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Book 3 Trade Rules vs Book 7

Marchand

SOC-12
Two threads in quick succession - just getting some stuff off my chest I suppose...

I think I actually prefer the Book 3 trading rules to the Book 7 version. Am I the only one?!

I haven't been in an actual game for years (apart from solo efforts) so this is all hypothetical, but the Book 3 rules feel much more like tramp trading to me than Book 7. The Book 3 system of rolling for your freight plus a possible random speculative cargo, which could be anything from timber to air/rafts, evokes the tramp freighter thing for me much more than lining up your ideal trade routes for your 40 tons of C-7 Hi In Cr3,700. The Book 7 system shouts "board game" to me.

Bringing in Broker skill means you need Book 7 advanced chargen and in my view comes with a host of problems - can your ship's Broker-4 do the business just as well as a local Broker-4 at a starport they've never visited before? The clunky cutoff between the usefulness of Trader-2 and Trader-3 annoys me for a reason I can't quite put my finger on.

Not sure I'm making any sense - it's really all aesthetic / personal preference.
 
I find Book 3 more satisfying, more visceral. Book 7 feels boring.

That's apart from any game considerations. I think it's easier to make a fortune with Book 3, too. Probably too easy for a campaign, but great for shorter, one-off sandbox play.
 
I think I actually prefer the Book 3 trading rules to the Book 7 version. Am I the only one?!

No, you're not the only one. You'll find my opinión about why I don't like Merchant prince in this post http://www.travellerrpg.com/CotI/Discuss/showpost.php?p=403415&postcount=4

I haven't been in an actual game for years (apart from solo efforts) so this is all hypothetical, but the Book 3 rules feel much more like tramp trading to me than Book 7. The Book 3 system of rolling for your freight plus a possible random speculative cargo, which could be anything from timber to air/rafts, evokes the tramp freighter thing for me much more than lining up your ideal trade routes for your 40 tons of C-7 Hi In Cr3,700. The Book 7 system shouts "board game" to me.

I disagree with you in the last part of this paragraph. IMHO it's not useful even for a "board game", as there's no risk involved if you chose minimally wisely your ports of call (as expressed in the post quoted above).

Bringing in Broker skill means you need Book 7 advanced chargen and in my view comes with a host of problems - can your ship's Broker-4 do the business just as well as a local Broker-4 at a starport they've never visited before? The clunky cutoff between the usefulness of Trader-2 and Trader-3 annoys me for a reason I can't quite put my finger on.

Not sure I'm making any sense - it's really all aesthetic / personal preference.

Broker and Trader skill make not much sense if allowed to be used indiscriminately (just too powerful).

Being mostly MT man, but MT tade system being the same than Merchant PrinceI allowed the use of broker skill in worlds where there were no contacts only if a task (also based in broker skill too) was successful, and depending on how successful, the whole skill could be used or only partial one.

About trader, I made it a uncertain task (MT rules again, sorry).

Let me suggest reading the variant in DonM page (you'll find the link in his signature). Even being for MT, as told, MT trading system and Merchant Prince are basically the same.
 
Two threads in quick succession - just getting some stuff off my chest I suppose...

I think I actually prefer the Book 3 trading rules to the Book 7 version. Am I the only one?!

Far from the only one.

I actually prefer T20, as it's a longer list in the same mode, and have been long working on a hybrid project, a dribble here and a drabble there, working from spot market price histories, etc, to fill in the gaps and provide base prices for all the goods on the MT tables.
 
I think I actually prefer the Book 3 trading rules to the Book 7 version. Am I the only one?!

Obviously, I am piling on to say that I am with you.

When I think free trader, I think Mal Reynolds, dangerous frontier systems, boom or bust deals, and pirates sniffing at your trail.

Merchant Prince leaves me flat on that. I also prefer the Hobbesian IISS career progression (e.g.: "...nasty, brutish, and short").
 
Book 3 for a Tramp Freighter. Book 7 for the "Trading Empire" mega-corporations.

Book 3 is less complicated and doesn't detract from game time anywhere near as much as Book 7.
 
I much prefer the Book 3 system as well, and I have subdivided it a bit farther. My idea of Free Traders is closer to Andre Norton "Solar Queen" series, along with some of her other books, along with the Nicholas Van Rijn stories of Poul Anderson.
 
I've used both in my previous games. I like both. And, I've used both in the same campaign before. If I just needed quick-n-dirty, skip over that planet, and move on, I'd use Book 3. Book 7 I use when the players are more into the trading aspect of the game.

But, if I had to choose only one, I'd definitely go with Book 3.
 
I've used both in my previous games. I like both. And, I've used both in the same campaign before. If I just needed quick-n-dirty, skip over that planet, and move on, I'd use Book 3. Book 7 I use when the players are more into the trading aspect of the game.

But, if I had to choose only one, I'd definitely go with Book 3.

Just the opposite use for me. Book 7, with it's "every cargo is the same" i9s the low detail, get something and move on.

Only when I've got players interested in actually contemplating the cargos have I used Book 3. (Then again, since T20 came out, I've used neither - I use T20 as my go to tables in all editions.)
 
I prefer Book 2, myself. ;)

(Book 3 has Trade Classifications - Book 2 the rules for Trade and Commerce.)

Book 7 sums up its biggest deficit, to me, in the first sentence under 'Cargo Identification' -
'Cargo ... not identified by their nature, ...'​

The nature of the cargo is generally a very significant element with regards to roleplaying.

Some House Rules
These rules are used for seeking goods outside the normal listed starport offerings which I provide using the Trade and Speculation table, fiat, and programs beyond the scope of this post.
  • Modified to find 'best item available' per day based on successful Streetwise check. Additional attempts per day can be achieved with Admin check. Failed check means 1d6 minus level wasted days (ignore less than 1). Each PC may attempt - those without streetwise get RAW penalty.
  • Based on LL, contraband 'available' or 'desired' (ala word on the street) requires Streetwise check to purchase/sell. (Note different from intentionally locating specific contraband as already provided in RAW.) Failure could have consequences.
  • Partial purchases allowed based on 1d6 as a divisor - i.e. partials of 1 to 1/6th quantity would be available (rounding down). No 1% 'handling fee'.
  • Using Bribery DM requires a Bribery check. Failure can have consequences (ala RAW). Bribery costs are imbedded in purchase/resale price.
  • Using Admin DM requires an Admin check. Failure means deal fell through resulting in 1d6 minus level days wasted (ignore less than 1).
  • Note, even 'successfully' using Bribery or Streetwise for purchase/sell can have consequences...:devil:
 
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