Quote:
Originally Posted by whswhs
I've run multiple campaigns with trading as an activity, from my first GURPS campaign (set in the Uplift universe) to my current fantasy campaign (set in a bronze age world). Characteristically, the players stop being enthusiastic about the buying and selling and expenses after the first voyage. They still like the contact with different cultures, and they take a mild interest in the goods available, but they really prefer to just handwave the profit and loss statement.
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Moving this from the space opera thread.
I don't know how to run a traders game. I haven't figured out what the core mission is, and so often I hear people doing things with the game that are anything but "trading". If I was to play in one I wouldn't know what to do other than fight off the occasional pirate.
So what is the core activity of a trader's game? How do you make it interesting? Help me understand this play mode.