Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   [Spaceships] Making a setting work... (https://forums.sjgames.com/showthread.php?t=72381)

Ejidoth 08-17-2010 01:22 PM

Re: [Spaceships] Making a setting work...
 
Quote:

Originally Posted by malloyd (Post 1034160)
Not quite. They won't give out big loans to typical "free trader" PCs. They might be perfectly willing to finance free traders who actually have ties to a community where the law does get enforced. The loan officer of the bank that has dealt honestly with your parents and grandparents, who still live here, knows you aced your college business classes, and remembers you fondly from when you and his daughter did all those Girl Scout civics projects together might be willing to write you a loan if you turn up with a reasonable business plan. A bunch of scruffy ex-mercenaries arriving from offworld three months ago probably aren't a risk he'd be very interested in even if law enforcement *were* good.

Some people are bad risks is not the same as all people are bad risks. The problem from a RPG perspective is that people willing to do things that qualify as adventures, particularly the different kinds of adventures you need to keep the game sessions from being too repetitive, are almost poster examples of "bad risk". You don't get your money back from people who die in the wilderness somewhere.

Y'know, even though that doesn't help the PCs get a ship, I'm glad you pointed that out. That makes the setting work better, so now all I need is a handwave for why the PCs can afford a ship, without it being hugely improbable that there are other not-insanely-wealthy traders out there. And that's easy enough with 'inheritance' / 'discovery of improbably valuable treasure' / whatever.

Ulzgoroth 08-17-2010 01:28 PM

Re: [Spaceships] Making a setting work...
 
Quote:

Originally Posted by Ejidoth (Post 1034151)
I'm struggling slightly over how to really enforce serious debt in the setting where law enforcement is lax enough to let piracy be a major profession too.

That is... if you try not to pay up on a debt, law enforcement wants to catch you. If you pirate, law enforcement wants to catch you. Piracy includes stealing ships, so the monetary value of both crimes are similar in this case, so both are roughly equal priority.

So.

If I have a setting where pirates tend to be able to often escape punishment, how do I enforce debt? It seems like the end result is that companies won't give out big loans like that to free traders.

Basic law enforcement at most spaceports will do that.

In order to do business, a trader needs free access to many ports. Pirates don't. A pirate needs a haven where they can resupply and fence their loot, but they only really need one.

So if you've got a few worlds, stations, or what have you that cheerfully enable piracy...Tortuga, Jackson's Whole, that sort of place...the pirates can get by just fine even if they'd be arrested on sight in the vast majority of ports of trade. But a merchant who's been declared pirate for stopping payments on their ship will essentially be out of business.

malloyd 08-17-2010 01:34 PM

Re: [Spaceships] Making a setting work...
 
Quote:

Originally Posted by Ejidoth (Post 1034164)
Y'know, even though that doesn't help the PCs get a ship, I'm glad you pointed that out. That makes the setting work better, so now all I need is a handwave for why the PCs can afford a ship, without it being hugely improbable that there are other not-insanely-wealthy traders out there. And that's easy enough with 'inheritance' / 'discovery of improbably valuable treasure' / whatever.

It does have some effects though. The big one is most free traders are going to be both competent and honest people. They have to be or they couldn't get financed. This makes it harder for the PCs to get rich by competing against them for the honest runs, but means there won't be a lot of other bidders on the slightly shady deal the old guy in the tavern is offering....

Anthony 08-17-2010 01:51 PM

Re: [Spaceships] Making a setting work...
 
Don't neglect the possibilities of giving the PCs a PoS ship. Let's say that a new ship of some type costs $10 million, and has operating costs as follows:
Loan Service and RoI: $100,000 per month
Crew: $25,000 per month
Parts and Maintenance: $25,000 per month.
Total: $150,000 per month.

Now, consider the PoS ship. Because it's in bad shape, it needs double normal crew ($50,000 per month) and four times normal maintenance ($100,000 per month). That's $150,000 per month right there, and basically means the ship is worthless in normal use. It would have some value, but if it's currently basically nonfunctional and the PCs can get it operating, it might cost them under a million. This has the side virtue that the GM can randomly strand the PCs on strange worlds when their ship has a breakdown.

Fred Brackin 08-17-2010 02:03 PM

Re: [Spaceships] Making a setting work...
 
Quote:

Originally Posted by malloyd (Post 1034143)
You can vastly lower the price of ships.

Yes. When I was preparing the Gloria Monday campaign during the 3e era I used Ve2 to build the ship (it wasn't even hard when using GVB) and I selected technologies that made ships cheap.

Ships of the Gloria's class cost a little over a million new and half that when worn down to Cheap quality (as the Gloria was).

The Gloria was relatively small, only having a cargo capacity of around 100 tons but there was a size limit on all ships in the game. No Imperial Star Destroyers in that setting.

Ships in a certain supplement may cost tens or hundreds of millions of $ but that's only because someone thinks they should. If it's your game then the "someone" is you. Ships cost what you think they should.

This is particularly true both when you're the one writing the rules of the universe _and_ when using an system as abstract as Spaceships. Just leave costs the same across the TL and the SMs and the system won't care. It's not a game balance issue as long as everything built with the rules uses the same rules.

malloyd 08-17-2010 02:20 PM

Re: [Spaceships] Making a setting work...
 
Quote:

Originally Posted by Fred Brackin (Post 1034186)
This is particularly true both when you're the one writing the rules of the universe _and_ when using an system as abstract as Spaceships. Just leave costs the same across the TL and the SMs and the system won't care. It's not a game balance issue as long as everything built with the rules uses the same rules.

Though you do have to be a little careful of prices of relative to everything else, or you can get into situations where it's cheaper to buy a ship and land it permanently than to build a housing unit or a village power plant.

I'd note that in most game systems spaceship rules, ships get a lot cheaper if you leave off the weapons, armor, and long range sensors, none of which are very useful for a merchant operating in places that have local policing and traffic control. Adventurers will whine about the crappy ship capabilities, but merchants who try to avoid places where you have to shoot at pirates, avoid uncharted asteroids and land without a field beacon and won't miss them.

jacobmuller 08-17-2010 02:41 PM

Re: [Spaceships] Making a setting work...
 
Quote:

Originally Posted by Ulzgoroth (Post 1034166)
Basic law enforcement at most spaceports will do that.

In order to do business, a trader needs free access to many ports. Pirates don't. A pirate needs a haven where they can resupply and fence their loot, but they only really need one.

So if you've got a few worlds, stations, or what have you that cheerfully enable piracy...Tortuga, Jackson's Whole, that sort of place...the pirates can get by just fine even if they'd be arrested on sight in the vast majority of ports of trade. But a merchant who's been declared pirate for stopping payments on their ship will essentially be out of business.

And add a "pirates don't like competition" clause; newly defaulted merchants won't be experienced at piracy = easy prey for inveterate pirates.

Ulzgoroth 08-17-2010 02:55 PM

Re: [Spaceships] Making a setting work...
 
Quote:

Originally Posted by jacobmuller (Post 1034207)
And add a "pirates don't like competition" clause; newly defaulted merchants won't be experienced at piracy = easy prey for inveterate pirates.

I'm dubious of that. Predators don't tend to prey on each other. Even inexperienced would-be pirates are going to be more dangerous and less profitable prey than legitimate merchants. And harder to catch, too, since they won't be using the regular trade routes anymore. And the pirate haven is unlikely to let you ambush them in-system. They've got a strong interest in the safety of traffic within their space, and getting blacklisted by a pirate haven is a seriously bad career move for a pirate...

OTOH, newbie pirates are going to have plenty of problems without adding that one...

Stormcrow 08-17-2010 03:05 PM

Re: [Spaceships] Making a setting work...
 
Quote:

Originally Posted by malloyd (Post 1034199)
I'd note that in most game systems spaceship rules, ships get a lot cheaper if you leave off the weapons, armor, and long range sensors, none of which are very useful for a merchant operating in places that have local policing and traffic control.

Yeeeeaaaahhhh, but the real money-sinks in spaceships are engines and power plants. Take the TL10 Outlander-class Deep-space Freighter from Spaceships 2. After the $30M engine, the next most expensive component is the control room at $6M. The armor only comes in third at $4.5M for the whole ship. A major battery weapon (what's a tramp freighter doing with one of those?) would only cost $15M; smaller weapons would be much, much cheaper.

Even if you wanted to buy a "very cheap" Outlander-class ship, you'd still need $9.24M, which at TL10 means you'd still need to be a Multimillionaire to support the genre convention of "entrepreneur buys ship, lives hard life as tramp freighter captain." If we take the costs in Spaceships as reasonable, we are left with one inevitable conclusion: the genre is economically unrealistic. You must make everything to do with ships cheaper to simply buy a ship the way the genre works.

lexington 08-17-2010 03:15 PM

Re: [Spaceships] Making a setting work...
 
Quote:

Originally Posted by Ejidoth (Post 1034151)
I'm struggling slightly over how to really enforce serious debt in the setting where law enforcement is lax enough to let piracy be a major profession too.

That is... if you try not to pay up on a debt, law enforcement wants to catch you. If you pirate, law enforcement wants to catch you. Piracy includes stealing ships, so the monetary value of both crimes are similar in this case, so both are roughly equal priority.

So.

If I have a setting where pirates tend to be able to often escape punishment, how do I enforce debt? It seems like the end result is that companies won't give out big loans like that to free traders.

"There are fifteen shaped plasma charges on this ship. You have no chance of finding them all. If I don't get my money each month they go off and you start losing atmosphere through a bunch of gaping holes in the hull."


All times are GMT -6. The time now is 05:49 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.