by Malcadon » Fri Oct 02, 2015 10:09 am
With (1e) Gamma World, I base the gold piece value of artifacts on the EXP value awarded for figuring-out their basic use. They are not set values and prices are almost always negotiable. I use "gp" values in the abstract, do to a general lack of coinage in my GW/MF settings -- trade goods and sorted, usable junk are the mediums of barter.
With Mutant Future, I use the same rule and values form GW, and I improvised for items with no solid GW equivalent. Of course, this only works on people and creators who understand the power and utility of artifacts. Superstitious savages and simpleminded creators would ether be ignorant about the usefulness of artifacts in general, fear it as dark magic to be destroyed, or revere as a token of the gods. For bartering, I use the Monster Reaction Table as a guideline, with %5-30 (1d6x5) adjustments for mild results, and %30-80 (2d6+4x5) for high results, with Bartering Affinity applying to the final adjusted value. Reaction adjustments can fly all over the place, but for the most part, I try the keep the players at in disadvantage, especially with crafty merchants and tradesmen. The goal of the PCs is to convince a buyer that an artifact is more useful than what is seems, or to convince a seller that an artifact is more mundane or worthless than what it seems. Also, a mental combat roll is needed to hide ones true thoughts and feelings when dealing with telepathic dealer, or suffer a significant (+4) reaction penalty.