08-29-2017, 11:52 AM | #11 |
Join Date: Aug 2004
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Re: How to run a Trader Game
Other classic "trader" adventures: Having your entire ship hired to take someone to some off the beaten trail planet. Safari for a rich noble, scientific research, relief mission. None of these need to be criminal or illegal.
Note: The Nostromo was a cargo hauler... Even on bog standard cargo runs, you can play around with the difference between speculative cargo and freight. Speculative cago incentivizes whoever is pitched in to buy it to do some leg work to get the best price on the sale. Some of that CAN be illegal, but it doesn't have to be. If you and your rival are both trying to offload a few tons of fidget spinners, perhaps your gunners unusual hobby in modern dance coupled with the pursers advertising acumen can boost your products cache with the locals, get you a premium price. Perhaps it fails to do that, and now you have to decide if you want to take a loss now, or keep that cargo space locked up for another trip... and potentially still taking a loss! Meanwhile, one usually hopes that freight is your bread and butter, no frills money maker. Maybe, because of the big lines, it isn't quite profitable enough to pay all the bills (see speculative cargo for that), but there is a lot of it, and it has a good credit rating. But wait! The savvy GM will giggle to himself as he pours over the implications of Gurps Traveller: Far Traders "Terms of Shipping" table! EXW and DFD (Ex-Works and Delivered Free Domicile) are both fraught with peril if the buyer or seller uses the carrier (that is the PCs!) as their pickup/delivery guys on planet too. Its a hassle for the crew, captain doesn't want to do it, but UPS is booked solid so maybe we just sweeten the deal with a big (BIG) bonus and another nice contract if you do us this favor... Don't hit the crew with bandits/breakdowns/hurricanes on the first such transaction, oh no. The first hit is free, they say. Nooo let them get a taste of that sweet, sweet shipping and handling money... FOB/CIF/DES are also fun for administrative issues with customs, irate locals claiming the goods are stolen, immoral, or violate a local monopoly (perhaps falsely! A tactic savvy PCs might turn on rival NPCs when selling speculative cargo...). If your captain is busy arguing with the local law enforcement that this freight is perfectly legal, and the purser and gunner are busy with some market manipulation for the fidget spinners, well, who talks to the irate luxury passenger who is complaining about the damn VERMIN he saw crawling into his rooms ventilation duct and what kind of ship are you people running here? Just saying. And hell, in Transhuman Space, where the captain is an illegal AI, your purser is a smart cat, and your gunner is a K-10, well, I guess your engineer astropus is crawling through some vents looking for whatever that was while your flying monkey chief of security closes the emergency seals behind him so it doesn't get behind him and hey, what the hell is all this corrosion... Sometimes the crew itself is a source of entertainment :)
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08-29-2017, 12:06 PM | #12 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: How to run a Trader Game
Some good ideas here and this is why we need a good merchant traders book.
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08-29-2017, 12:17 PM | #13 | |
Join Date: Aug 2004
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Re: How to run a Trader Game
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Till then, it is available on PDF, I recommend it.
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08-29-2017, 12:19 PM | #14 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: How to run a Trader Game
Quote:
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08-29-2017, 12:24 PM | #15 | |
Join Date: Jul 2008
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Re: How to run a Trader Game
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08-29-2017, 12:34 PM | #16 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: How to run a Trader Game
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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.
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08-29-2017, 12:55 PM | #17 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: How to run a Trader Game
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08-29-2017, 01:48 PM | #18 | |
Join Date: Aug 2004
Location: traveller
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Re: How to run a Trader Game
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I seem to have lost my back-up copy, but it should be available on the JTAS CDROM from Far Future Enterprises. |
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08-29-2017, 01:51 PM | #19 | ||
Join Date: Sep 2004
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Re: How to run a Trader Game
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I would also like to see broader-scope version of the book. Quote:
But to run a game that has trade as more than a background element, you need to have the campaign focus on money as a way of 'keeping score'. Old-fashioned dungeon crawls focus on supplies (food, torches, rope, ect.) as a method of generating overall tension (i.e., outside of combat/non-moment to moment tension). Trading campaigns do it with money. I'll note most fiction dealing with trading has similar patterns. C.J. Cherryh's merchanter novels, and Chanur books show some of the mechanics of trade, but they're not the backbone of the plot. Instead, you get more concerns of 'I've got to keep this situation under control for another hour, because I'm in the middle of loading cargo.' Trade restricts choices, but doesn't drive them. On the other hand, Spice and Wolf does have trade drive the plot in several places.
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08-29-2017, 01:53 PM | #20 | |
Join Date: Aug 2004
Location: traveller
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Re: How to run a Trader Game
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A smuggler or illicit dealer (or pirate, for that matter) would be a specialization of the general trader campaign. Most "merchant adventurers" tend to dabble in all of these areas as circumstances dictate and opportunities present themselves. |
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