I'm very keen on the Hinterworlds as a sector (as my profile suggests): Solomani, Hivers, K'kree, a clutch of interesting minor races, and an actual ringworld - what's not to like.
The thought of setting a game there has got me thinking about how to handle travel and trade between worlds that are not part of the same interstellar state. The real world offers enough grounds for thinking governments will want to control the movement of people and, especially, economic transactions across their borders.
As a first pass, we could make the crew roll to get an entry visa.
CT suggests a roll of 7+ for officials to recognise all paperwork to be in order, DM+2 per level of admin expertise, -3 unskilled.
This a) seems too easy and b) takes no account of local conditions. It might suffice if the crew are just visiting a world without trading - in fact in those circumstances as ref I would probably just allow entry to the world to move the action along, unless it suited the story to introduce a bureaucratic delay.
So the rest of this applies mainly to trade.
The natural thing would be a roll of law level or greater on 2D to secure a merchant visa. There could be a whole range of DMs.
+1 per level of Admin or Legal
other skills from advanced chargen like liaison, broker, or trader might come to bear perhaps serving as (level-1) in admin; perhaps -3 for totally unskilled
Variable for destination world starport: +2 for A, +1 for B, -1 for E.
-1 for visa on arrival (as opposed to at the consulate on the previous world; roll <= (destination world population - distance in parsecs) for it to have a consulate on the origin world;
DM based on political standings - this would be something similar to the alien trade table from Book 7 but tweaked to be about politics rather than consumer preferences. e.g. Imperial ship trying to enter Solomani space should probably get a DM of at least -2. Relations between worlds in the Hinterworlds are largely unspecified so the ref could go to town. e.g. I can see hi-pop Pusan and Dahlia being deadly rivals with respective spheres of influence.
The players should also be allowed and encouraged to boost their chances of securing a merchant's visa by undertaking appropriate actions like contacting a trade partner who will support their application, or inappropriate actions such as blackmailing consular staff.
Visas may not be required in practice for worlds unable to enforce control of their own orbit space / airspace. But then, could you really be sure some friendly government or passing arms merchant hadn't sold those barbarians a basic missile system?
Merchant visas could have a lifetime - just like real world visas they could be single entry or one-year multi-entry. This could be tied into the degree of success: bare success = single entry, +1 = 2 entries, +2 = multi-entry two months, +3 = multi-entry six months, +4 or higher = multi-entry one year.
There would be a little extra book-keeping but it seems worth it for the additional play options it throws up.
Here is an example: crew are on Yerve (Hinterworlds/2132 B410847-A) trying to secure merchant visa to Dahlia (HW/2032 B754A8A-B). Roll 9- for Dahlia to have a consulate on Yerve (pop A, 1 parsec distance, ref determines no other applicable DMs)
If yes: roll 10+ for visa, no political effect, no skill effect (liaison-1 used as admin-0), +1 for B class starport.
I just rolled an 11, +1 for 12, beating the target number by 2. So the crew get a multi-entry mercantile visa to Dahlia valid for 2 months. It costs them Cr500.
Has anyone else introduced similar systems? Is there a published rule someone can point to that I don't know about?
The thought of setting a game there has got me thinking about how to handle travel and trade between worlds that are not part of the same interstellar state. The real world offers enough grounds for thinking governments will want to control the movement of people and, especially, economic transactions across their borders.
As a first pass, we could make the crew roll to get an entry visa.
CT suggests a roll of 7+ for officials to recognise all paperwork to be in order, DM+2 per level of admin expertise, -3 unskilled.
This a) seems too easy and b) takes no account of local conditions. It might suffice if the crew are just visiting a world without trading - in fact in those circumstances as ref I would probably just allow entry to the world to move the action along, unless it suited the story to introduce a bureaucratic delay.
So the rest of this applies mainly to trade.
The natural thing would be a roll of law level or greater on 2D to secure a merchant visa. There could be a whole range of DMs.
+1 per level of Admin or Legal
other skills from advanced chargen like liaison, broker, or trader might come to bear perhaps serving as (level-1) in admin; perhaps -3 for totally unskilled
Variable for destination world starport: +2 for A, +1 for B, -1 for E.
-1 for visa on arrival (as opposed to at the consulate on the previous world; roll <= (destination world population - distance in parsecs) for it to have a consulate on the origin world;
DM based on political standings - this would be something similar to the alien trade table from Book 7 but tweaked to be about politics rather than consumer preferences. e.g. Imperial ship trying to enter Solomani space should probably get a DM of at least -2. Relations between worlds in the Hinterworlds are largely unspecified so the ref could go to town. e.g. I can see hi-pop Pusan and Dahlia being deadly rivals with respective spheres of influence.
The players should also be allowed and encouraged to boost their chances of securing a merchant's visa by undertaking appropriate actions like contacting a trade partner who will support their application, or inappropriate actions such as blackmailing consular staff.
Visas may not be required in practice for worlds unable to enforce control of their own orbit space / airspace. But then, could you really be sure some friendly government or passing arms merchant hadn't sold those barbarians a basic missile system?
Merchant visas could have a lifetime - just like real world visas they could be single entry or one-year multi-entry. This could be tied into the degree of success: bare success = single entry, +1 = 2 entries, +2 = multi-entry two months, +3 = multi-entry six months, +4 or higher = multi-entry one year.
There would be a little extra book-keeping but it seems worth it for the additional play options it throws up.
Here is an example: crew are on Yerve (Hinterworlds/2132 B410847-A) trying to secure merchant visa to Dahlia (HW/2032 B754A8A-B). Roll 9- for Dahlia to have a consulate on Yerve (pop A, 1 parsec distance, ref determines no other applicable DMs)
If yes: roll 10+ for visa, no political effect, no skill effect (liaison-1 used as admin-0), +1 for B class starport.
I just rolled an 11, +1 for 12, beating the target number by 2. So the crew get a multi-entry mercantile visa to Dahlia valid for 2 months. It costs them Cr500.
Has anyone else introduced similar systems? Is there a published rule someone can point to that I don't know about?