't stop the adventuring didn't solve all of the problems.

Savage
 
One thing I've done to get rid of excess cash is have PCs -- this works better on the frontier, not so much in Imperial space -- be required to exchange some of that cash for local currency and impose exchange controls so they can't get it back out. This is easier to get rid of a couple thousand or so, but impose some local corruption and you can usually siphon off some cash.
 
Salvaged ships do fall under the domain of the Navy, citizen. All derelicts ought to be reported immediately, so that the Navy may properly access the danger any ship may pose.

To claim the ship, as bounty is an illegal act under rules of commerce Section 101 paragraph 10 subsection bii. Should you wish to claim the ship as a prize, please see your local SPA and fillout forms IN 3434-n4-02 & ISS 4543-454b-4 and properly register your claim with the Ministry of Justice.

Just taking players into the Imperial labryinth called the Bureaucracy will take away some of the money, particularly, if bribing needs to be done. And, once the Imperial bureaucracy is settled with have the local system government intervene, as the durisdiction is actually that of the Colonial/System Navy rather than the Imperial Navy. Just don't argue with the Bwap filling out the forms...
 
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