08-29-2017, 02:14 PM | #21 | |
Join Date: Jul 2008
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Re: How to run a Trader Game
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If you want a game inspired by Firefly, say, you don't want a trader game. Mal may have at some point intended otherwise, but very nearly the only legal business the ship gets up to is transporting Inara. They certainly aren't buying adventure cargo - if they're carrying goods it's usually something they stole or salvaged, or occasionally a paid cargo run. There's potentially a similar motivation of getting what you need to keep flying, but much less accounting involved.
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08-29-2017, 02:50 PM | #22 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: How to run a Trader Game
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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.
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Bill Stoddard I don't think we're in Oz any more. |
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08-29-2017, 02:54 PM | #23 | |
Join Date: Aug 2004
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Re: How to run a Trader Game
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There is a whole chapter of advice on running merchant campaigns in that book, and one of the best pieces of advice is on p.105: "Use every die roll as an excuse to roleplay". Who runs the local spot market? What kind of being is it? Does he like the PC looking to buy? Where can the PCs go to find information on their next market? Is it trustworthy? How many others have access to that info (are they talking to a shady smuggler in a bar, or just pulling up weeks old market data for free on the net... or are they hacking a megacorps market information database?). And so on and so forth. Don't just grind through a bunch of tables. Trader games are about the gritty details. They are about having the pilot's player actually get to say "Copy control, squawking 6500, passing through orbital now, watching outbound heavy". They are about scrutinizing freight contracts for the crucial details both bad ("Hi, we need you to deliver this to domicile on Quarren" "Isn't Quarren a radioactive wasteland? Handling fee better be astronomical!") and good ("Aha, 30 tons headed to the same place we just learned has a shortage of fidget spinners, let's pick that up and see what else is going there"). Hand outs can be awesome for this (make secret Administration or Merchant rolls to alert _players_ to details they might miss but their characters should catch, but a lot of fun to be had riffing through contracts). The only time players should get away with a simple freight handling rolls is because you have nastier things planned for them. The tow boat my friend works on, she's watched a seasoned hand walk up to a tow during a lock transition, slip, and slide between the boat and the tow. And then everyone got to just sit there and listen to him scream for a minute before he was crushed to jelly. THAT is what a freight handling roll can mean. You are dealing in units of tons. Humans are fragile. Space is unforgiving. And oh yeah, time is money so if you are getting a positive TDM for time spent, you are probably going broke... but maybe if you shave some time off for a penalty, you get the jump on that rivals departure... Trader campaigns are in every way the opposite of DF campaigns. Or Action or Monster Hunters (though the Investigation rules in MH could be looted to good effect for market research, obscure speculative cargo, and freight contract details!). Really, a new Trader campaign book should have a chapter that is just roleplaying ideas for each roll in the book.
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My GURPS stuff |
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08-29-2017, 02:54 PM | #24 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: How to run a Trader Game
The players also chose it in my case. I suspect they want to have trade be the driver of adventuring without having to spend hours rolling on tables to see if grain is cheaper than bulk hydrocarbons.
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08-29-2017, 03:12 PM | #25 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: How to run a Trader Game
No doubt. But my experience, and not only mine, is that players who want their characters to be merchants actually are not very interested in playing through the gritty details. And perhaps that means that they don't want to play trader games. But they wanted to play merchants, perhaps because merchants (a) have a reason for being in space and (b) don't have to obey orders from a military high command.
I would not recommend having "trade and profit" be the mission statement for an actual space opera campaign.
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Bill Stoddard I don't think we're in Oz any more. |
08-29-2017, 03:19 PM | #26 |
Join Date: Jul 2008
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Re: How to run a Trader Game
Well, since I have no access to any of the three sets of players in question, I'm in no position at all to guess what they were hoping the game would actually be about.
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08-29-2017, 03:20 PM | #27 | |
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, 03:27 PM | #28 | |
Join Date: Jul 2008
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Re: How to run a Trader Game
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I don't know the Far Trader rules, but in SS2 (which is similar at least in concept) you could easily pre-generate a few lots of cargo. It would also be easy to automate if you do that sort of thing, though I don't know of pre-existing automation.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-29-2017, 03:34 PM | #29 | |
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, 03:54 PM | #30 | |
Join Date: Aug 2004
Location: traveller
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Re: How to run a Trader Game
If you haven't already, you should pick up the 'companion volume': Corporate Shadowfiles, by Nigel Findley
This sourcebook for Shadowrun covers the roleplaying aspects of high-level corporate maneuvering: stock raiding, hostile takeovers, espionage, etc. Quote:
Last edited by thrash; 08-29-2017 at 03:59 PM. |
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