Showing posts with label money. Show all posts
Showing posts with label money. Show all posts

Thursday, 7 April 2022

Should players get free Merits according to the narrative? Pondering various Storyteller systems

My group and I have played a lot of various Storyteller systems - Vampire the Masquerade, Vampire the Requiem 1st, 2nd and MET editions, Mage the Awakening, Werewolf the Forsaken, Exalted, Exalted vs World of Darkness, etc. One thing that I always enjoyed about the systems were how they handled and codified the weird character quirks and the externals of what a character is - the Merits, Flaws, Backgrounds, etc. It felt really unique back in the day being able to start a game as a character that is filthy rich, influential, or perhaps hunted down like a dog.

However, when the systems moved away from "GM may I get another dot" into letting players buy certain things with XP (as discussed last time), one big question arose - should the players pay for the various Merits they acquired during play (wealth, allies, artefacts, etc.)?

(if you're familiar with how these systems work, feel free to skip the next three sections)

oWoD - GM may I get a dot?

Let's start with how things started. In the Old World of Darkness game like like Vampire the Masquerade players could pick Backgrounds, Merits and Flaws at character creation. Backgrounds were things that didn't fit into Skills, Attributes and supernatural powers of a character. Often they would be things external to the physical person, like their wealth, allies, political influence, fame, etc. They could also be character traits that were hard to express otherwise, like a measure of Vampire's blood potency, Mage's memories from past lives, etc. To confuse things further, Merits were kind of also that, but as an optional rule and usually at a fixed price rather than 5 dot scale. These would cover being able to keep track of exact time, having an eidetic memory, having someone owe you a favour, being a really big person, etc. Flaws on the other hand were negative things that would hamper the character and gave you more freebie points, like being blind, hunted by someone, having an enemy, being averse to violence and so on. People often would min-max taking a maximum amount of Flaws to build their perfect character.

All of those things you could buy / pick at character creation and only change later through roleplay. You couldn't spend XP to learn more languages or to increase your wealth in V20 (some other systems handled languages differently, but that's a different story) - those could only be awarded by the GM as a result of the narrative.

In practice, people would rarely go back to those and update them. "We found a new guardian angel? Cool! I wasn't told to put them as a Mentor so I won't! Even if I did it wouldn't change anything, I can just call them, right?". If someone did want to update some Background, they would have to do the "GM may I?" thing and arbitrarily get a "yay" or "nay". You pretty much never got new Merits, and you'd usually shed Flaws connected to having an enemy after killing them, etc.

Because things were so wishy-washy, you didn't have people specialise in these things since you couldn't rely on the GM approving your point increases, so you mostly stuck to what you had at character generation. Things changed, however, with the next iteration of the system.

nWoD - everything is a Merit you can buy! (some limitations apply)

In the New World of Darkness (aka 1st edition of Chronicles of Darkness) the system got way more streamlined. You didn't have Flaws, you only had Merits that also covered Backgrounds. So you could be wealthy, influential, know telepathy, kung-fu, etc. all under the system of a Merit. Best of all, you could buy a lot of them with XP after character creation! The ones you couldn't buy were tied to rather innate things about the character - you couldn't grow an extra half a meter to take the Giant Merit, nor suddenly develop Eidetic Memory (unless you were a cool Vampire, then you had a separate Merit in Covenant Book Ordo Dracul "Mind of Devouring Worm" that was basically Eidetic Memory, but that's another story).

Now people could want to spend their XP on Merits since they often offered some interesting mechanical benefits - Fighting Styles augmented how you would engage in combat, Striking Looks helped you with social stuff, etc.

Things worked similarly in Exalted 3rd Edition, with an added exception of "Story Merits" - Merits that you couldn't purchase with XP after character generation. They could instead be awarded or advanced by the GM though roleplay and social influence. Those were things like Allies, Contacts, Mentor, Artifact, etc. Otherwise, you could still buy some Merits, like faster reflexes, languages, etc.

There was only one caveat to the base system in nWoD - if you spend XP on something and you lost it, that XP would be gone too. That was addressed in the final iteration of the system.

CofD - Sanctity of Merits and more mechanics!

In the 2nd edition of the system, all the game lines introduced the Sanctity of Merits rule, which refunded you XP you'd spend purchasing any Merit you lost. So if you buy a loyal retainer Alfred and he gets killed, you would get all that precious XP back and be able to spend it on something else.

I think by now also all Merits had some mechanical benefit to them. Status used to be a nebulous pull in an organisation, and now it turned into a bonus to social and an ability to block other Merits. Mentors had specific areas of expertise they could help with. The list goes on.

So finally you could have a character that specialises in Merits be not only very effective in a game, but also rest assured they wouldn't be downgraded to useless just because someone blew up the tower housing their home, people, place of business, etc.

So now we come to the crux of our problem.

The problem - narrative Merits

So the problem arises when you introduce Merits that can be earned via a narrative. Things like Resources, Mentor, Allies, Contacts, Status, Artefact, etc. How do you handle them?

When a character wins a hundred million dollars in a lottery because they cheated with their future-sight, does that justify them catapulting from Resources 0 to Resources 5 (granting them like, 10 sessions worth of XP)? If someone robs them afterwards and they go back to Resources 0, does that give them those XP points back even though they didn't earn them? Or probably the most important variant - if you kill someone with a cool artefact weapon and take it as your own, does that suddenly drain XP from you to make you purchase it, or do you get it for free? Is it magically protected from being stolen back if you purchased it at character generation in comparison to getting it later?

It is a tough question. Let's examine things one by one with some examples.

More money more problems - Resources

Your character hit it big. They won a lottery, robbed a bank or what have you. Now they want to convert that into more permanent, long-term wealth for their character.

Turn those rags into riches!

In stories usually that's the character's end goal and you don't linger on what happens next. If real life is anything to go by, chance are a sudden influx of money will revert itself back to zero sooner than later. That makes sense - it takes a bit more than just raw cash to produce more cash in the future. Heck, even some countries have problems with this:

Nauru, wealth based on guano quickly ran out

Even if you don't have to deal with people trying to rob you or con you, it can still be an issue. Doubly so when you're dealing with illegal funds you get from robbing a bank. Turning that into clean money and then into a legitimate income is an adventure in itself.

Money laundering, it can get complicated

Resources are also often tied with one's standard of living and include a nice place to live, a good bank, credit score, knowing how much money you can toss around without going broke.

Heck, capitalising on your success and turning it into long-term wealth is a big thing in pro athlete scene. A lot of those people tend to earn a lot of money but end up going broke soon after they stop bringing in their income. The smart ones, like Conor McGregor or LeBron James leverage their cash and position to start businesses and so on.

So that's why I don't think getting an influx of cash should instantly translate to getting wealth / Resources on a character sheet. It takes effort and attention to grow those. Chronicles of Darkness did have a useful alternative for that influx of money though - Cash as a gear you can use!

Cash - for when you get that influx of money

Also, if you could turn money into Resources without spending XP, someone with Resources 5 could easily fund a few characters with Resources 2-3 without noticing a significant drop in their reserves. Why wouldn't every group do it in Session 1?

Not everyone gets to be the Mega Rich Light-Bending Guy,
not without a heavy investment of XP!

Mentors - it's a fine day for learning

Mentors are people that have interest in character's long-term growth and success. Some characters start their story with one, like Zuko and Iroh, others earn the privilege of learning from them during the series, like Goku and Roshi, Kami, Kai, Whis, etc. (man that monkey had a lot of teachers!).

So when you find a suitable Mentor that should be that, onto the character sheet they go, right? Well, it depends on what the role of the person is in the story.

On one hand you have rather transitory characters that exist to teach the character a lesson, some secret technique, etc. Aang had a good number of them. He chilled with most of them for an episode or two and moved on. Those kind of characters wouldn't necessitate being put on the character sheet - they are a means to spending XP on something else - a martial arts form or the like. You have a small adventure with them, this lets you spend your XP and usually you're done until you want to learn something else.

On the other hand, you have Mentors that stick around and offer support to the character over a longer period of time, not only showing them the ropes of how to do something, but also being invested in their success and maybe long-term education. Sometimes they guide the character's morality and stick their neck out to save them.

Old man Bruce from Batman Beyond,
teaches, judges and provides the cool gadgets
(to live through his pupil)

Those kind of characters usually take a bit more to be convinced to train someone and sometimes even when they want to teach the character it's not that easy. Take Shifu from Kung Fu Panda for example. Initially he resents teaching Po, eventually does so anyway but fails miserably, and only after discovering how to teach his pupil does he manage to get through to him, with dumplings:

A teacher learns how to teach their student

There is also the trope with Mentors about learning "the secret technique". Usually only the worthy characters that have proven themselves are trusted enough to learn their master's final lessons. You have that with Shifu, Oogway and Tai Lung, where the student is denied the Dragon Scroll for not being worthy of it. Or heck, even in Asterix: The Secret of the Magic Potion Getafix withholds the final ingredient to make the magic potion from his student because he didn't respect the ways of the druids (and also was manipulated by the bad guy):

Missing the secret ingredient!

So spending XP on a Mentor would mean more than "this person will train you" - it means you did the legwork and have proven yourself to someone enough that they get invested in you and your success (and they learned how to teach you and get to you properly). Like sure, a lot of that might be better expressed through some kind of Social Links but in lieu of that, you have a commitment of XP.

This is further exacerbated if there are mechanics involved to having a Mentor. In Chronicles of Darkness a Mentor can do some amazing rolls for you and even be your sugar daddy. Suddenly being able to throw five private jets at the party because they got to know the recluse billionaire might be a bit much (they are probably antisocial and wouldn't want to hang out with a whole party of adventurers in the same room ;) ).

Similar reasoning might be applied to Allies and Retainers - an Ally might work with the group because they trust one person that actually put in the leg work, but not the whole group. A Retainer works for one person and isn't everyone's gofer.

Woof of Wall Street - your Ally might stick a neck out for you and smuggle money,
doing the same for a coworker is another matter entirely...

So okay, where does that leave us? I think we're mostly down to magic swords!

Characters and their signature items - artefacts!

A number of characters in popular media come with some signature gear. Sometimes things are rather mundane, like Indiana Jones' whip and fedora, and sometimes they are much more intricate and unique, like Sword of Light:

A fighter with their signature weapon!

Lesser gear comes and goes and there isn't much need to spend XP on them. But let's look at some more important magical items.

One category is items used for pretty straightforward powering up. They don't serve an important narrative in themselves, and eventually you even forget they are there. Demon's Blood Talismans for example weren't part of Lina's original kit, but after acquiring them to be able to cast some more powerful magic they mostly just became a background item.

Perhaps a more well known example might be Sokka crafting his meteor sword:

Sharpen your blades and your skills!

For the character, crafting the sword was a culmination of a bout of training with a swordmaster. In game terms you could express this as spending some XP on skills, fighting technique, etc. and adding a signature weapon to the character that would be either a good piece of gear or some minor artefact.

Sometimes characters pick up a magic item and wield it pretty easily pretty fast (like Thor and Stormbreaker in Endgame, probably since that movie was so long already...), but sometimes it is a process. In Book of Boba Fett we see Din struggle mastering the Darksaber:

Heavy is the edgelordiest blade...

Which might be a good basis for a mastery of an artefact being tied to spending time and XP on it.

Even if you get artefacts for free in Exalted, that's just the start of your journey. Many of them come with so called Evocations - special powers you gradually unlock by investing XP into them that someone wielding it for the first time wouldn't have access to.

Of course, things get a bit more complicated when you have a system for making artefacts also built into the system that is separate from the regular XP system, which is again the case with Exalted. The crafter spending their resources making some cool blade for the fighter would justify not spending XP on it, but if you want to treat it the same as someone who did buy a similar artefact at character creation and if they both end up getting destroyed and Sanctity of Merits kicks in, who gets how much XP? This can get a bit more complicated if you had to pay XP regardless and a crafter just facilitates you getting the kind of artefact you want?

Conclusions

In at least some instances it makes sense for characters having to "pay" for the windfall they receive as a part of a narrative. It keeps things consistent when it comes to Sanctity of Merits, and it keeps the numbers fair between the players (loss aversion and being jealous someone got something for free that you paid for can be an ugly thing). Things get a bit more complicated when dealing with artefacts and characters that can make them on the regular.

If you like your mentors,
here is a Mentor Tierlist
by Overly Sarcastic Productions

Friday, 8 January 2021

Storytelling with money in RPGs

Recently while browsing /r/RPGdesign I stumbled on a post describing someone's monetary system in their work-in-progress RPG. It was rather bland - "100 copper is 1 silver, 100 silver is 1 gold", plus some stuff about who gets to use what kind of coin and so on. Then I thought to myself - I have a Master of Science in Cryptocurrency, I can put some interesting ideas together from various things I've read in the past. Well, here they are - a few ideas to adding some storytelling flavour to your game with money.

Coinage and taxation as political means

Anyone can create their own currency, but governments (and similar institutions of power) have a way of also forcing that money to circulate. By simply having the government print their own currency as well as require taxes to be collected specifically in that currency you can force the entire population to work towards the government's goals without having to coordinate everything.

If you want to maintain an army, pay them in those coins. If you want to build a monument, pay those workers. If you need to store grain, pay for the grain. Whatever the government Wants is where the money enters the system. Then by that invisible hand of the market everyone has to align themselves with that Want in order to pay their taxes.

If you pay the military, you will have people that feed them, clothe them, make their weapons. Those in turn will require other people to supply grain, cloth, iron and so on.

You could then tell some stories by twisting this formula. Maybe some region doesn't have many coins so everyone is desperate to sell their wares for cheap to get their dues before the taxes are due. Maybe the priorities shift and suddenly you have masons that are out of the job once the castle is done. Maybe you have the land be recently conquered and there is a frenzy to exchange the old currency for the new and re-establish oneself - something some merchants might want to capitalise on if they still do trading with the old rulers of the land.

This one might be subtle, but it serves as a nice shandification of your world.

Shandification of Fallout
("What do they eat?")

Multiple currencies and mercantile campaigns

Something that might not be for every group, but if you're into mercantile campaigns you might dig this - put multiple currencies in your world with no fixed exchange rate. This can be especially good for a campaign that involves a lot of travelling and trading - having currencies be worth different amounts based on the location and the political situation.

Maybe you have Dwarf Silver and Elven Silver that would be worth $1 in their home countries, $0.50 in one another's kingdoms, $0.90 in the human realm, but everything would also fluctuate by ~20% each season. This could encourage the players to plan ahead before they travel as to whether they want to keep cash in coin that might not be worth as much, or buy some goods for trade that should keep their value. Again, not for everyone, but something for people that love spreadsheets.

Then you can try spicing things up by letting players try doing market speculation akin to Spice and Wolf:

Spice and Wolf - an anime about fantasy capitalism

Maybe they earned a large cache of coins from a kingdom that's down on its luck. Now they would be invested in making that kingdom prosper in order to turn their profit into a small fortune. Or maybe they would just hype up the return of a king to power to drive up the demand for that currency only to dump it. Or maybe they buy war bonds of a losing army only to turn that around - it worked for Timothy Dexter...

This could be your party, for good or ill...

Best look at Suns of Gold for a neat way to fluctuate the value of goods and so on, which can apply to currencies as well.

Fiat and political control

In Exalted the most powerful kingdom of the land, the Realm, uses money as means of political control. Their money is based on jade, one of the magical elements of that world that's useful for making artefacts, magic, etc. However, most people will never handle a jade coin - instead, they use fiat banknotes issued by the Realm that are backed by jade. It's even a crime for a non-noble to be using actual jade coins.

By doing this the Realm makes itself indispensable - all the money is backed by it, and if you rebel against it, that will make your money worth less due to the shaken confidence. If you print your own money, that will be treason, if you try using a hard currency that will be a crime, so you have to play along.

Now you can start twisting the formula - what if the government turned a bit incompetent and started printing away the banknotes without the jade to back it? That's some way to get rich for a brief before the system becomes unsustainable in the long-term with fractional reserve banking.

What if jade was a key ingredients for running all magic and magical weapons? Then suddenly the government can start rationing how much power anyone can hold. You can't start a magitech rebellion if you don't have that key raw material to build your army since it was confiscated.

What if you still had to pay taxes in actual jade? That would mean it would have to be extracted from somewhere, bought from abroad or you'd need to go conquer some new lands to get some. Now you have a struggle for driving the big picture conflict.

So how do you rebel against someone that inflicts such control over your life? That's up for the players to tell you!

Moneyless societies

Not everyone in history used money or even barter (shocking, I know. Read Debt: The First 5000 Years to learn more). Now how would players interact with such societies?

First could be a smaller community that operates on doing favours for one another. One day I catch some fish so I give you some, other day your turnips are ready so you'll give me one, etc. The players might come into such village or town and be delighted that they don't need to pay for their food or lodging, only to find the next day the locals ask them for something of theirs - a broche, shoes, etc. Maybe they don't even realise that when someone says "that's a fine bow you have there" they mean "I would like you to give me the bow". Could be an interesting situation to throw your party into to see how they interact with a culture they might not understand.

Another one comes from our Crew Expendable campaign - what if the players found themselves on a planet that's true, functioning communism. Maybe one that uses money for trading with passing merchants, but also one where you can't bribe people because money has no meaning for them. I actually had one player try bribing a government official to let them skip a customs lockdown only for that to fail miserably since of course all the capitalist traders would try bribing them and not understanding their culture...

When you owe a bank a billion dollars...

There is another aspect to money that's not evident when you look at the small picture - money is deeply political. As the saying goes - "If you owe the bank $100 that's your problem. If you owe the bank $100 million, that's the bank's problem.". The same can be true in your world.

You could have a kingdom that always pays its debts to whoever runs the iron bank, and one that's constantly in debt. When they go to war, you might expect the bank to side with the kingdom that has always paid back, but in reality they stand to gain a lot more by supporting the one that's their debtor. If that kingdom falls, they lose all that money. If it wins, they can exert their power to get that money back.

Similarly, if the ruler gives the power to print the money to a bank, they might be bowing down to them soon enough ("Permit me to issue and control the money of a nation, and I care not who makes its laws!"). Or maybe the trust in money comes from the royal lineage that's in decline so now the rich are scrambling to find a way to secure their position in the future - either by preserving the bloodline, or by changing their allegiances.

You can create a good deal of political intrigue by just focusing on who owed who how much, whether that's money or favours. After all, the creditor will want to make sure their investment gets repaid...

Choke on your gold

This one comes from a weird source. Back in the day in Poland someone released Play Dirty booklet. Then the same company released a few more booklets in the same series (but spoilet alert - John Wick did not write those, instead they were written by Ignacy Trzewiczek, a polish board game designer). In one of those books, he described a scenario for one of his Neuroshima campaigns (basically different take on Fallout): the players find a hoard of treasure that's immensely valuable (in that world old-world artefacts were valuable, so the treasure was a complete collection of Playboy magazines). The catch it - it's worth so much they will be hunted by everyone and not able to cash out their ill-gotten gains unless they find someone fabulously wealthy to buy it off of them. As soon as anyone would catch a whiff of this kind of wealth, they would be gunned down by raiders, bounty hunters, thieves, you name it.

So this is another way of storytelling with money - give players something so valuable they choke on it. Give them a priceless artefact they can't find anyone with enough gold to buy it, a shiny ship they can't pawn off,  nor crew fully, etc. and challenge them to go nuts with it.

Working poor and #iHunt

As I already touched in "The game is not about that - iHunt, money, and mechanic as a metaphor" - lack of money can also be a statement for your game. It could be that money is only important in rough income brackets like in World of Darkness, or maybe it's only useful as a resource like in Fellowship, or it could be like #iHunt. In that game, you will always be a working poor. You will be doing gigs killing monsters and bringing in some dough, but money is fickle and it never sticks - there are always more debts to pay, more expenses that keep appearing, and you will be back to being broke and in debt in no time. Some might find that stressful, but because the game never tracks your money, it's liberating - you will always be broke, so don't worry. Life will always kick you when you're down, but you will always get back on your feet. It's an interesting twist on the idea of money in games, and it's also a good statement for the game.

Conclusions

There is a lot you can bring into an RPG world or session if you look at money more than just a way of keeping track of players' coffers. It can be a volatile tool, drenched in politics, influence and greed. If those stories work for your table or game - tell them!

Related posts:
See also:

Thursday, 3 January 2019

Ships, Shares and Startups

A primer on economics in space mercantilism.

Introduction


This post discusses a few ideas on how to apply real-world economics to handle low-level space mercantilism and distribution of earnings between PCs and NPCs. The baseline discussion will use the concepts introduced in Stars Without Number Revised book, as well as the supplements Suns of Gold, Skyward Steel and Scavenger Fleets.

The discussed scenario focuses on low-end space merchant groups, ones with relatively small amount of crew where you expect to take big risks and get big rewards. On high-end scale, you’d expect the majority of people employed to have a relatively stable income and fixed payouts for whatever loot they gather. On that scale, refer to Skyward Steel, especially section “Prizes and Captures” on page 19.

If you are looking for some high-crunch mechanics around everything related to space trading and trucking, Traveller's Far Trader might have everything you need and more.

The Problem


Say Gaius and Hixon have earned some money together and managed to buy themselves a ship. They both contributed $500k, bought a ship for $900k and have $100k left over to invest in buying cargo for trading. They agree that they both own half of the ship and are contributing equally to running it, so everything is perfectly balanced. Whatever money they earn, they split 50-50.

Now, let’s say after a while Hixon wants to make a monetary contribution to his academy and wants to cash $10k out to do so. How do you handle this withdrawal from the ship’s funds to keep things fair? You could withdraw $20k and give Gaius $10k to spend on whatever he wants, but maybe he doesn’t have anything he’d want to buy and would rather buy more cargo to turn more profit. Keeping track of that cargo separately would be a problem, so maybe we should find a different solution…

Meanwhile, turns out running the ship with two people isn’t enough. The ship needs another crewmember. They want to hire Magnetar for the standard rate, but she knows working on a dinky little ship is a very risky line of work, as well as that if they score a big score she won’t see any of the extra profits. Now the crew has to figure out how to properly integrate Magnetar into the payout structure so as not to make anyone feel cheated…

And here is where we bust out our computers and engage in a bit of Spreadsheets in Space!

Ship Shares, but different from Traveller


Before we talk about a solution to our problem, let’s briefly touch on similar concepts you might be familiar with.

In the Traveller RPG, your character could earn Ship Shares, which represented 1% ownership of the ship you were on. While an interesting concept, it’s a bit too rigid and doesn’t do enough for our needs.

In Scavenger Fleets you had the concept of Cargo Shares, representing a claim to a certain amount of cargo space on a scavver ship. While an interesting concept in itself, it’s also not what we’re looking for. Cargo Shares are more useful for running small-scale trading on the side of a campaign where the PCs are tied to a specific ship, rather than being more in charge of things like what we are looking for.

In our scenario, Ship Shares would represent a proportional claim to the ship, its cargo and everything associated with it. The number of Shares is not fixed, it can increase and decrease as needed. The value of the Shares is also not fixed not to make them a stand-in for Credits. Ship Shares thus are closer to real-world shares in a company.

Practical example 1 - cashing out


To be able to use the Ship Shares, we have to determine their value. We simply start at some point where we’re liquid - when we have a freshly bought ship, all the credits and no cargo. So in our previous example we have a ship worth $900k and $100k in credits:

What is it?
How much is it worth?
Ship
$900k
Cash
$100k
Total:
$1’000k

We decide to create 1000 Ship Shares and divide them equally:

Who?
How many shares do they own?
Gaius
500
Hixon
500
Total:
1’000

So with our simple math, each Ship Share is currently worth $1’000 credits.

Now, if Hixon wants to cash out $10k out of his own pocket, he has to “sell” his Shares. So our adjusted tables look like:

What is it?
How much is it worth?
Ship
$900k
Cash
$90k
Total:
$990k

Who?
How many shares do they own?
Gaius
500
Hixon
490
Total:
990

The value of the Shares is preserved, but their number has decreased. Gaius owns the same number of Shares he used to, but he owns proportionally more than Hixon.

Practical example 2 - paying with shares


Now let’s say we want to hire Magnetar. She wants a cut of the future profits, but also wants a salary at the end. We agree to pay hey $10k and 10 Shares at the end of our trip.

Who?
How many shares do they own?
Gaius
500
Hixon
490
Magnetar
10
Total:
1’000

Practical example 3 - round trip


Everyone is ready and we lock things in. Now we’ll be dealing with a lot of cargo and other things, so cashing out will be really hard. We spend our $80k and get some guns, and we’re off with a bit of liquid cash.

What is it?
How much is it worth?
Ship
$900k
Cash
$10k
Guns, 80 tonnes
$80k?
Total:
$990k?

We don’t really know how much those guns will sell for in the end, so we don’t try to keep their value too closely. We have a few adventures, our ship takes a beating, we trade cargo a few times, and our spreadsheet looks like a bit of a mess:


What is it?
How much is it worth?
Ship, damaged
<$900k? $700k maybe?
Cash
$1k - we’re kind of illiquid
Cats? Why do we have cats? 1 tonne
???
Roses, 30 tonnes
???
Computers, 10 tonnes
???
Total:
Heck if I know...

At this point, if someone wanted to cash out, we couldn’t give them a fair payment since we don’t know what anything is worth. We could try negotiating what would be a fair cat-to-share payout, but let’s keep things simple and assume you can only cash out when everything is liquidated. So at the end of our journey, we cash out our cargo. Now it’s time to cover our costs:

Item
Net amount
Cash balance, starting
$1k
Cats
+$70k
Roses
+$40k
Computers
+$300k
Refuelling fees
-$1k
Ship repair
-$100k
Magnetar’s Salary
-$10k
Final balance
$300k

Okay, our final cash balance ended up being $300k! We turned a profit! Time to update our sheets:

What is it?
How much is it worth?
Ship
$900k
Cash
$300k
Total:
$1’200k

Our final total balance is $1.2M, so we’re up 20% from our starting point. Not bad! We still have 1’000 Ship Shares, but now each of them is worth $1’200! This means Gaius has earned $100k ($500k investment, current shares worth of $600k), Hixon has earned $98k due to cashing out early, and Magnetar has earned $10k in salary and $12k in Ship Shares! Not bad!

Share salaries and investments


There are a few more concepts you should keep in mind when using this system. First, if you intend on paying the ship crewmembers a regular salary in Ship Shares, you shouldn’t forget to pay the important people on the ship as well. In our example, if Gaius and Hixon would keep paying Magnetar 10 Ship Shares per each trip and she wouldn’t cash any of them out, in 50 missions she would own one third of the ship. It might not be the ideal solution to go for.

Instead, you could pay each member of the crew a certain salary in Ship Shares. Say, everyone would be paid 20 Ship Shares, and they could take a smaller amount of Shares in exchange for a fixed salary. This way the final ownership would tend to represent how much everyone contributed to the ship over the whole campaign, etc. You could increase and shrink your crew easily without worrying about the regular crew being edged out completely.

Similarly, you could also allow people to “invest” in the Ship by purchasing Shares with their own money. If you’d invest in the Ship as a whole, you’d put the money in the pile and get new shares proportional to how much you contributed (in our example, investing $60k at $1’200k per share would net you 50 Shares). If you want to purchase someone else’s Shares, they’d get the money and you’d get their Shares - the Ship wouldn’t see the money.

Finally, if you want to kick someone out of the crew in a fair way, you could force-liquidate their Ship Shares at a fair market value (if Magnetar decided to leave, Gaius and Hixon could force pay her $12k from the Ship to buy back her 10 Ship Shares). This could be useful if you don’t want people that aren’t on the ship to be still eating into your future profits. On the other hand, if you’re strapped for cash, you might want to hold off on that…

Everything else


Now that you are basically running your spaceship like a startup, you can open the game up to a whole world of fun stuff you can find in the real world. Angel Investors that invest in new ships to earn a fair bit of money. Doing Seed Rounds to sell Ship Shares and raise money for future endeavours. Multiplying or dividing the number of shares to keep their value within a certain range (say, if 1 Share becomes worth $100k, you can multiply all Share balances by 100 to make the new Share be worth $1k again). Being straddled with debt for owning some Shares that went belly up, or perhaps re-inventing Limited Liability Company. Etc. Etc.

Your only limit is how much do you want to play Spreadsheets in Space, and how many Space Lawyers do you want to include ;).