These rules are not necessarily well thought out. I made them up myself, and they are not based off of anything I found online. They may not make a lot of sense - we will see!
Most die rolls will be performed after the day is over - so you won't have a good sense of how much money you're making until the night is over.
Patrons
Each day at the inn brings in 2d6 worth of patrons, and each pip represents 10 patrons. Minimum = 20 patrons, Maximum = 120 patrons.
The number of patrons in attendance can be increased or decreased by your past events and your actions leading up to the day. A successful promotional event can add +1d6 to 2d6 worth of patrons. A bad experience can reduce the number of patrons that day by -1d6 to -2d6. For example: paying someone to go around the city with a placard advertising adds +1d6. Making someone sick off a free sample of food: -1d6.
Special events in the city, like payday, or Selfday, adds to your dice pool.
These numbers are mostly in place before the day begins. After that point, you can only add dice for truly remarkable occurrences. You can, however, continue to lose dice normally.
Reputation
You also attract a certain type of patron based off your past events and your actions leading up to the day. Your reputation defines how much your patrons are willing to spend in your establishment, and what might happen on any given night. For example: a reputation for good food might attract a big dinner crowd, with people willing to spend more money on a given meal - but may also discourage patrons who are looking to party late, resulting in a quiet night. A reputation for being cheap will attract a thrifty or poorer clientele, and will cause bigger spenders to avoid your establishment.
You can change your reputation based on your actions with the community and especially based on your actions during any interactions while operating the business. For example: Handing out good tasting samplers will move your reputation towards having good food. Being short with a customer will move your reputation towards poor service.
Prices
While prices are set by the inn, the willingness to spend that money is determined by two things: how well matched your prices are to your clientele, and how well you perform certain skill challenges. This is represented by an average price paid per patron (across all patrons). This starts at a base value that can be increased with successfully resolved skill challenges. For example: You set a meal price of 1 gp, a price that only 1/3 of your patrons is willing to pay - giving you a base value of 33 cp. However, you do an excellent job making the meal, adding 10 cp to the base value for a new total of 43 cp. You fail a skill challenge in serving the meals on time, which does not subtract from your base value.
Capacity
You cannot sell more food or ale than you have on hand. Periodically through the day there will be checks as to your inventory levels. If you run out early, it will remove dice from your patron dice pool for that day. These checks will be done by the GM.
Connections
Each story based event you successfully resolve that night gives you a pool of rerolls. You can spend from this pool to reroll any single die rolled as part of these rules. Example: Phail the bard has a crisis of confidence midway through the night. You successfully convince him to get back up and keep singing, and with your help he gets a big round of applause. You get one story point to your story pool. At the end of the night
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