Every successful franchise knows that brands require constant management. Developing new markets, shaping catchy slogans, and surveying and engaging customers can all create new sources of revenue. Should you write and sell exciting chapbook serials based on the exploits of Omin, Jim, **Môrgæn**, and **Viari**? Should you sell a complex investment scheme to a city's guild masters? Should you create a branded stage production based on your franchise's exciting adventures, with a line of clothing to match? All those things and more are encompassed by the fine art of marketeering. ***Resources.*** The players must first sketch out their marketeering plan and present it to the DM. A character or franchise staff member must spend at least one workweek to engage in marketeering, and must spend 100 gp per franchise rank in expenses. Spending more money increases the chance of the plan's success. ***Resolution.*** A marketeering effort requires three ability checks, representing drafting the campaign, launching the campaign, and managing its success. Any of the characters or staff members involved in the marketeering can make a check. The DM decides which abilities and skills are applicable, based on the marketeering plan. For example, a plan involving selling a new line of religious items might require an Intelligence (Religion) check to draft the idea and develop the products, a Charisma (Deception) check to convince local temples to promote the idea, and a Charisma (Persuasion) check to ensure the plan receives continued support. Each check gains a +1 bonus for each additional 100 gp per franchise rank spent above the baseline expenses. When additional gold is spent, the character making the checks determines which checks the bonuses apply to. Additional gold can be spent at any point in the process, allowing the franchise to put more effort into subsequent checks if earlier checks are less than successful. If the character making the check has the obviator or secretarian position, they receive an additional +1 bonus to each check. A maximum bonus of +5 can be applied to each check. The DC of each check is determined randomly, reflecting the always-unpredictable conditions of the market. The DM rolls 2d10 + 5 for the DC, generating a separate result for each check. The total number of successes determines the outcome of the activity, as noted on the Marketeering table. ![The Magic Of Marketeering](img/book/AI/022-02-21.webp) ##### Marketeering | Successes | Benefit | |:---------:|---------------------------------------------------------------------------------------------------------------------| | 0 | The marketeering plan fails. The franchise's monthly costs increase by 20 percent for 1 month. | | 1 | The marketeering plan provides no improvements or setbacks. | | 2 | The marketeering plan provides moderate benefits. The franchise's monthly costs decrease by 25 percent for 1 month. | | 3 | The marketeering plan is a complete success. The franchise's monthly costs decrease by 25 percent for 2 months. | ***Complications.*** A result of 0 successes or 1 success typically indicates that the marketeering plan incurs a complication. However, even a successful result can trigger a complication at the DM's determination. The DM can choose a complication or roll on the Marketeering Complications table. ##### Marketeering Complications | d8 | Complication | |:---:|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | The marketeering plan attracts the attention of Head Office, where someone absolutely hates it. A NPC is sent to oversee the franchise "for a while," with an outcome determined by the DM.* | | 2 | Marketeering materials go missing right before launch, forcing the franchise to recreate them at the last minute. This might incur additional baseline costs or affect the reduction of franchise costs, as the DM determines.* | | 3 | Just as the marketeering plan is released to the public, the characters realize that a competing group released a surprisingly similar plan just a tenday previous. Customers now think the franchise is copying its rival.* | | 4 | The marketeering's message alienates or offends a crucial demographic. Protests spring up, and the affected group demands reparations. | | 5 | A local official or noble begins to look into claims of deceptive advertising tactics or questionable hiring practices related to the marketeering plan.* | | 6 | The marketeering plan creates great interest—but unfortunately steers customers toward similar products or services offered by a competitor.* | | 7 | The catchphrase or theme song of the marketeering campaign is a surprise hit, and everyone repeats it endlessly! Until they tire of it and begin blaming the franchise for mental trauma. | | 8 | The marketeering plan is undermined by rumors of a problem with the product or service, causing it to be dangerous to anyone using it.* | *Might involve a rival