Helping with Adventurer Party Management
Episode 03: There's an unscrupulous burrito from the first customer.
"Well, I'm customer number one!
Sarah sat across the street in momentum.
Redheads bouncing together in the back.
"Right, well, since you're the first customer, why don't we pay for the results? Can't one big copper coin... be? How about three copper coins?
The market is varied, but I can live for about two weeks with one big copper coin. Like a couple of days if it's three copper coins.
I just had to roll it up from the poor.
"Hmm... is that okay? It's good too.
"If you don't have anything, I won't take any money. I know you don't have any money.
"Okay! Okay, please!
Contract verbally for now.
I don't exchange contracts.
Many adventurers can't read, so they don't trust the contract because it looks like they're ready to cheat.
"So, what's the trouble?
"It's not me, it's my friend Archer, but I still have trouble with the money.
The arrows cost me a lot of money, but the party won't cover me.
He said he couldn't make any money, so he wasn't sure if he wanted to get out.
"That's two problems.
The first one. Sarah was in trouble too. The cost of the arrow. You can buy this in bulk.
Rather, it would be cheaper if I bought it in bulk with Sarah.
Second. There are no rules for sharing the costs of an adventure.
Well, if you're going to be a big player, you're going to have a teller and you're going to share it well, but you can't do it to the runaways.
"I know that, too. You can buy the first one with mine, right?
Second of all, what do I do?
I, too, have said that arrows were high, that some swordsman also had a sharpening fee, and that the mage had a high catalyst, and it got nasty...
I don't know if they're right or expensive.
"You can pull it out and look for another party, but we're talking about sticking together at another party. Right, I'll make you a manual of the market.
"Isn't that what the Adventurer Alliance does?
"Can those bureau work amateurs do it!!" I threw up.
There is an Adventurer's Guild in this world.
However, the job description may be close to the good offices of a modern dispatch agency.
Recruit a request and assign it to a party where the job is likely to be done.
Confirm achievements and make payments.
Personnel management, such as registration and cancellation of adventurers (Squeeze Kakun).
I also buy Warcraft materials.
But that's all.
They may provide a lot of support to high-ranking adventurers, but they don't support a mountain of runaways.
It's not like a game.
There is no beginner support. A bunch of unschooled eaters come from the countryside and either die challenging reckless requests, or retire with enough wounds to render their bodies crippled and without compensation.
Not half of them can last a year.
That's the job.
My image of the Adventurer Guild is that of business with amateurs.
But even if I make a manual, I can't distribute it to people who can't read the letters.
It would literally be a picturesque cake.
How do you teach an eaten amateur who can't read letters a sense of market and negotiation?
That's pretty troubling.
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