TL2 people are primitive, not stupid. (As Paul Drye put it).
The fact 200 of them will buy you 100 dtons of holovideos (without the video player nor power for it) seems to hint opposite to this :devil:.
TL2 people are primitive, not stupid. (As Paul Drye put it).
The fact 200 of them will buy you 100 dtons of holovideos (without the video player nor power for it) seems to hint opposite to this :devil:.
who says they are planning to use them? they could just as well sell the whole lot on to the next trader.
who says you can't run a ground based trader on a TL2 world, espically if it's on a main?
Anyone have house rules regarding population and trade?
who says they are planning to use them? they could just as well sell the whole lot on to the next trader.
who says you can't run a ground based trader on a TL2 world, espically if it's on a main?
Ah, the good ol' trading post. Some wiley entrepreneur opens up a little store to trade metal knives and pots to the locals in exchange for the pretty yellow nuggets and crystals they bring in, and he sees an opportunity to make some money off your vids by shipping them off to his cousin Rawley at the naval base on X, where they'll eat those things up.
To begin with, the locals have met galactics before1. They have some notion of how much those pretty yellow nuggets and crystals are worth.Ah, the good ol' trading post. Some wiley entrepreneur opens up a little store to trade metal knives and pots to the locals in exchange for the pretty yellow nuggets and crystals they bring in, and he sees an opportunity to make some money off your vids by shipping them off to his cousin Rawley at the naval base on X, where they'll eat those things up.
Any trade system needs to be able to distinguish between raw materials and manufactured goods.As said above, eith the MP rules, this trade post would count as TL2 for the TL effect on prices, making its goods worthless in TL12+ planets (in fact, from TL13 on you should pay for them to accept you cargo :devil.
Any trade system needs to be able to distinguish between raw materials and manufactured goods.
(Incidentally, allowing the world stuff is being transshipped on to affect the nominal TL of those goods is so egregiously bad that I lack the words to express my hatred, ridicule, and comtempt for the notion. :nonono::nonono::nonono![]()
But that's not the real problem. The real problem is, why are the PCs going to that world expecting to be able to sell 100dT of videos? The players are meta-gaming their little hearts out...If in the final analysis you allow it - "Oh, them? they're that SCA recreationist group! Strange lot." - then you had better come up with some roleplay interaction that satisfies your players' trade expectations without poking holes in their willing suspension of disbelief. That's your job, not the rulebook's. The rules are there to provide the skeleton - it's your job to flesh it out without making it look like Frankenstein's monster.
"Wait, the guy with the sword and the poofy hat is buying the whole lot?"
"Yeah!"
"But - how - with what?"
"His father's a subdirector in Hortalez. Heck, there isn't a body on this planet that couldn't buy your ship outright out of their yearly allowance."
"But what's he going to do with a hundred dTons of -"
"You don't want to know. Something to do with a red-zoned religious dictatorship somewhere. Apparently these are banned there. Anyway, the less you know, the less you can get in trouble over it."
... It's that something like that ought to be the most stupendous fluke that has ever happened to the PCs, something that they'll be telling their grandchildren about one day. Not the sort of thing that happens every time the PCs visit a low-population world with their hold full of goods.
And so what? Electrons are cheap and if people want to spend their time discussing how best to calculate the GWP from UWP data, why shouldn't they spend their time discussing how best to calculate the GWP from UWP data? After all, they must enjoy doing so, at least on some level, or they wouldn't be doing it. And if some people think it's silly and tedious to have such a discussion, they'd be more than welcome to ignore it. That would be a win all around.Well for one thing we will then have a twenty page discussion about how to best calculate the GWP from UWP data...
So what? I'm sure there are people who would enjoy making those calculations....which will then have too be calculated for every world in range of the PCs to begin with...
And...?...and then someone will try to calculate it for every world in the Imperium and find a couple of flaws and declare the whole thing hopelessly unrealistic![]()
So can I. I merely think exceptions should be exceptions and not the rule.I think it is a very good solution, but I can see exceptions (to go with the prince's LARP party).
And every single exception that I can think of would be a fluke, not a general condition. Even outposts and colonies with serious financial backing will tend to have budgets and earmarked funds and other restrictions on casual spending. Impulse buying for organizations tends to be out of petty cash, and petty cash is usually not very big sums. That's why it's called petty cash.Outposts backed by a mega-corporation may have more cash on hand to purchase needed goods - you turn up with a hold full of computer parts a week after theirs has just been struck dead with a virus :devil:; colony worlds may have a huge cash reserve from their investors to purchase equipment - you turn up with a hold full of ATVs the very day they are burying the dead from the freak accident that wiped out their entire ATV fleet.
Good idea, but even more important is a paragraph explaining to inexperienced referees about exceptions and when to employ them and especially when not to.Maybe these exceptions can be rolled into a d66 special events table and only occur sparingly.
Petty cash amount would vary. One company I worked for it was $25 per week. Another one, it was $10,000 per month.