Me and another person in my party want to make our player backstories around a business that both of us own. Were having trouble on what kind of business to run. Any ideas would help thank you.
Are you still owning it? I suggest not, makes little sense for an adventurer to be running it.
I would suggest it be the reason why you become an adventurer. Have some business where someone destroyed your business and you started out adventuring to hunt them down.
Perhaps a jeweler and someone stole your inventory - including a piece of jewelery a nobleman left for you to resize?
We've done a freight shipping company in one of ours. In established games, we've bought and (terribly) run different kinds of establishments. I would be surprised if most DMs let you be able to do too much business wise at 0-1st level. That is the purview of Lemonade Stands and Bake Sales type of "businesses" unless you can be really creative!
Bought the worst looking but functional small hand cart and a shovel. Stole the worst cloths I could find and moved around the city freely while picked up poop. One smelly inspection and the guards never inspected me again. City reconnaissance was a snap at that point. Rob a house and hide the goods in a bag under the offal.
By the end of the campaign I was even getting paid by the town to make collections. That I hired someone else to do.
We've done a freight shipping company in one of ours. In established games, we've bought and (terribly) run different kinds of establishments. I would be surprised if most DMs let you be able to do too much business wise at 0-1st level. That is the purview of Lemonade Stands and Bake Sales type of "businesses" unless you can be really creative!
It's not quite that bad, but you're more peddler/journeyman artisan than someone with staff and a client list that extends beyond lower middle class.
We've done a freight shipping company in one of ours. In established games, we've bought and (terribly) run different kinds of establishments. I would be surprised if most DMs let you be able to do too much business wise at 0-1st level. That is the purview of Lemonade Stands and Bake Sales type of "businesses" unless you can be really creative!
When setting up a business in a D&D world, the key is to think creatively about what would thrive in a medieval fantasy setting.
Me and another person in my party want to make our player backstories around a business that both of us own. Were having trouble on what kind of business to run. Any ideas would help thank you.
The best option is a caravan escort company or mercenaries. The first option sets up a way for the PCs to all get together as you have been hired by a caravan that the other PCs are traveling with (or work for). The group then gets attacked and somehow you guys all end up on a cross country sprint to save the world.
I would definitely go with ideas that lead into the game. Otherwise you have to come up with a reason why you both quit the business, which can be as easy as the town gets attacked and the business burns down. (In that case I'd recommend a tavern, so once gain the other PCs can be staying there and you guys get to know each other before the game officially starts.
I'd work with the DM and see if they have any ideas on how the game is going to start and work with that.
I had a Lore Bard run a library in what was the equivalent of Rome. He had employees searching the known world for books (any books) that they’d get permission to copy and return to his library. I was working on developing a patronage system with paid patrons. He had a simulacrum of himself run it when he was adventuring. Known to the other PCs, but perhaps no one else, was that the library was actually the nerve center for an international espionage operation.
I had a Lore Bard run a library in what was the equivalent of Rome. He had employees searching the known world for books (any books) that they’d get permission to copy and return to his library. I was working on developing a patronage system with paid patrons. He had a simulacrum of himself run it when he was adventuring. Known to the other PCs, but perhaps no one else, was that the library was actually the nerve center for an international espionage operation.
That sounds like something that should happen more in game than be a back story unless you are actually starting at a really high level.
I had a Lore Bard run a library in what was the equivalent of Rome. He had employees searching the known world for books (any books) that they’d get permission to copy and return to his library. I was working on developing a patronage system with paid patrons. He had a simulacrum of himself run it when he was adventuring. Known to the other PCs, but perhaps no one else, was that the library was actually the nerve center for an international espionage operation.
That sounds like something that should happen more in game than be a back story unless you are actually starting at a really high level.
My character did it in game, but your’s could have it in backstory.
Me and another person in my party want to make our player backstories around a business that both of us own. Were having trouble on what kind of business to run. Any ideas would help thank you.
What I'd do:
You talk your GM into letting you take particular proficiencies. One of you takes proficiency in Alchemy: Ingredients, to know what parts of monsters to harvest. The other takes something complimentary, like Persuasion: Haggling. So one get's the stuff, the other get's the best price.
It's a business you can do while adventuring - provided you're ever at market. You get to have a cool cart. And also - this isn't necessarily a benefit - one of you will eventually stab the other over something to do with money. The characters, that is. Hopefully.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Agree that you need a reason to leave the business and risk life and limb as well as blood and treasure to be an adventurer. Also, if you've got a business, and you head out to explore a lost Tomb, your employees are going to... what? Hope you live? I'd be nervous working for someone off risking his life rather than making sure the business was stable.
Having a business that is connected to adventuring is solid such as the caravan company or a smithing shop. Both of those can lead someone to want to "get out" and adventure.
You could also just go the "partial owners in" direction. Maybe they have family that run a tavern and since the family is big enough, there's room for them to go adventuring "on the side". They still have an ownership stake but it's not enough that anyone will mind if they die.
I had a Lore Bard run a library in what was the equivalent of Rome. He had employees searching the known world for books (any books) that they’d get permission to copy and return to his library. I was working on developing a patronage system with paid patrons. He had a simulacrum of himself run it when he was adventuring. Known to the other PCs, but perhaps no one else, was that the library was actually the nerve center for an international espionage operation.
That sounds like something that should happen more in game than be a back story unless you are actually starting at a really high level.
My character did it in game, but your’s could have it in backstory.
If you want this as a backstory, have the parents run the company/spy shop and the new character is out to "audit" locations and/or get field experience.
To my mind, the two easiest (/best?) businesses for an adventurer are that of caravan guard/master/guide or owner/part owner of an adventuring business ala acquisitions, c. Now it is a comedic take but is easily reworked to leave most of the comedy out.ive got a bunch of epic exPCs that own and run a massive world spanning transport business. One offshoot is my current campaign where the PCs are a local adventuring franchisee working to make some trade routes in their region safe.
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Wisea$$ DM and Player since 1979.
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Me and another person in my party want to make our player backstories around a business that both of us own. Were having trouble on what kind of business to run. Any ideas would help thank you.
Are you still owning it? I suggest not, makes little sense for an adventurer to be running it.
I would suggest it be the reason why you become an adventurer. Have some business where someone destroyed your business and you started out adventuring to hunt them down.
Perhaps a jeweler and someone stole your inventory - including a piece of jewelery a nobleman left for you to resize?
If the business relates to service, it could be transport of valuable or escorting VIP.
If the business relates to materials, it could be exotic rug or gemstone resale.
We've done a freight shipping company in one of ours. In established games, we've bought and (terribly) run different kinds of establishments. I would be surprised if most DMs let you be able to do too much business wise at 0-1st level. That is the purview of Lemonade Stands and Bake Sales type of "businesses" unless you can be really creative!
As a rogue I was a waste collector for a while.
Bought the worst looking but functional small hand cart and a shovel. Stole the worst cloths I could find and moved around the city freely while picked up poop.
One smelly inspection and the guards never inspected me again.
City reconnaissance was a snap at that point.
Rob a house and hide the goods in a bag under the offal.
By the end of the campaign I was even getting paid by the town to make collections. That I hired someone else to do.
It's not quite that bad, but you're more peddler/journeyman artisan than someone with staff and a client list that extends beyond lower middle class.
When setting up a business in a D&D world, the key is to think creatively about what would thrive in a medieval fantasy setting.
The best option is a caravan escort company or mercenaries. The first option sets up a way for the PCs to all get together as you have been hired by a caravan that the other PCs are traveling with (or work for). The group then gets attacked and somehow you guys all end up on a cross country sprint to save the world.
I would definitely go with ideas that lead into the game. Otherwise you have to come up with a reason why you both quit the business, which can be as easy as the town gets attacked and the business burns down. (In that case I'd recommend a tavern, so once gain the other PCs can be staying there and you guys get to know each other before the game officially starts.
I'd work with the DM and see if they have any ideas on how the game is going to start and work with that.
I had a Lore Bard run a library in what was the equivalent of Rome. He had employees searching the known world for books (any books) that they’d get permission to copy and return to his library. I was working on developing a patronage system with paid patrons. He had a simulacrum of himself run it when he was adventuring. Known to the other PCs, but perhaps no one else, was that the library was actually the nerve center for an international espionage operation.
That sounds like something that should happen more in game than be a back story unless you are actually starting at a really high level.
If your characters really want to innovate and be ahead of their time, they could start a business of selling dirty cloths and fart in a jar ;)
My character did it in game, but your’s could have it in backstory.
What I'd do:
You talk your GM into letting you take particular proficiencies. One of you takes proficiency in Alchemy: Ingredients, to know what parts of monsters to harvest. The other takes something complimentary, like Persuasion: Haggling. So one get's the stuff, the other get's the best price.
It's a business you can do while adventuring - provided you're ever at market. You get to have a cool cart. And also - this isn't necessarily a benefit - one of you will eventually stab the other over something to do with money. The characters, that is. Hopefully.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Agree that you need a reason to leave the business and risk life and limb as well as blood and treasure to be an adventurer. Also, if you've got a business, and you head out to explore a lost Tomb, your employees are going to... what? Hope you live? I'd be nervous working for someone off risking his life rather than making sure the business was stable.
Having a business that is connected to adventuring is solid such as the caravan company or a smithing shop. Both of those can lead someone to want to "get out" and adventure.
You could also just go the "partial owners in" direction. Maybe they have family that run a tavern and since the family is big enough, there's room for them to go adventuring "on the side". They still have an ownership stake but it's not enough that anyone will mind if they die.
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If you want this as a backstory, have the parents run the company/spy shop and the new character is out to "audit" locations and/or get field experience.
Ultra-exotic veterinarians
To my mind, the two easiest (/best?) businesses for an adventurer are that of caravan guard/master/guide or owner/part owner of an adventuring business ala acquisitions, c. Now it is a comedic take but is easily reworked to leave most of the comedy out.ive got a bunch of epic exPCs that own and run a massive world spanning transport business. One offshoot is my current campaign where the PCs are a local adventuring franchisee working to make some trade routes in their region safe.
Wisea$$ DM and Player since 1979.