Fence and Blackmarket: The two least-popular Guild commands
Posted: Tue Mar 16, 2021 12:38 pm
As we likely know, the Brotherhood of Common Goods (BCG) is an all-Freemen guild with limited influence and a lot of wonk with contemporary Support mechanics. These two things plus their unpopular Guildskills (besides Lockpicking, probably,) kneecap the Guild from the word 'go'. Under normal circumstances this would be fine; other Guilds have codedly unexciting or nonexistent Guildskills (Order, Troubadours, Reeves,) but make do with special access tools or unique commands.
BCG has two unique Guild functions that could theoretically offset this and make the guild feel 'special': Blackmarket and Fence.
However, both of these commands rely on the player economy (which has changed dramatically ever since the addition of Assets,) and player willingness to engage in activities which they know are dubiously legal with people who are effectively strangers (generally low.)
Allow me to break these down for the uninitiated:
Fence allows BCG to move goods to a certain NPC shop which then pays a dividend back to BCG.
This shop like most shops is weirdly hard to find (it is buried in the already pbase-underutilized Roster command) and players who know about the shop still avoid it like the plague because they don't want to be seen carrying stolen goods. The outcome is that this shop is mostly used to ransom stolen goods back to their owners but is not really the steady stream of revenue that 'fencing' goods implies.
Since the majority of high-value legal goods are purely cosmetic it makes sense that players are going to avoid this shop which will make them a victim in conflict if seen using or wearing these stolen goods.
Proposed solution:
Normalize Fence prices to be based off of Appraise value and let BCG take a % of each Fenced item's price as an advance, up to a weekly limit.
If the item is bought, BCG doesn't double dip on profits, they already got the advance from that shop.
This allows petty theft to actually be profitable while still allowing players to buy back stolen goods.
Blackmarket is kind of like a sketchier version of Rumor. It is available in many public facing locations like taverns and lets players post items of interest.
You can buy and sell anything fully-anonymously here.
Also analagous to rumor is the BCG's 'soft' control over Blackmarket posts, which they can strike down in exchange for IP. BCG also gets a cut of blackmarket job payments. Not literally the same as Troubadour interactions w/rumor, but analagous in that it's a persistent, asynchronous system that the Guild influences.
Unfortunately, basically no one uses the Blackmarket. In the past players have said they don't want to support an illegal organization by using it.
Most players also just don't have a motive to use it for selling, as again, income is passive and there are severe diminishing returns on having more silver over a certain threshold. 'Jobs' is the legal counterpart and people don't use that much any more either.
Proposed Solution: Give Blackmarket the same incentive as the extremely popular rumor system: IP. Posting jobs takes the same amount of effort. Fulfilling them takes even more. If Blackmarket is as rewarding as rumors (which give instant gratification just for typing up a post) I really think it will see more use.
TL;DR: Thief Guild is weak & its commands are underused, creating the sense that it is the game's 'black sheep'. Proposed changes to help modernize it with the rest of the MUD are given above.
Inactive Thieves means bored Reeves. Let me know what you think.
BCG has two unique Guild functions that could theoretically offset this and make the guild feel 'special': Blackmarket and Fence.
However, both of these commands rely on the player economy (which has changed dramatically ever since the addition of Assets,) and player willingness to engage in activities which they know are dubiously legal with people who are effectively strangers (generally low.)
Allow me to break these down for the uninitiated:
Fence allows BCG to move goods to a certain NPC shop which then pays a dividend back to BCG.
This shop like most shops is weirdly hard to find (it is buried in the already pbase-underutilized Roster command) and players who know about the shop still avoid it like the plague because they don't want to be seen carrying stolen goods. The outcome is that this shop is mostly used to ransom stolen goods back to their owners but is not really the steady stream of revenue that 'fencing' goods implies.
Since the majority of high-value legal goods are purely cosmetic it makes sense that players are going to avoid this shop which will make them a victim in conflict if seen using or wearing these stolen goods.
Proposed solution:
Normalize Fence prices to be based off of Appraise value and let BCG take a % of each Fenced item's price as an advance, up to a weekly limit.
If the item is bought, BCG doesn't double dip on profits, they already got the advance from that shop.
This allows petty theft to actually be profitable while still allowing players to buy back stolen goods.
Blackmarket is kind of like a sketchier version of Rumor. It is available in many public facing locations like taverns and lets players post items of interest.
You can buy and sell anything fully-anonymously here.
Also analagous to rumor is the BCG's 'soft' control over Blackmarket posts, which they can strike down in exchange for IP. BCG also gets a cut of blackmarket job payments. Not literally the same as Troubadour interactions w/rumor, but analagous in that it's a persistent, asynchronous system that the Guild influences.
Unfortunately, basically no one uses the Blackmarket. In the past players have said they don't want to support an illegal organization by using it.
Most players also just don't have a motive to use it for selling, as again, income is passive and there are severe diminishing returns on having more silver over a certain threshold. 'Jobs' is the legal counterpart and people don't use that much any more either.
Proposed Solution: Give Blackmarket the same incentive as the extremely popular rumor system: IP. Posting jobs takes the same amount of effort. Fulfilling them takes even more. If Blackmarket is as rewarding as rumors (which give instant gratification just for typing up a post) I really think it will see more use.
TL;DR: Thief Guild is weak & its commands are underused, creating the sense that it is the game's 'black sheep'. Proposed changes to help modernize it with the rest of the MUD are given above.
Inactive Thieves means bored Reeves. Let me know what you think.