In many regions cultures have certain actions deemed taboo or disreputable. In others, they are considered nothing of notice. Gambling is one of those actions, and in some areas it is perfectly legal regardless of what type it is, in others it is strictly regulated and in some it is completely illegal. In areas that gambling is regulated or illegal, there are those that still gamble in secret with types that are illegal, but opening admitting to gambling is seen as confessing to the crime that it is. Let's look at gambling closer and the laws some areas may have regarding it:
Gambling Type (Legality in Area) (Fees and Punishment) (Ratio of Payout) (Minimum Buy-In) (Skill or Chance): Description.
The Legality in Area will be Legal, Regulated, and Illegal. If a Gambling Type is Legal, then there is no fee or punishment for using that action. If Regulated, it is only legal if the establishment advertises it near the entrance, or if it is done in a government building. If Illegal, that Gambling Type will be something the local law enforcement is looking for, and being caught doing it will result in a fee and other penalties potentially. The Fees and Punishment lists the standard legal ramifications of using that Gambling Type, and will specify if even if they are legal or regulated the ramifications of playing where it is not being regulated legally, or the cost of cheating. The Ratio of Payout refers to how much that the Gambling Type returns to those that win within it, having a range of minimum and maximum possible payouts, or list that it is a Pot Payout if it is too difficult to know. The Minimum Buy-In refers to how much one has to spend to start that Gambling Type, and Skill or Chance refers to whether it is a skill that can be leveled in order to get better at it, or if it is chance and only by cheating can one get better results. Cheating is frowned upon in most areas, so even if the Gambling Type is legal, getting caught cheating would have its own fees and punishments.
A design document blog for the development of a roleplaying game system being created by M.R.Maloney named The FARAD System.
Tuesday, August 6, 2013
System Mechanics: Death and Taxes:
When a character dies in MaL, sometimes they come back to life and sometimes they go on to wherever their soul ends up. This may be well and good for them, depending on how their life was up till that point, but the ones they leave behind may have issues with the local government to deal with. Likewise, those that do come back to life may have issues to resolve as well, depending on how long they are gone.
Some cultures have no issues with how death is dealt with, save that the family or neighbors must deal with the body as per the customs of the individual or the area. Others may require that someone pays for professionals to deal with the body, and have strict laws regarding ensuring things are dealt with properly. The rate of payment to these professionals is usually quite steep compared to other professions due to the limited number of customers they may have in a year's time, as well as all the laws they have to follow, and the possibility of individuals coming back to life, and possibly needing to aid them quickly if need be. Some regions may have these professionals paid by the government, while others have the family take care of things. In areas with the government charging for it, there is typically a budget of 1/50th of the population passing on available at any given time, with 1/2 of that split out to the professionals in the area if the total number of deaths is under that number, and higher if it goes over that, the rest kept for a time when it may be needed. They would be given ratings based on the quality of service and their pay based on that. In these regions, that added cost is in the budget for the area, and therefore part of the taxes therein. For regions where the family and friends have to pay, the different funeral service professionals tend to compete for business or claim territories of coverage, and may charge whatever the law allows according to their license.
When an individual dies and does not come back to life within six days, and a culture has an estate tax, then the total sum inheritable assets is looked at and calculated for its value. The total sum has a minimum percent (5% in most cultures with an estate tax) taken off in estate tax if the sum is 1 Platinum Piece or more, as well as an additional 1% tax for every percent jump increase (20% in most cultures with an estate tax) in value from that point, upward to 50 Platinum Pieces, where it levels off at 55% tax on the estate value. If a culture does not have an estate tax, then the the individuals receiving inheritance have the tax to pay as income tax if applicable to the culture. If a culture does not tax on either, then either the inheritance reading will dictate where the assets go, or they are seized and divided or auctioned off. The laws of the land dictate the cost of death to those still alive, and players would do well to either find ways to work the system in their favor, or settle in areas that do not require them, rare as they may be.
When an individual comes back to life to the same area they were before death, and it is before six days, then any assets during their time deceased will still be their own, however they will need to pay 5% of their estate value to the local government for protecting it. If the local government does not protect it, then some or all of it may be looted if the individual does not have traps, animals or other individuals to protect it for them. If an individual does not pay the amount owed in an area that protects it, then they will have to work it off in a labor camp for a period of time equal to the amount owed. Anything perishable may be rotten or gone depending on if it is looted, protected but not dealt with and replaced, or protected but the perished things thrown away or used to prevent being wasted. If a person takes more than six days to come back to life or back to the area they were in before death, then their assets will be sold off at auction if there is no deed, or no one to protect them for a prolonged period of time. As a result of all of these things, many adventurers will utilize every trick they can muster to hide the vast majority of their assets unless they believe they can spare them, or are naive enough to think they will never die.
Some cultures have no issues with how death is dealt with, save that the family or neighbors must deal with the body as per the customs of the individual or the area. Others may require that someone pays for professionals to deal with the body, and have strict laws regarding ensuring things are dealt with properly. The rate of payment to these professionals is usually quite steep compared to other professions due to the limited number of customers they may have in a year's time, as well as all the laws they have to follow, and the possibility of individuals coming back to life, and possibly needing to aid them quickly if need be. Some regions may have these professionals paid by the government, while others have the family take care of things. In areas with the government charging for it, there is typically a budget of 1/50th of the population passing on available at any given time, with 1/2 of that split out to the professionals in the area if the total number of deaths is under that number, and higher if it goes over that, the rest kept for a time when it may be needed. They would be given ratings based on the quality of service and their pay based on that. In these regions, that added cost is in the budget for the area, and therefore part of the taxes therein. For regions where the family and friends have to pay, the different funeral service professionals tend to compete for business or claim territories of coverage, and may charge whatever the law allows according to their license.
When an individual dies and does not come back to life within six days, and a culture has an estate tax, then the total sum inheritable assets is looked at and calculated for its value. The total sum has a minimum percent (5% in most cultures with an estate tax) taken off in estate tax if the sum is 1 Platinum Piece or more, as well as an additional 1% tax for every percent jump increase (20% in most cultures with an estate tax) in value from that point, upward to 50 Platinum Pieces, where it levels off at 55% tax on the estate value. If a culture does not have an estate tax, then the the individuals receiving inheritance have the tax to pay as income tax if applicable to the culture. If a culture does not tax on either, then either the inheritance reading will dictate where the assets go, or they are seized and divided or auctioned off. The laws of the land dictate the cost of death to those still alive, and players would do well to either find ways to work the system in their favor, or settle in areas that do not require them, rare as they may be.
When an individual comes back to life to the same area they were before death, and it is before six days, then any assets during their time deceased will still be their own, however they will need to pay 5% of their estate value to the local government for protecting it. If the local government does not protect it, then some or all of it may be looted if the individual does not have traps, animals or other individuals to protect it for them. If an individual does not pay the amount owed in an area that protects it, then they will have to work it off in a labor camp for a period of time equal to the amount owed. Anything perishable may be rotten or gone depending on if it is looted, protected but not dealt with and replaced, or protected but the perished things thrown away or used to prevent being wasted. If a person takes more than six days to come back to life or back to the area they were in before death, then their assets will be sold off at auction if there is no deed, or no one to protect them for a prolonged period of time. As a result of all of these things, many adventurers will utilize every trick they can muster to hide the vast majority of their assets unless they believe they can spare them, or are naive enough to think they will never die.
Monday, August 5, 2013
System Mechanics: Domicile Value and Property Tax:
Every character in MaL has the opportunity to rent or purchase their own area and home, some being in the wilderness or ocean and therefore free, but others costing funds to own. With that in mind, let's look at how the value of a home is calculated, and how much property tax is on a domicile:
Scarcity of Homes (Demand / Supply %) + Utility (+ 5% for every additional bedroom, bathroom or specialized room) + Transferability (- 3% for each local law limiting ease of ownership transfer) + Uniqueness (- 2% for every house of similar design in the region) + Age (+ 5% for every decade since it was built) + Repair Costs (- 5% for every repair needed) + Time of Sale (- 5% if sold in 'off-season' if the region experiences poor weather during that time) + Quality (Total value of materials put into the building * craftsmanship rating and * construction ratings) + Depreciation Factors (- 5% for any type of local pollution per type per level of it, as well as percentage of reported crimes per 5%) + Fame (+ 10 % for every point of Renown the building has, regardless of if positive or negative) = Home Market Value.
For rental properties such as apartments, duplexes and multifamily homes intentionally designed for that purpose, the value is higher:
Combined Home Market Value / Annual Expected Rental Income = Rental Income Modifier.
Rental Income Modifier * Combined Home Market Value = Rental Market Value.
Now, property taxes are determined on a basis of the sum of all property in a region sharing the same taxes, per 1 Platinum Pieces of value. If the region's government determines the total value of homes and properties is 600 Platinum Pieces, and it needs 23 Platinum Pieces to run a year, then its regional government expects a 3% tax on all property in the region, plus the adjustments for specific areas. Any area with a government center, school, police force, military force, firefighters, hospitals and other concerns would also need to calculate its budget in addition, adding a further tax for that specific area, calculating out the value of the properties in the areas they cover, divided by the number of homes.
Region Total Budget / Region Total Value = Region Tax Percent.
(Area Total Budget / Area Total Value) + Region Tax Percent = Area Tax Percent.
Area Tax Percent * Home Market Value = Annual Home Taxes.
Area Tax Percent * Rental Market Value = Annual Rental Taxes. This is usually absorbed in cost by the tenants in how much they pay to rent.
Scarcity of Homes (Demand / Supply %) + Utility (+ 5% for every additional bedroom, bathroom or specialized room) + Transferability (- 3% for each local law limiting ease of ownership transfer) + Uniqueness (- 2% for every house of similar design in the region) + Age (+ 5% for every decade since it was built) + Repair Costs (- 5% for every repair needed) + Time of Sale (- 5% if sold in 'off-season' if the region experiences poor weather during that time) + Quality (Total value of materials put into the building * craftsmanship rating and * construction ratings) + Depreciation Factors (- 5% for any type of local pollution per type per level of it, as well as percentage of reported crimes per 5%) + Fame (+ 10 % for every point of Renown the building has, regardless of if positive or negative) = Home Market Value.
For rental properties such as apartments, duplexes and multifamily homes intentionally designed for that purpose, the value is higher:
Combined Home Market Value / Annual Expected Rental Income = Rental Income Modifier.
Rental Income Modifier * Combined Home Market Value = Rental Market Value.
Now, property taxes are determined on a basis of the sum of all property in a region sharing the same taxes, per 1 Platinum Pieces of value. If the region's government determines the total value of homes and properties is 600 Platinum Pieces, and it needs 23 Platinum Pieces to run a year, then its regional government expects a 3% tax on all property in the region, plus the adjustments for specific areas. Any area with a government center, school, police force, military force, firefighters, hospitals and other concerns would also need to calculate its budget in addition, adding a further tax for that specific area, calculating out the value of the properties in the areas they cover, divided by the number of homes.
Region Total Budget / Region Total Value = Region Tax Percent.
(Area Total Budget / Area Total Value) + Region Tax Percent = Area Tax Percent.
Area Tax Percent * Home Market Value = Annual Home Taxes.
Area Tax Percent * Rental Market Value = Annual Rental Taxes. This is usually absorbed in cost by the tenants in how much they pay to rent.
Sunday, August 4, 2013
System Mechanics: Government and Taxes:
Almost every settled region that has an expansive government has a budget that is made up of either donations or, as is more often the case, collected taxes and fees. There are a multitude of these as per the local, regional and higher laws, and any character within areas that have them is expected to properly deal with them or face consequences. As such, most adventurers may find themselves having to sneak their gathered treasure to hidden caches rather than directly home in order to avoid paying, but getting caught may have higher penalties than just fees depending on the local laws. Trying to keep taxes from a king, for example, may either make a character find themselves losing a prize possession worth more than the taxes and fees, a limb, a family member or even their own life. The amount of tax per area is determined by the type of government, budgetary costs of said government for its own operation, budgetary costs of said government for public works and possibly pet projects, budget for military force, budget for civil defense, and other concerns. An area that has no government has no taxes, but it also is ripe for a band of thieves to settle and do as they wish, or to be invaded and overwhelmed, or used as middle-ground between two warring parties. Some fees must also be gathered in order to pay for damages to public property, loss of time while protecting public property, and often as preventatives to diminish common problems the area may have, such as drunken disorderly conduct, vandalism and other acts. To determine the exact amount of tax and fees is impossible without either improvisation or determining a rate and types of fees ahead of time for a GM. As all areas have different types of government and different needs for public works, the rate will fluctuate wildly, but below is some assistance (Note that not all governments are perfect examples of their type, but may be more suited to one description over another):
In general, taxes on the most heavily taxed are at 4d20 percent maximum, 1d20 percent minimum, and scaling down by 5-10% per social class or tax bracket at minimum, 10-25% per social class or tax bracket at maximum.
Anarchy: Government by none, no taxes, no fees, everyone for themselves.
Argentocracy: Government by the wealthy, taxes and fees on all, but higher on lower class, less rights for lower class.
Aristocracy: Government by nobility, taxes and fees on all but rulers, fluctuates on whims, those not of nobility have less rights.
Democracy: Government by the majority, taxes and fees on all, equal rights if a citizen.
Despotism: Government by one individual, high taxes and fees on rest, less rights for all others.
Communism: Government by community, high taxes and fees on all, equal rights.
Ergatocracy: Government ruled by the working class, taxes and fees on all, but higher on upper class, working class may have more rights.
Gerontocracy: Government by the aged, taxes and fees on the young, more rights with age.
Hoplarchy: Government by the military, high taxes and fees on civilians, less rights for civilians.
Matriarchy: Government by females, taxes and fees on all, less rights for other genders.
Patriarchy: Government by males, taxes and fees on all, less rights for other genders.
Republic: Government by elected officials, taxes and fees on all, equal rights if a citizen.
Socialism: Government by popular vote, high taxes and fees on all, equal rights if a citizen.
Tetradarchy: Government by four individuals, taxes and fees on everyone else, less rights for all others. (May also have other forms of numbered government ruling systems by similar names).
Theocracy: Government by largest religious group, taxes and fees on all, less rights for those of other religions.
In general, taxes on the most heavily taxed are at 4d20 percent maximum, 1d20 percent minimum, and scaling down by 5-10% per social class or tax bracket at minimum, 10-25% per social class or tax bracket at maximum.
Anarchy: Government by none, no taxes, no fees, everyone for themselves.
Argentocracy: Government by the wealthy, taxes and fees on all, but higher on lower class, less rights for lower class.
Aristocracy: Government by nobility, taxes and fees on all but rulers, fluctuates on whims, those not of nobility have less rights.
Democracy: Government by the majority, taxes and fees on all, equal rights if a citizen.
Despotism: Government by one individual, high taxes and fees on rest, less rights for all others.
Communism: Government by community, high taxes and fees on all, equal rights.
Ergatocracy: Government ruled by the working class, taxes and fees on all, but higher on upper class, working class may have more rights.
Gerontocracy: Government by the aged, taxes and fees on the young, more rights with age.
Hoplarchy: Government by the military, high taxes and fees on civilians, less rights for civilians.
Matriarchy: Government by females, taxes and fees on all, less rights for other genders.
Patriarchy: Government by males, taxes and fees on all, less rights for other genders.
Republic: Government by elected officials, taxes and fees on all, equal rights if a citizen.
Socialism: Government by popular vote, high taxes and fees on all, equal rights if a citizen.
Tetradarchy: Government by four individuals, taxes and fees on everyone else, less rights for all others. (May also have other forms of numbered government ruling systems by similar names).
Theocracy: Government by largest religious group, taxes and fees on all, less rights for those of other religions.
Saturday, August 3, 2013
System Mechanics: Borrowing and Lending:
Some individuals may lend items or funds to other characters without any expectation of receiving them back, whereas others might want not only equal but greater value in return. Typically, a lending process between two individuals in MaL that is not between a bank and a character is informal and laidback, perhaps having an expected time for a return, but no serious penalties if the deadline is passed by a bit. This does not apply to all character lending processes though. As stated before, banks are different, but so are pawnbrokers, loan sharks, and miserly individuals.
Collateral Market Value + 25% + ((Favor + Renown + Charisma - Infamy)/10) % = Loan Amount Max.
(Collateral Market Value * 0.65) + ((Favor + Renown + Charisma - Infamy)/10) % = Pawn Loan Amount Max.
(10% - ((Favor + Renown + Charisma - Infamy)/10)%) * (Length of Time in days for Local Year / Length of Time in days to repay) = Standard Interest
Standard Interest + Infamy = Aggressive Interest from Loan Sharks.
Loan Amount * Interest = Return needed to receive collateral back and not face penalties.
Banks will lend funds at a specific amount in order to get more in return later or be able to seize assets to make up their loss, whereas pawnbrokers already have the pawned item to be able to sell if an individual does not repay, and as such will typically not give the market value of the collateral for the loan even, instead lower so that they may still make a profit if an individual doesn't bring back the return. Neither a bank nor a pawnbroker may legally threaten or injure a borrower in order to get their money back unless local law permits. Usually it does not, and officers of the law will assist banks and pawnbrokers in getting their return back. Loan Sharks on the other hand, do not care about working within the law typically, and as such will do whatever they need in order to make their return back, or if unable, to make an example of the borrower so that other individuals do not try to do the same. Players may open banks, pawnshops or become loan sharks as well within the system, but must either fall within local laws or face the consequences.
Collateral Market Value + 25% + ((Favor + Renown + Charisma - Infamy)/10) % = Loan Amount Max.
(Collateral Market Value * 0.65) + ((Favor + Renown + Charisma - Infamy)/10) % = Pawn Loan Amount Max.
(10% - ((Favor + Renown + Charisma - Infamy)/10)%) * (Length of Time in days for Local Year / Length of Time in days to repay) = Standard Interest
Standard Interest + Infamy = Aggressive Interest from Loan Sharks.
Loan Amount * Interest = Return needed to receive collateral back and not face penalties.
Banks will lend funds at a specific amount in order to get more in return later or be able to seize assets to make up their loss, whereas pawnbrokers already have the pawned item to be able to sell if an individual does not repay, and as such will typically not give the market value of the collateral for the loan even, instead lower so that they may still make a profit if an individual doesn't bring back the return. Neither a bank nor a pawnbroker may legally threaten or injure a borrower in order to get their money back unless local law permits. Usually it does not, and officers of the law will assist banks and pawnbrokers in getting their return back. Loan Sharks on the other hand, do not care about working within the law typically, and as such will do whatever they need in order to make their return back, or if unable, to make an example of the borrower so that other individuals do not try to do the same. Players may open banks, pawnshops or become loan sharks as well within the system, but must either fall within local laws or face the consequences.
Friday, August 2, 2013
System Mechanics: Varying Economics:
Certain areas within the different worlds in MaL may utilize the same exact type of coinage, whereas others may require different coinage, paper money, credit systems, bartering or other methods of payment. In areas where bartering is the primary form of economy, a character should consider what is in high demand primarily, not merely the more valued items, as other characters in that area most likely do not know their value and would not trade equivalently. In areas using different coinage or paper money, a character should either earn the new currency via paid work or selling an item, or exchange some of their other funds into it. Theft is also an option, though as outsiders to the area the character performing the theft will be an automatic suspect in all but completely naive areas. Credit systems, depending on their security, may have all of the previously listed methods, as well as hacking in order to gain funds in a credit currency area. For GMs deciding to utilize multiple forms of currency for a campaign, it is best to consider either the most prevalent form of currency as the one the players utilize at start, or their starter currency to be prevalent locally to their area even if not the most prevalent one in the world.
(Base Currency Amount * Exchange Rate) - Exchange Fee = Alternate Currency Value.
(Demand / Supply) + Personal Interest = Value in a Barter System.
((Length of Credit History in years + Current Balance + Amount Paid + Number of Credit Payment Types) / (Amount Owed + Times Late + Number of Credit Account Sources)) = Credit Rating Value in a Credit System.
(Alternate Currency Value * Credit Rating Value) = Line of Credit Value in a Credit System.
(Base Currency Amount * Exchange Rate) - Exchange Fee = Alternate Currency Value.
(Demand / Supply) + Personal Interest = Value in a Barter System.
((Length of Credit History in years + Current Balance + Amount Paid + Number of Credit Payment Types) / (Amount Owed + Times Late + Number of Credit Account Sources)) = Credit Rating Value in a Credit System.
(Alternate Currency Value * Credit Rating Value) = Line of Credit Value in a Credit System.
Thursday, August 1, 2013
System Mechanics: Market Value Fluctuation:
Every economic system fluctuates the value of items based on supply and demand. The higher the demand is compared to the supply, the more valued an item is to that area. The higher the supply is to the demand, the less valued that it becomes due to over-saturation. The more there is a need for something, such a staple foods, the higher the demand will be in an area. Certain items will have higher value to individuals or specialized groups, such as fine art and other rare items, but without the knowledge of its value via Knowledge: Appraisal of its type, it is doubtful that the lay person will be able to recognize its worth and instead buy and sell it at the price that a non-specialized item of that type. A sculpture that is unusual might be more valuable to a shopkeeper than ones they've seen a lot of, but a buyer might recognize it as one of the totems needed to unlock a hidden temple, or one of the lost works by a famous artist. All in all, a player would do best to acquire items at low cost and sell them where they will get the most profit. Knowing the market value of an item may either be acquired for an area by asking around, checking different shops to compare their prices, or if a character has Knowledge: Market Forces II or higher.
Demand / Supply = Market Fluctuation Percentage.
Item Value * Market Fluctuation Percentage = Market Value.
((Item Value / Market Value ) * 100) - 100 = Profit Percentage (Anything less than 0 Profit is a Loss Percentage).
Other mitigating factors such as Renown, Favor, General Charisma, Haggling, and other modifiers may help a character to get a better price than what the individual is selling an item for, but conversely, those same factors may affect said character's willingness to pay the listed price, as well as other factors such as the individual's greed, charity, need of funds for a particular purpose, and other things. Overall, however, any player should be able to tell if a shopkeeper is overcharging or trying to cut them a bad deal on purchasing an item from the player. Of note, however, is that most shopkeepers will need at least 15% profit to make purchasing an item worth their effort, so players should expect to receive less than the market value when selling an item, unless the individual purchasing it has some idea of its value.
Demand / Supply = Market Fluctuation Percentage.
Item Value * Market Fluctuation Percentage = Market Value.
((Item Value / Market Value ) * 100) - 100 = Profit Percentage (Anything less than 0 Profit is a Loss Percentage).
Other mitigating factors such as Renown, Favor, General Charisma, Haggling, and other modifiers may help a character to get a better price than what the individual is selling an item for, but conversely, those same factors may affect said character's willingness to pay the listed price, as well as other factors such as the individual's greed, charity, need of funds for a particular purpose, and other things. Overall, however, any player should be able to tell if a shopkeeper is overcharging or trying to cut them a bad deal on purchasing an item from the player. Of note, however, is that most shopkeepers will need at least 15% profit to make purchasing an item worth their effort, so players should expect to receive less than the market value when selling an item, unless the individual purchasing it has some idea of its value.
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