Black Market

Overview

The underground economy for contraband. Buy and sell illegal items through NPCs.


What It Does

Selling to Black Market

  • Player has contraband
  • Sells to fence for cigarettes
  • Fence takes a cut
  • Item enters NPC economy

Buying from Black Market

  • Player has cigarettes
  • Buys contraband from fence
  • Fence marks up price
  • Player gets illegal item

Location & Access

Design Principles

  • Hidden — Not openly accessible
  • Moving — Location changes periodically
  • Risky — Guard patrols nearby
  • Social — Need reputation or introduction to find

Finding the Market

  • Gain reputation in the gang
  • Builds over time as player learns prison
  • First-timers need introduction

Risk

  • Being near market = suspicion
  • Making transactions = higher risk
  • Getting caught = consequences
  • Creates tension in every visit

Price Dynamics

Supply & Demand

Prices fluctuate based on:

Supply side:

  • Many players selling → prices drop
  • Rare items → prices rise
  • New shipment → temporary surplus

Demand side:

  • Escape season → tool prices rise
  • Crackdown → everything expensive
  • Event-driven spikes

The Fence’s Cut

  • Selling: fence pays less than “value”
  • Buying: fence charges more than “value”
  • Spread is the fence’s profit
  • Creates price difference vs player trading

Stock System

Limited Inventory

  • Fence doesn’t have everything
  • Stock rotates periodically
  • Rare items appear occasionally
  • “Sold out” creates scarcity

Wanted Items

  • Fence actively buying certain items
  • Better prices for wanted goods
  • Creates direction for players
  • Ties to larger economy needs

Reputation with Fence

Trust Levels

Based on Gang Status and individual trust level:

  • Unknown — Limited access, bad prices
  • Known — Full stock, normal prices
  • Regular — Better prices, rare items
  • Trusted — Credit, tips, best deals

Building Trust

  • Successful trades
  • Not bringing heat
  • Consistent business
  • Time investment

Design Goals

For Economy

  • Provides cigarette sink (buying)
  • Provides cigarette source (selling)
  • Creates contraband circulation
  • Adds risk/reward layer

For Gameplay

  • Tension in every visit
  • Social element (finding it)
  • Strategic timing (when to buy/sell)
  • Supports escape planning

For Balance

  • Fence cut prevents arbitrage abuse
  • Stock limits prevent hoarding
  • Risk prevents over-reliance
  • Prices balance naturally

Connected To


Tags

systems economy blackmarket contraband trading