08-29-2017, 05:37 PM | #41 | |
Join Date: Jul 2008
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Re: How to run a Trader Game
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In that case, you might go as far as to simplify goods (for rules purposes) into 'trade goods' and 'exotic goods' - trade goods are what you buy in home ports and sell in foreign ones, exotic goods the opposite. Add flavor text and legal/ethical/social complications to taste.
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08-29-2017, 05:46 PM | #42 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: How to run a Trader Game
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Of course an SF game can be about merchants. But it won't be a space opera game, any more than a fantasy campaign about the trade in unicorn horns and moly and basilisk eggs is a dungeon fantasy campaign. The TV series that comes perhaps closest to this, Firefly, is really a series about capers, which is a different genre. And "capers in space" might be a workable model for an SF boxed set, and one that GURPS could do well, with the tools from Action playing a big part. But it wouldn't be "space opera," either.
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Bill Stoddard I don't think we're in Oz any more. |
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08-29-2017, 05:56 PM | #43 | ||
Join Date: Aug 2004
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Re: How to run a Trader Game
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I think you can have a perfectly fine game of gritty traders. But it is probably no more than a splat book to a space box set.
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08-29-2017, 06:00 PM | #44 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: How to run a Trader Game
I think the only things I've seen in SF that were really about trading, as opposed to stuff that uses trade as a background to justify why the characters are in whatever weird situation they are in, had to do with new products and market; e.g.
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08-29-2017, 06:04 PM | #45 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: How to run a Trader Game
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Andre Nortons Zero Stone, Crystal Singer, Star Wars (the first one) and a few others involve cargo/passengers that are important to the story but there more McGuffins or background and the negotiating is minimal.
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08-29-2017, 06:19 PM | #46 | |
Join Date: Aug 2004
Location: traveller
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Re: How to run a Trader Game
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Similarly, the Polesotechnic League stories are about clever escapades; their profitable outcomes are the happy result of the "clever" part, rather than central to the narrative. Heinlein's Free Traders and Cherryh's Merchanters are social groups first and mercantile operations strictly second; their stories tend to be about survival in the face of long odds. The Qeng Ho as a civilization don't do swashbuckling, but the stories that Vinge tells about them are certainly action-oriented. You could argue that none of these are acting very much like merchants during the course of their adventures, but that identity drives their skill sets and goals (both initial and ultimate, once the crisis du jour is past) -- often specifically in contrast with military personnel, spies, or scouts around them. |
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08-29-2017, 06:34 PM | #47 | |
Join Date: Jul 2008
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Re: How to run a Trader Game
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I recently read The Sculpted Ship, which reads very much as Traveler-inspired. It doesn't really deal in trade, as such, but does spend good deal of time on business, finance, and documentation to do with operating a private starship. I agree that there are few stories about doing mercantile business, or really about doing almost any sort of business...
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08-29-2017, 06:44 PM | #48 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: How to run a Trader Game
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And even when the outcomes do turn on scientific ideas, coming up with clever scientific ideas isn't very swashy, is it? The appeal is more to wiring-diagram sf than to sword/starship or blaster/starship adventure sf. *I only know of one Qeng Ho story, the novel A Deepness in the Sky. And yes, action does take place—the entire last third of the book is a sustained dramatic climax. But I don't think much of it is about adventure-story antics. Really it's about Pham Nguyen using his cybernetic brilliance and his capacity for scheming to outsmart the Emergent leaders; that is, it's more a caper story than an adventure story. And really what happens among the Spiders is also largely about cleverness as well, though in their case we aren't dealing with a mainly mercantile culture. *I remember Citizen of the Galaxy well, and Captain Krausa pulls off a clever manipulation to rescue Thorby from Jubbulpore. But he does so reluctantly, an with no desire to take risks or have adventures or even be noticed by the Sargon's forces, on the principle that debts must be paid and his people owe a tremendous debt to Thorby's foster father Baslim. When Thorby actually engages in combat he does so at a distance of thousands or even millions of miles, by solving equations—and not losing his concentration (and he later tells his grandparents that it was the proudest moment of his life, to their appalled horror). But I do remember the crew of Sisu using silent auction to trade on an alien planet, and the teenage boys discovering that their pinup pictures are in demand (no one ever finds out why) and eagerly swapping single pictures for single gemstones.
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Bill Stoddard I don't think we're in Oz any more. |
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08-29-2017, 07:12 PM | #49 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: How to run a Trader Game
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Also, they were interested in the trading aspect. I contemplated making a computer program that would automated some of the trading elements....I never finished it because I moved away before the campaign could finish. But I think I'll go back into it. Because...in the future...they'd have a computer to help them track their cargo and personnel and ship expenses. |
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08-29-2017, 08:32 PM | #50 | |||
Join Date: Aug 2004
Location: traveller
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Re: How to run a Trader Game
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On the other hand, look at how Cherryh handles characters that need to assimilate into Merchanter crews. Do they learn the language and gradually find common ground? No, they mostly get beat up and then coincidentally become vital to the ship's survival, after which all is forgiven on both sides. That smacks of action heroism to me. I won't claim these are "space opera," as that would require defining the term. But I submit that these examples are narratively closer to action/adventure pulps than to more cerebral flavors of science fiction. |
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