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CT trade system improvements

rancke

Absent Friend
Instead of the rather fruitless back-and-forth we've all (myself included) been engaging in in recent months, how about trying something a little more constructive?

How would you fix/improve the CT trade system if you were in a position to do so? Even if you think the system is good enough, you may have some ideas for improving on it. 'Good enough' is, after all, the enemy of perfection.

And if you feel the trade system is already perfect, feel free to refrain from posting in this thread.

Here are a few preliminary ideas of mine:

I think I'd split the sytem up in two: A 'standard' or 'ordinary' system and a system for generating 'interesting events'.

The standard system would be the current freight and passenger system with a few minor tweaks. It would represent be the 'bread and butter' economics of a tramp ship and it would be geared to letting an old ship with a modest mortgage survive. It would include vanilla maintenance rules that made it more expensive to keep an old ship flying. There might also be a very generic system for speculative trade. Half a dozen or a dozen broad categories, perhaps ('agricultural produce' 'low-tech trinkets', 'mid-tech doodads', 'high-tech gadgets', etc,). The idea would be that a PC group that didn't really want to bother with the economic side of things would be able to get them over with quickly and painlessly.

The 'interewsting events' would include a tweaked speculative trade system (a better version of the existing one where the kind and amount of goods you found would be related to the population and trade classification of the world you were on. But it would also include major breakdowns and major opportunities. Things like MCr10 computers for MCr4 wouldn't occur automatically on the trade tables, they would be 'specials' introduced by the referee. Likewise, breakdowns wouldn't be the result of a bad die roll but down to referee decision.

I'd also include a set of tables for giving more depth to individual passengers.


More specific ideas later.


Hans
 
Instead of the rather fruitless back-and-forth we've all (myself included) been engaging in in recent months, how about trying something a little more constructive?

How would you fix/improve the CT trade system if you were in a position to do so? Even if you think the system is good enough, you may have some ideas for improving on it. 'Good enough' is, after all, the enemy of perfection.

And if you feel the trade system is already perfect, feel free to refrain from posting in this thread.

Here are a few preliminary ideas of mine:

I think I'd split the sytem up in two: A 'standard' or 'ordinary' system and a system for generating 'interesting events'.

The standard system would be the current freight and passenger system with a few minor tweaks. It would represent be the 'bread and butter' economics of a tramp ship and it would be geared to letting an old ship with a modest mortgage survive. It would include vanilla maintenance rules that made it more expensive to keep an old ship flying. There might also be a very generic system for speculative trade. Half a dozen or a dozen broad categories, perhaps ('agricultural produce' 'low-tech trinkets', 'mid-tech doodads', 'high-tech gadgets', etc,). The idea would be that a PC group that didn't really want to bother with the economic side of things would be able to get them over with quickly and painlessly.

The 'interewsting events' would include a tweaked speculative trade system (a better version of the existing one where the kind and amount of goods you found would be related to the population and trade classification of the world you were on. But it would also include major breakdowns and major opportunities. Things like MCr10 computers for MCr4 wouldn't occur automatically on the trade tables, they would be 'specials' introduced by the referee. Likewise, breakdowns wouldn't be the result of a bad die roll but down to referee decision.

I'd also include a set of tables for giving more depth to individual passengers.


More specific ideas later.


Hans
 
I suggest using a Trade Wars model. (The old BBS game.)

There are maybe 5 generic trade items. Each world has it's own notebook page... a "trade log."

When you pull into harbor, you go through the list. Roll for each item to see how much the buying and selling prices have changed since the last time you've been in port. Modifiers to the roll include the time you've been away. If you keep going back and forth between two worlds... the price will even out eventually-- encouraging you to go elsewhere.

There are no standard freight rules in this system. Everything is speculative in this system. Higher jump ships will have more destination options and can make better money per cargo hold because of that.

In the real world, everyone would milk the sweet spots and things would be boring soon. But with armed ships, things get more interesting. If you go to the sweet spots, you can expect to fight sooner or later. (Think "Car Wars" in space.)

The trade system needs to be integrated with an encounter system and an economic patron system.... Worlds are rated on how violent they are... you increase the chance of violence but make more money on trade. Also... you need a system for generating "interesting" opportunities. The worlds are then stocked with these things and the players can pick them up. This opens up the role playing side and gives more rules on smuggling, etc.

Note: My approach is focused on fun, not "realism." The overall feel would be that of Pirates of the Barbary coast... but with a component of the game where the player invests in souping up the ship so they can "duel" for the sweet spots. It'd be a game that had no bearing on the OTU... just use bits and pieces of it.
 
I suggest using a Trade Wars model. (The old BBS game.)

There are maybe 5 generic trade items. Each world has it's own notebook page... a "trade log."

When you pull into harbor, you go through the list. Roll for each item to see how much the buying and selling prices have changed since the last time you've been in port. Modifiers to the roll include the time you've been away. If you keep going back and forth between two worlds... the price will even out eventually-- encouraging you to go elsewhere.

There are no standard freight rules in this system. Everything is speculative in this system. Higher jump ships will have more destination options and can make better money per cargo hold because of that.

In the real world, everyone would milk the sweet spots and things would be boring soon. But with armed ships, things get more interesting. If you go to the sweet spots, you can expect to fight sooner or later. (Think "Car Wars" in space.)

The trade system needs to be integrated with an encounter system and an economic patron system.... Worlds are rated on how violent they are... you increase the chance of violence but make more money on trade. Also... you need a system for generating "interesting" opportunities. The worlds are then stocked with these things and the players can pick them up. This opens up the role playing side and gives more rules on smuggling, etc.

Note: My approach is focused on fun, not "realism." The overall feel would be that of Pirates of the Barbary coast... but with a component of the game where the player invests in souping up the ship so they can "duel" for the sweet spots. It'd be a game that had no bearing on the OTU... just use bits and pieces of it.
 
Originally posted by rancke:
How would you fix/improve the CT trade system if you were in a position to do so?

We are all in a position to do so; after all, this whay house rules are about...

I think I'd split the sytem up in two: A 'standard' or 'ordinary' system and a system for generating 'interesting events'.

The standard system would be the current freight and passenger system with a few minor tweaks. It would represent be the 'bread and butter' economics of a tramp ship and it would be geared to letting an old ship with a modest mortgage survive. It would include vanilla maintenance rules that made it more expensive to keep an old ship flying. There might also be a very generic system for speculative trade. Half a dozen or a dozen broad categories, perhaps ('agricultural produce' 'low-tech trinkets', 'mid-tech doodads', 'high-tech gadgets', etc,). The idea would be that a PC group that didn't really want to bother with the economic side of things would be able to get them over with quickly and painlessly.

So, if I understand correctly, what you have in mind for the 'basic system' is (with a few additions of mine):
1) Passenger/Cargo system ala LBB2, minor to no modifications;
2) Modified maintainance rules (simply modify the prices to include a ship's-age component? Or have a different price for every decade of ship age?); possibly also different chances of malfunction and/or misjump based on age?
3) 9 Speculative Trade tables: Generic Low Tech (TL4-),Generic Mid Tech (TLs5-9), Generic High Tech (TL10+), Agricultural, Mining (most Asteroid or Vaccum worlds with pop 3+), Water World, Rich, Mid-Tech Industrial (TLs5-9), High-Tech Industrial (TL10+). The other trade codes still exist but only provide purchase/sale DMs. Each table is 2D6 (11 items), but otherwise similar to the LBB2 tables. If more than one table applies (for example, a POP-9, TL-B Asteroid Belt would qualify for the Generic High Tech, Mining and Industrial table), the player chooses the table to roll on. One roll per skill-rank in Trader (or Broker?) per week is allowed.

And I'd add:
4) Passenger/Cargo charges are PER PARSEC, not per jump; more realistic and (IIRC) more favorable to Type-A2 Far Traders.
5) A simple rules-of-a-thumb system for converting LBB3/LBB4/whatever items into trade goods and of checking if the player finds a good source to buy them from (laser rifles, for example).
6) Integration with my Belting System.

The 'interesting events' would include a tweaked speculative trade system (a better version of the existing one where the kind and amount of goods you found would be related to the population and trade classification of the world you were on. But it would also include major breakdowns and major opportunities. Things like MCr10 computers for MCr4 wouldn't occur automatically on the trade tables, they would be 'specials' introduced by the referee. Likewise, breakdowns wouldn't be the result of a bad die roll but down to referee decision.

In a smaller setting, the referee could specify a single "speciality" good per world or for some worlds; some of these would just be good opportunities with a flavor, others would have specific markets. This is inspired by the trade system in the Starflight 2 computer game, which had both generic goods and "speciality goods" (with specific sources and markets).

I'd also include a set of tables for giving more depth to individual passengers.

Hmmm... I recall hearing about certain RPGs (TNE? I have this on my HD from the free DTRPG release but I haven't read through it in great depth, only in generic details) that use standard playing cards for determining NPC personalities on the fly... This could be an idea for quick passenger-"flavor" generation.
 
Originally posted by rancke:
How would you fix/improve the CT trade system if you were in a position to do so?

We are all in a position to do so; after all, this whay house rules are about...

I think I'd split the sytem up in two: A 'standard' or 'ordinary' system and a system for generating 'interesting events'.

The standard system would be the current freight and passenger system with a few minor tweaks. It would represent be the 'bread and butter' economics of a tramp ship and it would be geared to letting an old ship with a modest mortgage survive. It would include vanilla maintenance rules that made it more expensive to keep an old ship flying. There might also be a very generic system for speculative trade. Half a dozen or a dozen broad categories, perhaps ('agricultural produce' 'low-tech trinkets', 'mid-tech doodads', 'high-tech gadgets', etc,). The idea would be that a PC group that didn't really want to bother with the economic side of things would be able to get them over with quickly and painlessly.

So, if I understand correctly, what you have in mind for the 'basic system' is (with a few additions of mine):
1) Passenger/Cargo system ala LBB2, minor to no modifications;
2) Modified maintainance rules (simply modify the prices to include a ship's-age component? Or have a different price for every decade of ship age?); possibly also different chances of malfunction and/or misjump based on age?
3) 9 Speculative Trade tables: Generic Low Tech (TL4-),Generic Mid Tech (TLs5-9), Generic High Tech (TL10+), Agricultural, Mining (most Asteroid or Vaccum worlds with pop 3+), Water World, Rich, Mid-Tech Industrial (TLs5-9), High-Tech Industrial (TL10+). The other trade codes still exist but only provide purchase/sale DMs. Each table is 2D6 (11 items), but otherwise similar to the LBB2 tables. If more than one table applies (for example, a POP-9, TL-B Asteroid Belt would qualify for the Generic High Tech, Mining and Industrial table), the player chooses the table to roll on. One roll per skill-rank in Trader (or Broker?) per week is allowed.

And I'd add:
4) Passenger/Cargo charges are PER PARSEC, not per jump; more realistic and (IIRC) more favorable to Type-A2 Far Traders.
5) A simple rules-of-a-thumb system for converting LBB3/LBB4/whatever items into trade goods and of checking if the player finds a good source to buy them from (laser rifles, for example).
6) Integration with my Belting System.

The 'interesting events' would include a tweaked speculative trade system (a better version of the existing one where the kind and amount of goods you found would be related to the population and trade classification of the world you were on. But it would also include major breakdowns and major opportunities. Things like MCr10 computers for MCr4 wouldn't occur automatically on the trade tables, they would be 'specials' introduced by the referee. Likewise, breakdowns wouldn't be the result of a bad die roll but down to referee decision.

In a smaller setting, the referee could specify a single "speciality" good per world or for some worlds; some of these would just be good opportunities with a flavor, others would have specific markets. This is inspired by the trade system in the Starflight 2 computer game, which had both generic goods and "speciality goods" (with specific sources and markets).

I'd also include a set of tables for giving more depth to individual passengers.

Hmmm... I recall hearing about certain RPGs (TNE? I have this on my HD from the free DTRPG release but I haven't read through it in great depth, only in generic details) that use standard playing cards for determining NPC personalities on the fly... This could be an idea for quick passenger-"flavor" generation.
 
Some of my CT trade house rules.

I don't feel like I need the rules to encourage me to incorporate roleplaying into trade, as I do that already - passengers may be patrons or sources of rumors, trade goods may be found on planets or satellites other than the main world necessitating some travel in-system, trade goods not on the list show up from time to time (sometimes representing a planetary specialty), and the small package trade is alive and well.
 
Some of my CT trade house rules.

I don't feel like I need the rules to encourage me to incorporate roleplaying into trade, as I do that already - passengers may be patrons or sources of rumors, trade goods may be found on planets or satellites other than the main world necessitating some travel in-system, trade goods not on the list show up from time to time (sometimes representing a planetary specialty), and the small package trade is alive and well.
 
Originally posted by rancke:
Instead of the rather fruitless back-and-forth we've all (myself included) been engaging in in recent months, how about trying something a little more constructive?
Amen to that, though I'd not say it was entirely fruitless.

Originally posted by rancke:
How would you fix/improve the CT trade system if you were in a position to do so?
I have a few ideas actually...

1 - Open end the rolls for passengers and freight a little to allow better ships to attract more of each, to support the idea of the bigger longer range ships. The simple method I've employed for this in MTU is instead of simply one roll per week I make it one roll per week per jump to your announced destination. J1 ships get one roll, J2 ships going J2 get two rolls, J2 ships going J1 get one roll, etc.

2 - Add more categories for passenger travel. In MTU I've added executive travel (double stateroom size) and luxury travel (double stateroom size and added attractions) at the high end, and steerage (low berths but without the sleep) at the low end. And shared travel (double occupancy of a standard stateroom) in the middle.

3 - Change the speculative trade table to be more sensible. It would probably have to be a specific table for each world to really satisfy me, but even something as simple as tying in the Population (much more than it is) and TL would help. The way it is now one could roll Air/Rafts or Computers for sale at some backwater low tech world with a population of 5 people.

There is also a desperate need to change some of those prices. Nothing on there should be more than 5 figures and some are just errata never fixed. Air/Rafts are only KCr60 per, not MCr6 for example.

What's more, rather than per ton, all of the named items should be per item, and detailed as a sub step. For example, rolling Firearms should cause a sub roll of the type, then a calculation for some round figure that fits into a ton to arrive at a base price. Like the example shown, but as the way to figure the price, not bass ackwards as it's done.

I have made the simplist of changes as follows for MTU:

16-Radioactives Cr10,000 per ton
26-Special Alloys Cr20,000 per ton
33-Pharmaceuticals (sub roll drugs B2 pg 45) per item cost
41-Gems Cr10,000 per ton
42-Firearms (sub roll B1 pg 44) per item cost
43-Ammunition (sub roll B1 pg 44) per item cost
44-Blades (sub roll B1 pg 44) per item cost
46-Body Armor (sub roll B1 pg 44) per item cost
51-Aircraft (sub roll B3 pg 22) per item cost
52-Gravcraft (sub roll B3 pg 23) per item cost
53-Computers (sub roll: Hand or Ship) per item cost
54-Groundcraft (sub roll B3 pg 21) per item cost
55-Watercraft (sub roll B3 pg 23) per item cost
65-Ship Weapons (sub roll B2 pg 23) per item cost
66-Ship Ammunition (sub roll B2 pg 17) per item cost

4 - NO player Brokers and Broker skill available tied to Starport. Class A up to Broker-4, Class B up to Broker-3, Class C up to Broker-2, Class D up to Broker-1, Class E or less no Brokers. There should also be a roll for an opposed Broker. A simple way to handle it is roll a DM-1D3 subject to the maximum by Starport.

5 - Change the High Passenger and Working Passage baggage allowance to 100kg and allow the baggage allowances to be stowed as carry on in all cases.

Originally posted by rancke:
It would include vanilla maintenance rules that made it more expensive to keep an old ship flying.
Well not exactly trade, but certainly related. In MTU I require major overhauls every 10 years (similar to annual maintenance). The specifics escape me at the moment, the notes are around here somewhere.

Originally posted by rancke:
There might also be a very generic system for speculative trade...
That's a great idea!

Originally posted by rancke:
I'd also include a set of tables for giving more depth to individual passengers.
I typically just roll on the encounter tables (B3 pg 26-7) if needed. Like the time a player got called to heave to by a Pirate. He had no ship weapons so he hove to, then asked his passengers if they'd fight a boarding action or surrender. I rolled and the lucky dog had a ship load of ex-Marines (3), Naval Security Trooper (1) and Mercenaries (2). A quick roll of reactions got a unanimous vote to FIGHT! Weapons were broken out and a plan was quickly made involving the Marines going EVA out the back while the Pirate boat docked. While the boarders were stalled the Marines caused hell on the Pirate ship which was the signal for the rest to spring the trap on the Pirates who boarded. It was a mess.
 
Originally posted by rancke:
Instead of the rather fruitless back-and-forth we've all (myself included) been engaging in in recent months, how about trying something a little more constructive?
Amen to that, though I'd not say it was entirely fruitless.

Originally posted by rancke:
How would you fix/improve the CT trade system if you were in a position to do so?
I have a few ideas actually...

1 - Open end the rolls for passengers and freight a little to allow better ships to attract more of each, to support the idea of the bigger longer range ships. The simple method I've employed for this in MTU is instead of simply one roll per week I make it one roll per week per jump to your announced destination. J1 ships get one roll, J2 ships going J2 get two rolls, J2 ships going J1 get one roll, etc.

2 - Add more categories for passenger travel. In MTU I've added executive travel (double stateroom size) and luxury travel (double stateroom size and added attractions) at the high end, and steerage (low berths but without the sleep) at the low end. And shared travel (double occupancy of a standard stateroom) in the middle.

3 - Change the speculative trade table to be more sensible. It would probably have to be a specific table for each world to really satisfy me, but even something as simple as tying in the Population (much more than it is) and TL would help. The way it is now one could roll Air/Rafts or Computers for sale at some backwater low tech world with a population of 5 people.

There is also a desperate need to change some of those prices. Nothing on there should be more than 5 figures and some are just errata never fixed. Air/Rafts are only KCr60 per, not MCr6 for example.

What's more, rather than per ton, all of the named items should be per item, and detailed as a sub step. For example, rolling Firearms should cause a sub roll of the type, then a calculation for some round figure that fits into a ton to arrive at a base price. Like the example shown, but as the way to figure the price, not bass ackwards as it's done.

I have made the simplist of changes as follows for MTU:

16-Radioactives Cr10,000 per ton
26-Special Alloys Cr20,000 per ton
33-Pharmaceuticals (sub roll drugs B2 pg 45) per item cost
41-Gems Cr10,000 per ton
42-Firearms (sub roll B1 pg 44) per item cost
43-Ammunition (sub roll B1 pg 44) per item cost
44-Blades (sub roll B1 pg 44) per item cost
46-Body Armor (sub roll B1 pg 44) per item cost
51-Aircraft (sub roll B3 pg 22) per item cost
52-Gravcraft (sub roll B3 pg 23) per item cost
53-Computers (sub roll: Hand or Ship) per item cost
54-Groundcraft (sub roll B3 pg 21) per item cost
55-Watercraft (sub roll B3 pg 23) per item cost
65-Ship Weapons (sub roll B2 pg 23) per item cost
66-Ship Ammunition (sub roll B2 pg 17) per item cost

4 - NO player Brokers and Broker skill available tied to Starport. Class A up to Broker-4, Class B up to Broker-3, Class C up to Broker-2, Class D up to Broker-1, Class E or less no Brokers. There should also be a roll for an opposed Broker. A simple way to handle it is roll a DM-1D3 subject to the maximum by Starport.

5 - Change the High Passenger and Working Passage baggage allowance to 100kg and allow the baggage allowances to be stowed as carry on in all cases.

Originally posted by rancke:
It would include vanilla maintenance rules that made it more expensive to keep an old ship flying.
Well not exactly trade, but certainly related. In MTU I require major overhauls every 10 years (similar to annual maintenance). The specifics escape me at the moment, the notes are around here somewhere.

Originally posted by rancke:
There might also be a very generic system for speculative trade...
That's a great idea!

Originally posted by rancke:
I'd also include a set of tables for giving more depth to individual passengers.
I typically just roll on the encounter tables (B3 pg 26-7) if needed. Like the time a player got called to heave to by a Pirate. He had no ship weapons so he hove to, then asked his passengers if they'd fight a boarding action or surrender. I rolled and the lucky dog had a ship load of ex-Marines (3), Naval Security Trooper (1) and Mercenaries (2). A quick roll of reactions got a unanimous vote to FIGHT! Weapons were broken out and a plan was quickly made involving the Marines going EVA out the back while the Pirate boat docked. While the boarders were stalled the Marines caused hell on the Pirate ship which was the signal for the rest to spring the trap on the Pirates who boarded. It was a mess.
 
Originally posted by far-trader:
3 - Change the speculative trade table to be more sensible....The way it is now one could roll Air/Rafts or Computers for sale at some backwater low tech world with a population of 5 people.
(Edits mine.)

"Sensible" is in the eye of the beholder, but yes, I have a houserule for this one too: roll Pop or less on 1D in order to be able to sell a speculative cargo on a world (e.g., Pop 4 mainworld, roll 4- on 1D).
 
Originally posted by far-trader:
3 - Change the speculative trade table to be more sensible....The way it is now one could roll Air/Rafts or Computers for sale at some backwater low tech world with a population of 5 people.
(Edits mine.)

"Sensible" is in the eye of the beholder, but yes, I have a houserule for this one too: roll Pop or less on 1D in order to be able to sell a speculative cargo on a world (e.g., Pop 4 mainworld, roll 4- on 1D).
 
I'm thinking of putting my "system" (see my previous post in this thread) on the two sides of one A4 page - one side for speculative trade (broker DMs, broker availability as far-trader suggests, price fluctuations, and the nine tables), the other side for the non-speculative sides of running a tramp frieghter (maintainance, cargo/passenger resolution and charges, crew salaries, mail). Then just "nylon-ize" (what is the english term for this?) that page and give it to the players.
 
I'm thinking of putting my "system" (see my previous post in this thread) on the two sides of one A4 page - one side for speculative trade (broker DMs, broker availability as far-trader suggests, price fluctuations, and the nine tables), the other side for the non-speculative sides of running a tramp frieghter (maintainance, cargo/passenger resolution and charges, crew salaries, mail). Then just "nylon-ize" (what is the english term for this?) that page and give it to the players.
 
Sounds like a handy item Employee 2-4601, I may have to copy that, once I'm happy with my notes.

I think the term you're looking for would be commonly called "laminating" here. You're talking about a machine that heat seals a page between two pieces of plastic yes?
 
Sounds like a handy item Employee 2-4601, I may have to copy that, once I'm happy with my notes.

I think the term you're looking for would be commonly called "laminating" here. You're talking about a machine that heat seals a page between two pieces of plastic yes?
 
Originally posted by far-trader:
1 - Open end the rolls for passengers and freight a little to allow better ships to attract more of each, to support the idea of the bigger longer range ships. The simple method I've employed for this in MTU is instead of simply one roll per week I make it one roll per week per jump to your announced destination. J1 ships get one roll, J2 ships going J2 get two rolls, J2 ships going J1 get one roll, etc.
Given your mention later on down the post about prohibiting PC Brokers (which is a very reasonable idea, since Travellers would lack the necessary local connections to routinely support lucrative deal-making), this is an excellent place to apply all sorts of PC skills such as Trader (or Steward for passengers, or Bribery for extra cargo opportunities, or Admin, or Carousing, or whatever) in order to get more rolls.

I'd expect this to be sensitive to more than simply jump distance though; "per parsec" rates aside, a Poor world is unlikely to have a lot of cargo and passengers needing Jump-4 transport very often, I would expect -- there's likely to be much more traffic to the Rich or Industrial world Jump-2 away, right?
 
Originally posted by far-trader:
1 - Open end the rolls for passengers and freight a little to allow better ships to attract more of each, to support the idea of the bigger longer range ships. The simple method I've employed for this in MTU is instead of simply one roll per week I make it one roll per week per jump to your announced destination. J1 ships get one roll, J2 ships going J2 get two rolls, J2 ships going J1 get one roll, etc.
Given your mention later on down the post about prohibiting PC Brokers (which is a very reasonable idea, since Travellers would lack the necessary local connections to routinely support lucrative deal-making), this is an excellent place to apply all sorts of PC skills such as Trader (or Steward for passengers, or Bribery for extra cargo opportunities, or Admin, or Carousing, or whatever) in order to get more rolls.

I'd expect this to be sensitive to more than simply jump distance though; "per parsec" rates aside, a Poor world is unlikely to have a lot of cargo and passengers needing Jump-4 transport very often, I would expect -- there's likely to be much more traffic to the Rich or Industrial world Jump-2 away, right?
 
Originally posted by far-trader:
I think the term you're looking for would be commonly called "laminating" here. You're talking about a machine that heat seals a page between two pieces of plastic yes?
Exactly. Generally speaking, I intend to create several such items - Pre-Enlistment, Chargen (one per career; you hand the appropriate one to a player who chooses that career), UGM Tasks, Combat, Ship Combat, and Trade.
 
Originally posted by far-trader:
I think the term you're looking for would be commonly called "laminating" here. You're talking about a machine that heat seals a page between two pieces of plastic yes?
Exactly. Generally speaking, I intend to create several such items - Pre-Enlistment, Chargen (one per career; you hand the appropriate one to a player who chooses that career), UGM Tasks, Combat, Ship Combat, and Trade.
 
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