Player wants to play a Stock broker / Trader. How tomplement a lightweight trading system

dnd-5eeberronnew-players

Prelude:

Starting an Eberron campaign. I've got a player who is new to D&D. He has asked me if he could play a Broker/Trader in my campaign.

I've outlined to him that while D&D focuses on both combat and social, my game most likely won't accommodate nitty gritty stock trading. However, I really like the idea. It gives another resource I can hand out as a reward while also being something I can use to engage my new player.

Stock markets are hardly a new concept either. If they existed in 12th century France then I'd argue they'd be prevalent in the world of Eberron. He's asked if some of his starting gold to be converted to shares in the current dragon marked house he's apart of also.

Question:

How do I implement a system that is engaging for my new player and not too confusing my more established ones?

A basic system I've thought up is where the price is static and only changes to a pre determined event, Say a railway heist causing a dip in stock price. However I'm concerned at how this would effect my players decisions if I hand out too many shares. It also doesn't reflect the randomness that comes with trading either.

All other ideas involve too much rolling or an understanding of the markets that I don't have.
I also don't want to implement a "Free money" System either (Fixed interest rate), because I can see that getting out of hand quite easily.

Any suggestions on price of stocks and how much they should change also would be appreciated.

Best Answer

I would not attempt to design a stock market trading system unless you and a majority of the players are personally interested in historical trading enough to put a lot of work in.

It's a complex topic that people have different ideas about how it works, on top of people having wildly different levels of knowledge about both modern financial instruments and trading them, and historical financial systems.

However you don't have to.

You can simply narrativize it. 'The markets are crashing due to rumours of war in XYZ - everything is down, and you're worried about your investments'. That's not a financial system, that's just setting information and a roleplaying cue. 'One of your fellows at <club/cafe/other informal setting> has come to you with a plan to ship brass instruments to [name of city] to oversaturate the market and ruin a competitor of his' - this isn't a financial market spreadsheet, it's an adventure hook. Fighting mercenaries, dealing with attempts to block things with legal red tape, dealing with unrelated problems like the instruments being bad quality and breaking in some manner that needs repair, dealing with unrelated events like a gold rush on a distant isle leading to the market suddenly wanting the brass instruments at any price and do you stick with the original plan or try to make a killing etc.

This can be a way for you to dump money on the party, take money from the trader character, drop setting information (that he can potentially try to take financial advantage of, harnessing greed in your goal of getting people to care about the setting and what is happening in it), give the players hooks, and give the players tools to deal with other situations (social, political connections, and financial clout). It can also throw complications at the players in a number of ways, from jealous rivals to plots to frame this guy to plots to steal his money to situations where he could make a killing.. if he threw the party under the bus to do so, such as by revealing information (to change the prices of things) that the party needs kept secret for some reason, like that a certain noble is a vampire or that there's a locust plague in a distant province and wheat is going to shoot up in price.

So, focus on the narrative side of it. Have some terms on hand - Grain into Gold is a great sourcebook to have terms for the kind of things commonly traded on hand, and Ars Magica has a few sourcebooks with great information on historical trading and financial systems - but don't try to design a numerical game that the person can play in addition to the numerical game of D&D 5e, unless you and the person both enjoy that sort of thing (and the rest of the party is at least willing to let it affect the game if he breaks the system and ends up inhumanly wealthy).