For what it is worth, while a STAUNCH GURPS player, I've come to the conclusion that GURPS TRAVELLER FAR TRADER isn't worth trying to run at the table - and this despite the fact that I wrote some code to permit the player to search the "trade" database to seek freight lots from local freight brokers. It was simple enough in that the user of the program would look at the list of available freight for the day, determine where he wanted to go based on what freight was available. I even allowed for the fact that if one of the worlds was on the way to a further destination world, the player would want to see what freight was available for THOSE stepping stone worlds in addition to their final destination. It was IMPOSSIBLE for a tramp freighter to not secure sufficient freight at places like Lunion or Strouden because there was just TOO much freight available!
The flip side of the Speculative Cargo rules made it nearly impossible to find any speculative cargo, and if you did find some, nearly impossible to make a profit on without really HIGH (obscenely high in my opinion) Trader skills. GURPS treats skill 12 on 3d6 as "professional" whereas skill 14 is well trained, and skill 16 is expert. Beyond skill 16 is, well, TRULY Expert perhaps. Long story short, professional speculators couldn't succeed at all, while expert speculators could maybe make a living. Others at the GURPS forums didn't see this as an issue, but I did and do. "Stat inflation" bothers me as it were.
In any event, bringing this to relate to what was posted just prior - is the fact that when I look at ANY game system, I look at the economics of that game system (be it fantasy or sci-fi or what have you) to see how my players can - using the rules as written, screw up things for a campaign set up. If it is TOO easy to get rich, then it doesn't mean anything to the players to get their hard won victories (as they aren't hard won!). Too hard, and the players won't be interested in it. As a firm proponent of "A well constructed game universe runs itself so the GM can concentrate on the stories" school of thinking, I'd like to see that people take a good hard look at the rules they create and actively playtest the "Dumb strategies" instead of just what seems reasonable. It gets them (the designers) to realize that while it may SEEM good in their eyes, others who run it can and will find all of the loopholes or logic flaws or what have you.
So, yes, I'm starting to return BACK to the model that was in the original CT where it came to both freight and cargo. I still want the per parsec business model instead of per jump model that CT introduced. I still want players to be able to say "I'm going to destination X with three worlds between here and there, so I'm going to see what is available at the smaller worlds on the way to the final destination". I want the "profitability" to be lax enough so that players have time to "Adventure" without being too lax to allow players who concentrate primarily on being "Merchant princes" don't get rich TOO quickly. Finding that middle ground is tough.
In the meantime, making merchant ships that are NOT cookie cutter imitations of the original stock "Seeker Scout" or "Beowulf" or "Empress Marava" or any of the others - helps to bring to life some of the "Fun" that should be inherent in the game.
Last night, I tried to create freighters based on the Jo Lynn, Exeter, and Wayfarer class ships from THE FUTURE ARMADA series. Some of the illustrations are COOL and the deckplans are somewhat nice. PRoblem is/was: I couldn't fit them into a Traveller Universe all too easily. The ships COULD be built, but they weren't economically feasible in any possible role one could envision for them, or as one player stated "That one with the two engine pods at either end of the wing would be too vulnerable to combat damage."
Ah well...
The flip side of the Speculative Cargo rules made it nearly impossible to find any speculative cargo, and if you did find some, nearly impossible to make a profit on without really HIGH (obscenely high in my opinion) Trader skills. GURPS treats skill 12 on 3d6 as "professional" whereas skill 14 is well trained, and skill 16 is expert. Beyond skill 16 is, well, TRULY Expert perhaps. Long story short, professional speculators couldn't succeed at all, while expert speculators could maybe make a living. Others at the GURPS forums didn't see this as an issue, but I did and do. "Stat inflation" bothers me as it were.

In any event, bringing this to relate to what was posted just prior - is the fact that when I look at ANY game system, I look at the economics of that game system (be it fantasy or sci-fi or what have you) to see how my players can - using the rules as written, screw up things for a campaign set up. If it is TOO easy to get rich, then it doesn't mean anything to the players to get their hard won victories (as they aren't hard won!). Too hard, and the players won't be interested in it. As a firm proponent of "A well constructed game universe runs itself so the GM can concentrate on the stories" school of thinking, I'd like to see that people take a good hard look at the rules they create and actively playtest the "Dumb strategies" instead of just what seems reasonable. It gets them (the designers) to realize that while it may SEEM good in their eyes, others who run it can and will find all of the loopholes or logic flaws or what have you.
So, yes, I'm starting to return BACK to the model that was in the original CT where it came to both freight and cargo. I still want the per parsec business model instead of per jump model that CT introduced. I still want players to be able to say "I'm going to destination X with three worlds between here and there, so I'm going to see what is available at the smaller worlds on the way to the final destination". I want the "profitability" to be lax enough so that players have time to "Adventure" without being too lax to allow players who concentrate primarily on being "Merchant princes" don't get rich TOO quickly. Finding that middle ground is tough.
In the meantime, making merchant ships that are NOT cookie cutter imitations of the original stock "Seeker Scout" or "Beowulf" or "Empress Marava" or any of the others - helps to bring to life some of the "Fun" that should be inherent in the game.
Last night, I tried to create freighters based on the Jo Lynn, Exeter, and Wayfarer class ships from THE FUTURE ARMADA series. Some of the illustrations are COOL and the deckplans are somewhat nice. PRoblem is/was: I couldn't fit them into a Traveller Universe all too easily. The ships COULD be built, but they weren't economically feasible in any possible role one could envision for them, or as one player stated "That one with the two engine pods at either end of the wing would be too vulnerable to combat damage."
Ah well...
