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EA4 going into Elibrary

"I'm inclined to give the PCs a higher percentage (tens of percent) of the gross/net profit on each set of samples sold. That gives them an incentive to go for a better price. With the stated terms, if it were me playing I'd just put in the lowest possible bid to be sure of getting the sale. A 99% chance at Cr5000 commission is better than a 50% chance at Cr6000, and it's not my problem if the company barely breaks even.

I might also pay a fixed bonus (thousands of credits) for each big deal landed."

Maybe i'm a bit stingy as a referee - like real life, you can make a lot more on the black market by selling arms/drugs to people who should not be receiving them.

You are welcome to up the stakes as you wish - you are the referee.

It is envisaged the person gets rid of all his unofficial cargo in one hit but again, you are welcome to amend as you are the referee.
 
Yeah, it's not that I feel the rewards are unfair or low or anything -- I was going to bring other parts of the reward down (by charging them freight on any personal spec cargo they buy) to balance pushing the commissions up.

It's just that the way the commissions are structured, the PCs have little reason to do a good job for the company. They actually have a strong reason to do a bad job -- the less profit they make for the company, the more commission they're likely to get for themselves. If I were the company, I'd frame the deal a little differently.

"It is envisaged the person gets rid of all his unofficial cargo in one hit but again, you are welcome to amend as you are the referee."

Oh, I'm happy with that. Very happy with that. It means that only people who knowingly left unofficial cargo lying around will suffer for it. What I'm getting at is that it should perhaps be clarified in the text. I'm quite hot on "clarifying the text" at the moment, what with the 2320 playtest and all...
 
I ran EA4 this evening. It was OK.

I think some of those DC 30+ Search and Sense Motive checks could do with being a bit easier, since rather a lot (the majority?) of the dramatic stuff only happens if they're made. I fudged a bit.

Also there are lots of minor errors in the NPC stats (I have the revised version).

It could use a few more reasons to get the PCs out of town, so those nifty out of town encounters you put in can happen.

The party wondered quite why anyone would operate an 800 dton "merchant" ship with space for only 116 dtons of cargo and 3 passengers. There was no move to steal it. ;)

It's a well organised and laid-out document, with player and GM info (mostly) separated, which is fairly easy to print and use. What would be really neat is pre-filled "initiative cards" for the NPCs to print and cut up.
 
"The party wondered quite why anyone would operate an 800 dton "merchant" ship with space for only 116 dtons of cargo and 3 passengers. There was no move to steal it. "

Well, tell your players it's better than the Leviathan. Leviathan was an 1800 ton merchant ship (over twice the size) with as little, if not less cargo space (I have Leviathan at home so can't check). Remember this is a merchant cruiser designed to operate for months on end independent of trade routes and support facilities. It's not intended to compete with, or carry bulk cargoes on standard runs or compete with low-jump freighters on mains or in clusters. It is intended to have multiple redunancy for its independent operations, which takes up space.

As for stealing it, well, my old old old player group from 1983-1987 stole the Leviathan and converted it to a corsair(!).

As for the character stats, I got most from Gunmen so that will be where the errors came from, unfortunately.
 
"What I'm getting at is that it should perhaps be clarified in the text. I'm quite hot on "clarifying the text" at the moment, what with the 2320 playtest and all..."

I'm getting Hunter to clarify the point you made about the commissions with a replacement para in that section that deals with them.
 
Originally posted by Michael Taylor:
Well, tell your players it's better than the Leviathan. Leviathan was an 1800 ton merchant ship (over twice the size) with as little, if not less cargo space (I have Leviathan at home so can't check).
* shudders *

Remember this is a merchant cruiser designed to operate for months on end independent of trade routes and support facilities. It's not intended to compete with, or carry bulk cargoes on standard runs or compete with low-jump freighters on mains or in clusters. It is intended to have multiple redunancy for its independent operations, which takes up space.
Yeah, that's roughly what I said. Put the emphasis on the "cruiser" rather than the "merchant". It's easier to swallow as pathfinder for a fleet of several dozen efficient merchant ships with 50% or more of their space as cargo/pax.

As for the character stats, I got most from Gunmen so that will be where the errors came from, unfortunately.
Ah...
 
Just finished running this adventure with a local group. As I wanted something a little less linear and more in line with the group's current playing style and characters, I wound up developing several prequel scenes to familiarizes the group with the company and also make it possible for them to assume the smuggling role and the spy role if they elected to do so with additional NPCs filling the remaining roles. Also added some additional scenes along the route to breakup the straight line action.

I would really like to exchange information with others who may have also created additional information to help flesh out the area and give the players additional opportunities in this area before pulling out for the next mainlined adventure. Have any others run this adventure and created similar materials? Anyone thinking of running the adventure and looking for more information?

Dave Cheever
 
Here's some outline library data from my GM notes for worlds we visited (mostly on the way home) that weren't covered in the adventure:

1832 Egran Diamond-Prince/Ley (Imperial)
Egran 1832 C256555-8 Ag Ni 600 Im K3 V

They grow some lichen that produces a cooking spice here. It’s quite a pleasant world, except for the air. Egran is run by the spice export board, for historical reasons, but the peasants are thinking about revolting.

3139 945-755
945-755 3139 A8C2756-9 103 Xx M1 V K6 D

Starport is orbital. Insidious atmosphere is close to sea level only (the seas are very nasty). The people live on high ground. The system has a fairly normal mixed economy, plus some bold souls extracting nasty chemicals from the seas for export. The starport builds J1 ships for sale around the cluster. The atmosphere testing and health and safety departments of the civil service largely run the government.

2940 Gikii
Gikii 2940 B739454-A 502 Xx M2 V

Gikii is a giant quarry or strip mine, producing a unique and valuable decorative blue stone. The population mostly comprises quarry workers and their hangers-on, except for a shipyard that assembles specialist shuttles that can grab a single 50-dton block of stone and lift it to orbit. Some of these shuttles are used locally; others are exported as freight in larger merchant ships.

2935 Kaalan
Kaalan 2935 BA99242-9 213 Xx K3 V G1 D

Kaalan is home to considerable native plant life and a fair number of marine animals. All of them, however, are based on wrong-handed (from the human point of view) amino acids, so they hold no nutritional value. The 200 inhabitants are starport workers and fish-trackers, the first wave of a huge development project backed by the megacorporation Zirunkariish to export a particularly tasty fish as diet food. If the market really exists, the population should rise to ten thousand over the next few years.

2934 241-281
241-281 2934 C9D6320-A 412 Xx K5 V A8 D

This system is pretty much an artists’ colony. To make the dense atmosphere breathable, 400 people live at high altitude where they paint pictures of the rugged mountains in the twin sunset. There is the usual array of agents, flunkies, wannabes etc. The small starport is nestled in a high valley. It has good facilities for a world of this size, to accommodate the wealthy yachts that pass by. Gliding is a popular sport in the dense atmosphere and strong up-draughts, despite the risk of plunging to unbreathable altitudes – most gliders have an emergency grav system.

2832 Sham
Sham 2832 A85977A-D 210 Xx F7 V A1 D

Sham is a reasonably clement world, although the air is thin and the surface mostly underwater, and it occupies a moderately strategic position at the end of a thirteen-world cluster/main. Population has risen to twenty million, at least partly driven by emigration from the adjacent Qaran system (which is similarly wet and unbreathable but far more crowded and a religious dictatorship to boot). The starport, with ground and orbital components, is a major high-tech shipbuilder and one of the few facilities in the area that can build J4 ships in volume.

2831 Quaran
QARAN 2831 B67AAD0-B In 223 Xx M2 V

* shrug *

2533 Maakar
Maakar 2533 A2106B9-C Na Ni 704 Xx G1 V

7 million, TL12, class A port, small airless rockball. There was once a charismatic leader, but not any more. I need a drink… …miniature version of Psion’s take on Stoner should do it.

1334 Baakh Outreaumer/Ley (Imperial)
Baakh 1334 A488758-D Ni 805 Im F6 V

Nothing sinister.


Psion also did this write up for Rukirligi, which players may pass through:

2435 Rukirligi
Rukirligi 2435 C243678-4 N Ni Po 213 Im G7 V

Rukirligi is a small, hot, dry planet, at the edge of habitability. It was originally colonized during the twilight period of the Rule of Man, by a group of (primarily Vilani) primitivist idealists, though during the period of the Sydimic war, a number of other colonists migrated to the world looking for a simpler life or fleeing from the devastation of the Sydimic war.

The people of Rukirligi were ultimately peaceable, but the influx of settlers alarmed the more conservative members of the society. This led to the establishment of a number of secret societies involving senior members of the societies aimed at controlling political power. Soon, however, the idea of secret meetings became somewhat fashionable on the world, and now even relatively low level members of society participate in some sort of fraternity or cryptic group. Further, long term relationships are looked upon with suspicion. Inside a group, they create the possibility of a smaller pact of interest. Outside a group, they suggest that the members in such a tryst might betray the group to their lover’s affiliated group. Eventually, it became the norm for any marriages to be strictly limited in duration.

Though the secret societies helped maintain stability in the society, the influx of settlers took its toll. The three major inhabited regions (each around an ocean in the north polar region) soon drifted apart due to differences between the evolving cultures. Owing to the influences of corporate-minded immigrants who became part of one of the controlling secret societies, one of the smaller nations, Kirlishagi, evolved into a corporate state and started offworld contact in earnest. This has been a matter of much aggravation with the other two nations (as well as many of their own people) who have a somewhat more xenophobic stance.

As the Imperium looked to expand further into the Diamond Prince and Outworld subsectors, they sought a forward base from which to operate security patrols in an effort to bring in prospective imperial clients peaceably. Taking advantage of the rare non-xenophobic stance of the Kirlishagi Corporate State, the Imperium inducted the world and established a modest naval station in 911, and started upgrading the local facilities to support operations in the remainder of the area beyond the Imperial border and to create a starport that would closer approach the standards of an Imperial Naval base. However, since the Solomani Rim War began, many forces and funds have been pulled away from the Rukirligi base and development efforts remain in question. This is complicated by that fact that much of the populace, though peaceable, do not consider themselves Imperial citizens.

Technology levels are still steam age (TL4) as a norm, with some backwater regions only espousing TL 2 or 3 for technologies not directly related to surviving the environment. Given the limit on environmental technologies, many domiciles are shared between large multi-family groups and are extravagantly decorated. The Kirlishagi Corporation has imported a small amount of offworld technology and, to assist in trade, have upgraded their local air transport tech to TL6 standards. However, though other nations – and even their own citizens – are becoming more reliant upon offworld technologies, they remain suspicious of merchants and couriers any typically only allow interaction at certain specially designated areas outside their homes.
 
Oh, and...

2631 502-740 aka Gasser's Nuts
502-740 2631 B8C2443-8 824 IC M9 V A5 D

Although the nominal mainworld of 502-740 is the hostile planet known as “Gasser’s Rock”, 90% of sophs in the system are prospecting belters. The Imperium effectively bought influence here by leasing a patch of vacuum and building the orbital starport, which is a swish TL11 double-ring affair, and providing facilities to the belters. It gained them a toehold in the Malix Cluster right next door to the Khuur League. The Imperium works in close cooperation with Sternmetal IG, who don’t usually get on with belters at all.

Naval forces and not-a-few scouts pass through regularly, including plenty of small fast couriers. Detached scouts can get free fuel and maintenance here if they’re on the right (i.e. “inquisitive”) sort of detached duty, even though it’s not officially a scout base.

With the recent switching of the domain capital to Annapabar, 8 parsecs away and alarmingly close to the border, the Imperium is doubly keen to get a few eyes in place in this neck of stars. Some nearby polities have worked that out, and not all of them like it, especially the Khuur League. Security is tight on “Gasser’s Nuts” (as the orbital is known), despite the low overall law rating for the system. But “nomadic belter” is an excellent cover for a hostile infiltrator…

[note: I *think* it's the Malix cluster, but GtD isn't entirely clear on this one.]
 
Originally posted by Morte:



2832 Sham
Sham 2832 A85977A-D 210 Xx F7 V A1 D

Sham is a reasonably clement world, although the air is thin and the surface mostly underwater, and it occupies a moderately strategic position at the end of a thirteen-world cluster/main. Population has risen to twenty million, at least partly driven by emigration from the adjacent Qaran system (which is similarly wet and unbreathable but far more crowded and a religious dictatorship to boot). The starport, with ground and orbital components, is a major high-tech shipbuilder and one of the few facilities in the area that can build J4 ships in volume.
Actually Sham is detailed in EA7 Merc Heaven and due to the current war raging on the planet is not nearly as nice as listed above. Matter of fact with the HighPort currently disabled and hightech artillery flying in both directions it is unlikely that much ship building is going on at this time. Current sustainable tech level is probably around 10-12, though high tech military hardware is kept going through canabalization and other means it is restricted to elite units of both sides.
 
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