|
08-29-2017, 06:54 AM | #1 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
How to run a Traders Game?
Quote:
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.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! Last edited by ericthered; 08-29-2017 at 07:20 AM. |
|
08-29-2017, 07:49 AM | #2 |
Join Date: Sep 2004
Location: Medford, MA
|
Re: How to run a Trader Game
When I ran GURPS Traveller: Interstellar Wars, the players were traders. It was their first trading run into Vilani space.
So they'd arrive on a planet. They'd need to find a way to get access to the black market on that planet. Sometimes that would be an adventure in an of itself. They had usually 2-3 days on that planet before leaving. There usually some adventure going on. Sometimes related to trade (we want you to go to the interior and capture some rare wild animal and then deliver it to this other planet), sometimes not. Sometimes they are tempted with smuggling something illegal. Of course their trading business also involves carrying passengers...and passengers also can have adventures connected to them (they are refugees on the run, they are criminals, they are someone other people want to assassinate). There are rival traders who try to steal the highest paying passengers. Then out in space there are space customs...which is usually fine...unless you have some illegal cargo/passengers. I just looked into Traveller adventures to get inspiration. I suppose you could also look into Firefly for inspiration as well. |
08-29-2017, 08:05 AM | #3 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
|
Re: How to run a Trader Game
A trading game is one in which the characters deal with obstacles that impede their ability to trade. It is not about the actual transaction. There may be some financial concern—e.g., this cargo is too risky for the amount we'd be paid—but it is secondary.
That's not to say the players don't want to profit. You shouldn't run a trading game without letting players actually keep and invest the profits. It's that profits are the reward, not the central conflict. |
08-29-2017, 09:54 AM | #4 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: How to run a Trader Game
Quote:
I don't think that the answer is to provide a more detailed and exact model for figuring profit and loss. I think if there is an answer, it's to provide a much simpler set of rolls, one that doesn't require elaborate record-keeping at all.
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
08-29-2017, 10:21 AM | #5 |
Join Date: Sep 2004
|
Re: How to run a Trader Game
The 'classic' trading game is one of the implied campaign frames from the original Traveller: You have a ship, and it has 10-40 years of loan payments left before it's paid for. You need to make enough money to pay the loan each month, as well as all the operating costs (maintenance, overhaul, fuel, berthing fees...). Going from planet to planet with trade goods should take care of the bulk of costs, and adventures are when you need extra cash in a hurry (like ferrying that old man and kid who are too-eager to get off planet).
So the real base idea is that ship becomes the stick of continual expenses, with any adventures beyond regular trading offering the 'carrot' of money for the main hook.
__________________
My blog: All my hobbies, all the time |
08-29-2017, 11:10 AM | #6 | ||||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: How to run a Trader Game
Quote:
Quote:
Quote:
Quote:
So you have a bunch of folks who don't really own the ship trying to find ways to make a buck on the side. With the implication that this will get them into all sorts of trouble. Hmm.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
||||
08-29-2017, 12:24 PM | #7 | |
Join Date: Jul 2008
|
Re: How to run a Trader Game
Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
08-29-2017, 12:34 PM | #8 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: How to run a Trader Game
Quote:
Trade is a viable reason for traveling and interaction in almost any setting. Going in and killing things and looting the bodies, not so much. So a merchant based campaign makes a good background or reason for the PCs to be there. However it cant be all about the accounting or boredom will ensue.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
|
08-29-2017, 02:50 PM | #9 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: How to run a Trader Game
Quote:
And this is at least twice I've run campaigns where the PCs were a merchant ship's crew, and they were almost completely different player groups; only one person played in both campaigns. Twice isn't a conclusive trend, but it may be more than just happenstance.
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
08-29-2017, 01:48 PM | #10 | |
Join Date: Aug 2004
Location: traveller
|
Re: How to run a Trader Game
Quote:
I seem to have lost my back-up copy, but it should be available on the JTAS CDROM from Far Future Enterprises. |
|
|
|