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
- Resource System - Part of economy
- Player Trading - Alternative exchange
- Contraband - What’s traded
- Gang System - Gangs may control access
- Heat System - Risk of getting caught
- Trading Disctinction - Trading disctinction