There are many different kinds of rewards at the disposal of the
Dungeon Master. Money and items are the ones typically thought of.
However, player owned property is another way to reward players.
They are also something players could spend their rewards on. Expanding and repairing costs money. This kind of versatility gives them the potential to be very interesting for players. However, it also makes it harder on the Dungeon Master, can end up less effective than desired or cause unforeseen problems.
Purpose
I've found property works best if there is a reason behind its inclusion. Try giving your party that love nothing else but raiding
tombs ownership over a tavern and see how often they'll use it. Like
all rewards, property really only work if your players actually
want it.
Of course, there are other reasons to give your players property.
At the start of the game, a property can be a great source of
resources. If your players start off as nobles who each have lands,
collect taxes, and have castles, the scope and kinds of issues
they'll engage in will be different. Even the simple inn can be a
great source of resources. Any business that earns money helps
provide a way for players to finance some of their more complicated
adventures.
As a Resource
I've lightly already touched upon the idea of property as a
resource. Typically, it generates money. Money can be spent on
things such as ladders, chisels, and enough gunpowder (or similar
substance that goes boom) to blow open a tomb. However, there are
often other things that come along with them. If you have a castle,
you'll probably have guards too. Those guards present an incredibly
potent resource when used in the right way.
Beyond their game mechanics as well, they provide a resource for
role-playing. Having something that anchors your character to the
world generally helps with role-playing. It provides a motivation,
and also somewhere to return to when everything is over. Sometimes,
that “beyond the end of the adventure” can be one of the hardest
things to role-play. Thinking about where the property is located
also helps. Some will have employees, suppliers or similarly related
people. All of these are potential story ideas or elements for a
character's background. You also can't underestimate the usefulness
of connections, such as a supplier of wine and food.
Liabilities
Coming along with property are responsibilities. These add a
liability side of things. You don't want to make the property nothing
but a liability or the players will just try to pawn it off. You
can't really blame them for that either. However, castles generally
need castle guards to prevent them from being attacked or looted.
They also need staff to keep it in decent repair and to keep it
clean. This means a player could start off with an amazing amount of
financial wealth for a level 1 character, but be able spend very
little of it because it's almost all tied up. As well, buildings are
typically hard to move. This means that if there is some kind of war
drawing closer to their property, a player may feel far more of a
personal connection to the conflict. There may be times where a
property is not doing very well and need to be supported by the
player. However, there needs to be promise of good times as well or
it just won't be worth it. Likewise, the liability and repair costs
of larger properties should generally increase and the potential
(best case) and general (likely case) returns should increase as
well. Otherwise why even expand?
The Math
I don't like a lot of the math involved with properties, and running
businesses. D&D 5th edition has this problem as well.
The thing is, the odds should be in such a way that they make sense.
It's one thing to start off as the owner of a piece of property.
However, it's another if you have to buy it first. Quite a few of the
rules I remember reading will have your players die before they ever
see a profit from a business they built.
I think it's generally a good idea to keep both sides of the equation
in mind. You can increase the costs of a building or the potential
costs if they have a bad period of business, but the earnings should
increase as well. The average case, the best case and worst case are
all important in this regard. The average case is particularly
important to make sure things are viable in the long term. It's also affected by the prices in your campaign. Though I don't see it done too often, some Dungeon Masters like to price things their way. This, of course, includes property.
Focus
One of the issues with something like player property is that it can
shift the focus. Something that big, profitable and important to the
players naturally would. Unfortunately, I don't have much advice in
this case. If everyone starts with a castle, you might want to think
about if they will all ever get used. Some players are perfectly fine
with a castle that is being run in the background by their advisers
and they get to spend the money generated. Some will want to see it
and have it take part in the action. If the plan isn't to have the
action shift between the castles (it can happen with other properties
but castles are what I've seen used most often), it may be a good
idea to think of a way to have everything centered on a shared piece
of property. Everyone being a relative of the real owner and
currently no heir being named generally works fine the few times I
saw it employed (though it depends on the inheritance structure of
your world). You can also locate them all fairly close by and have
them be part of the same tight network of defense.
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