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Free Company Planning

Started by Dracos, January 16, 2008, 09:39:02 PM

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Dracos

Quote from: Official Charter of the Free Company
Invested with such authority by the Emperor Under Heaven, the Governor-Marshal of the Eastern Protectorate hereby grants license to employ force in the completion of contracts as set out and approved by the Emperor Under Heaven or his designated representatives to the organization known as the Free Company under the captaincy of Klaus Bergholm and his successors. 

Signed this 13th day of Sixthmonth, 2021 DM,
Governor-Marshal of the Eastern Protectorate

Quote from: Unofficial Charter of the Free Company
You do your bleeding job when I bleeding tell you in the manner I have bleeding taught you.  In return for this you will get an equal share of the pay and keep me from kicking your sorry arse up the Indigna and back again, right?

-Capt. Klaus Bergholm

====

Commander recently died, yadda, yadda, under said charter group under said name still empowered to go forth and do whatever is necessary to fulfill contracts approved by the Empire Under Heaven and split loot equally.  =P  E.g.  A standard adventuring setup. =)
Well, Goodbye.

Dracos

also, if anyone wants to propose any rules for splitting, we could get that out of the way now.  I suspect, for the most part, we'll draw wages from contracts.  We could have rules on even splits of all loot, go with whoever really wants it and some coin flip or rock paper scissors for disputes, or some kind of rotating 'next in dibs line' thing where whoever takes the item goes  to the back, and you can reject it if you want to let others have a go at it.  Or we can have every man for themselves, but being that I am going to be a merchant, an assassin, a wizard, and a thief, I think that may result in me collecting more than my fair share.
Well, Goodbye.

Bjorn

One thing relating to loot: it is not uncommon for brokers to stipulate that they get some portion of any treasures acquired in the course of a mission.  Sometimes this is a fixed share clause; another common stipulation is "any elven artefacts acquired belong to the broker."  It's not universal, but it's something to think about both in terms of deciding how you want to divvy up loot amongst yourselves, and something to watch for in contracts.

Dracos

Don't companies tend to have a standard broker?  Or is it more, competition or something?

Also seems somewhat odd for a medieval contract.  I mean, the up front and end mission money would have to go through the broker.  They can raid it easily or even demand more from the all too needing to pay other guys.  But the other stuff, the broker can't really tell at all, unless they happen to carry it right into the office or are paying for spies to watch their mercenaries ...or I suppose are spying on their mercenaries themselves with divination magic.  Either way, it seems like an odd thing to have developed versus the greedy ones just taking a heftier portion of the up front payment.

Especially with elven artifacts, I mean, assuming the value of them suggested, it seems unlikely anyone would ever have upheld that clause for the broker versus selling it on the sly to the very rich (Hobgoblin overlords~).  The very rich, naturally, would have good reason to go about it this way since they could likely pick it up for a fraction of its real value from such mercs, and the worst the brokers could do is put the mercs out of legal business...which would be silly, as far as I can read, they can't so much enforce that right now and then they don't get their hefty chunk of contracts from that company.  Maybe I'm missing the picture here, but with mercenaries making fairly average wages, I can't see most of (let's be honest) the brutes being that willing to part with any actually expensive treasure they find just because.  Especially given any company that's in a place where such a risky thing might exist, probably has a reputation that is good enough to work out the contracts on the sly.
Well, Goodbye.

Bjorn

Quote from: Dracos on January 17, 2008, 10:50:30 AM
Don't companies tend to have a standard broker?  Or is it more, competition or something?

The Empire instituted broker licenses in recognition of the fact that it is not always feasible to go through the usual process required to get the Governor-Marshal to approve a mercenary contract.  In return, brokers are expected to carefully consider the Empire's interests in the course of their business.  In particular, the brokers are not allowed to use their position to acquire for themselves a standing army or equivalent.  Obviously, this forbids things like exclusive contracts or the like.  But the Empire watches for unofficial bonds.  Brokers have in the past had their licenses revoked for favouring particular Free Companies, who in turn worked exclusively for that broker; the Empire looks at bonds of loyalty like that with great suspicion.  As a result, most brokers make a practice of not hiring any one company too often.  Free Companies take a similar attitude, but since there are far fewer brokers than Companies, it can only be taken so far.

Quote
Also seems somewhat odd for a medieval contract.  I mean, the up front and end mission money would have to go through the broker.  They can raid it easily or even demand more from the all too needing to pay other guys.  But the other stuff, the broker can't really tell at all, unless they happen to carry it right into the office or are paying for spies to watch their mercenaries ...or I suppose are spying on their mercenaries themselves with divination magic.  Either way, it seems like an odd thing to have developed versus the greedy ones just taking a heftier portion of the up front payment.

Loot, especially on missions that take you near the Waste, can be even more lucrative than the original payment.  Strictly speaking, you're right, the brokers have no way to enforce that clause.  On the other hand, they also know how much the Company got paid in the first place.  If a Free Company starts showing signs of more wealth than seems reasonable, the broker might very well decide he doesn't have any more work for that Company.  And generally speaking, brokers tend to stick together when it comes to issues like these.  That's why elven artefact clauses in particular show up a lot: they're big news, and very few Companies have the contacts it would take to sell them discreetly.

A lot of brokers don't have loot clauses, because the Companies do view it as exploitative.  On the other hand, the reason it's exploitative is because the Companies don't have a lot of choice, so many brokers put in such a clause, expecting the Company will likely cheat and keep more than the contract technically allows, but will be forced to share any really large finds.

Dracos

Seems middle of the roadish there.  "they don't because  companies don't like it", "they do because  they can"  ^^;

Anyhow, I can see about what you mean with the elvish artifacts...a bit, you did mention nobles and the like going into this, so it seems odd that some wouldn't have the contacts to sell it.  But it seems like the type of thing that'd encourage mercenaries breaking off.  Maybe I'm just picturing the free kingdom's area as a lot more lawless than it is.  Mainly doing that since a large growth in mercenary populations tend to reflect that there's opportunity...which reflects that the current military/police precence isn't huge and dealing with such things.  Maybe I've got the wrong picture?
Well, Goodbye.

Bjorn

Quote from: Dracos on January 17, 2008, 11:22:54 AM
Seems middle of the roadish there.  "they don't because  companies don't like it", "they do because  they can"  ^^;

The only real alternative Companies have when a broker puts in a loot clause is to try to find work with another broker.  In turn, this means brokers can usually attract the best Companies by leaving out a loot clause, which means more business and more valuable contracts for the broker in the long run.  On the other hand, there are a lot of Companies out there.  Other brokers take the attitude that they can still make a decent profit matching the also-ran Companies with the less-picky clients, and a loot clause from their perspective is a no-lose proposition.

There is no standard contract when it comes to these things.  A contract for protecting a caravan, for example, doesn't have a loot clause, because no one's going to collect any significant treasure.  On the other hand, only the best brokers would leave out a loot clause on a mission that involved venturing into the depths of Maggydd, because a) the profit potential in loot would be enormous, and b) only the value of that loot payout could make the likelihood of having to return the fee to the client for non-completion of contract a winning proposition.  Loot clauses are even viewed as beneficial on occasion.  Fledgling Free Companies often look for a broker who's willing to pay a much larger share of the fee to the Company in return for a loot clause; that gives an up-front source of funds to bankroll start-up costs.

I'm not going to use this to dick you over.  ;)  In game terms, if the broker is going to get a cut, then the treasure you find will reflect that.  It's just something that you ought to be aware of.

Quote
Anyhow, I can see about what you mean with the elvish artifacts...a bit, you did mention nobles and the like going into this, so it seems odd that some wouldn't have the contacts to sell it.

Contacts to sell it?  Yes.  Contacts to sell it discreetly is a different story.  Elven artefacts are big news, and being able to sell them without anyone getting wind of it, and then hiding the profit from the deal, is something that takes specialized contacts.

QuoteBut it seems like the type of thing that'd encourage mercenaries breaking off.  Maybe I'm just picturing the free kingdom's area as a lot more lawless than it is.  Mainly doing that since a large growth in mercenary populations tend to reflect that there's opportunity...which reflects that the current military/police precence isn't huge and dealing with such things.  Maybe I've got the wrong picture?

A lot have broke off.  The bandit problem is huge in the Free Kingdoms.  But bandits aren't better off.  They get what they can by raiding armed caravans, or mostly unprotected villages.  Raiding the Eastern Military Holdings is an instant death sentence. If they're too successful anywhere else, someone will hire a Free Company to dispatch them, or the Empire sends troops -- and the latter settles most things.  The men who are left in the Free Companies are the ones who say, "Brokers are bastards, but we get paid better than we would on the farms and he's only taking 1/10th of the loot."

Anastasia

I'm pretty sure I told Drac this in PM(Right? Right.) but I'm stepping away from the leader roll. I don't feel like it's a position I can give the needed attention to, so I think I'd rather be a follower. This busy week really reminded me of that.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Dracos

Ye did.  Merc, brian, are either of you interested in it?  I can do it (and I think we should have a party member be our leader), but it sort of doesn't blend that well with a halfling rogue and I think a more martial character would be preferred there.
Well, Goodbye.

Bjorn

This is just an opinion, but I think getting hung up on leader/organization in such a small mercenary company is a bit silly.  My own suggestion would be: none of your characters seem likely to have founded a mercenary company from the get-go.  Why not assume you had a leader, some veteran soldier or the like who'd hired you all and then died on your last mission or some what?  That gets what I want (that you've had experience within the company), it means that no-one is forced to adapt their background to make them the sort of person who'd start a Free Company, and you can let all the leadership etc issues develop through role-playing instead of pre-game debate.

Dracos

Mmm, I suppose.  But I think it really moves the debate just ic, since doesn't someone have to be the contact person or whatnot?  Mostly just getting hung up personally on a notion that 'it'd be cool playing an organized group to fit the theme rather than the more generalized adventuring group'.
Well, Goodbye.

Dracos

Going with some suggestions and the general lack of interest from others in rping a military company, I'll go edit in up top a proposed adventureseque style thing that works and folks can oppose it if desired :)
Well, Goodbye.

Dracos

The treasure separation stuff is awkward, because namingly the whole concept generally is.  "First come first serve" tends to favor the rogue over everyone.  'Equal' shares requires there be some standard buy/sell price (Which of course every single god damn character in every RP game knows), to be equitable, and then again varies on whether folks can count loot at 'half price' or should pay the party its full value in gold (as if they were buying it from a shop).  Bartering, which I've never seen used, would likely tend to favor the greedy, as they'd be obligated to drive up the price at least a little every time and would likely come to approximate division at whole cost.  Dividing by need/deserve/request tends to obligate having a mediator in the party that's trusted (which eventually almost always breaks down).  SO yeah.  If someone has a better one then 'Anyone can use it until we get to a market, and then we have a merchant value it and then folks can bid for it at that or the party can sell it', feel free to speak up.  From Bjorn's mentions earlier, I don't think that standard 1/2 DMG pricings are appropriate for dividing (and I'm pretty solidly against the 'buy loot for half value' stuff right now anyway =P).  DMG values might be appropriate, with the acknowledgement that the party is going to need either accounting or a lot of free running cash to make that work. :P
Well, Goodbye.

Bjorn

Okay, major question here.  In talking to Ana, he's not going to be able to join in the game in the near future.  This leaves you guys with your only source of healing being Brian's cure light wounds.  So you have three options.  You can just go with Brian alone; you can pick up some wands of cure light wounds (you have more than enough gold to get two or so, and you don't have to do this IC if you don't want to); or I can bring in an NPC cleric specifically for healing.  Let me know what you'd like.

Dracos

Mesina bought a cure light wounds wand, 50 charges.  Boom. 

I hope though we still take party composition into play folks.  We have one front liner and healing is something we'll have to pay for more often than not.  If we could build out a little more range, we could mitgate this by being more a midrange/strike and fade type group.  Two of us already have bows, add in more throwing stuff for rudy alongside his magic, and get brian something ranged alongside his bardic spells (perhaps?  Maybe not?)  and we theoretically can do a good deal of our damage before getting into melee range and focus on missions that play to the strength of "We've got lots of magic and subterfuge tricks up our sleeves" and "Rather than meeting folks openly, they've been debuffed, harassed, and attacked before getting to close".
Well, Goodbye.