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Info on Smuggling and criminality

BlindGuy

SOC-12
Hi All,

So I've finally got a solo campaign seed of sorts which I feel enthusiastic about, namely a 30-ish fellow from Lakou (Spinward Marches/0638), who is eager to see the universe and ends up falling in with smugglers and other undesirable types.

Are their any readily available sources on smuggling and crime in the Imperium and across its borders? I figured a backwater like Lakou would be a great place for such activity to happen or at least start. What are the penalties for being caught with illegal goods? I imagine this varies somewhat—some worlds are likely more draconian than others about enforcement.
How realistic is it for smugglers to conceal their operations under the guise of legitimate free trade?

Thanks for any general info on this. :) Apologies for the broad range of the question, and if this should be in another forum I'm happy to relocate.
 
Smuggling involves contraband or taxes. So the question is what does the Imperium prohibit its members from owning/selling? Also what items does the Imperium put a "luxury tax" or other kind of special tax on that folks would want to avoid?
 
Smuggling involves contraband or taxes. So the question is what does the Imperium prohibit its members from owning/selling? Also what items does the Imperium put a "luxury tax" or other kind of special tax on that folks would want to avoid?
I am so very far from having all the various Traveller material but from what I do have, I thought that the Imperium had a pretty flat tax and didn't interfere much with how a system is run.
What are the penalties for being caught with illegal goods? I imagine this varies somewhat—some worlds are likely more draconian than others about enforcement. How realistic is it for smugglers to conceal their operations under the guise of legitimate free trade?
Like you say, unless it's the few items, like nukes and slaves, that the Imperium enforces, I'd think this would differ from system to system.

That said, it does not necessarily mean the Imperium will ignore activity that is illegal locally. Here is a excerpt from other posts I've made and my personal Traveller document:

Local officials sometimes work within Imperial areas of control and Imperial officials sometimes work within local areas of control.

You are not arrested at the starport for cargo that is illegal locally, but the Imperials might participate in ensuring that you don't take locally illegal items out of the starport or possibly even off the ship. In extreme cases, it is even possible that customs might hold cargo until the ship is ready to depart.

Sometimes there is no local officials within the starport. Sometimes there is a welcome center in the starport. Sometimes a local official might come after the ship arrives at the starport and they give a warm welcome and provide local info regarding trade restrictions and local customs, laws, dangers "Our air is tainted so use a class 3 filter. No off world alcohol is permitted. The city of Rulma is having a religious festival and the food and music is quite fantastic. You should be aware that the festival is considered a religious ceremony and no recording devices are allowed so you'll need to leave your comms behind if you go. If this is your first time here I strongly suggest you check our visitors site on the net. You can get forms like those needed for importing and exporting cargo. Enjoy your stay, may your business here be profitable."

Sometimes it might be a joint team with armed and armored locals right beside the Imperial inspectors and code enforcers on an Imperial or local customs vessel that comes to meet your ship as it approaches.
 
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The Imperium doesn't seem to actually prohibit much. Chattel slavery is forbidden naturally, but there are other forms of slavery. As for nukes, planetary armed forces are going to need them for defense, especially in space.

Psionic drugs are the only items I can think of which the Imperium bans within it's borders.

Planetary governments are an entirely different question. Anything is going to be banned somewhere. Or taxed. Or face tariff barriers.

If you're interested in smuggling, I think you should look at what things planets don't want imported, want taxed, or place tariffs on. That should give you much more to work with.
 
The "Ine Givar" insurgency against the Imperium in the Spinward marches is very active in smuggling arms to its guerrilla units throughout the area. I am sure much like the Taliban or other terrorist organizations they are also involved in criminal activities to raise funds for their cause.

Ine Givar , An anti-colonial movement against the Imperium on worlds that had been independent or in the Zhodani sphere of influence before the Imperium moved into the Spinward marches. The movement is pretty much confined to the Spinward Marches except for a few agents and provocateurs throughout the Imperium. The main guerrilla movement is on Efate

In the 76 patron's book, there is an Ine Givar contact for players to get involved in smuggling and hijacking.
 
Thanks!

All this info is appreciated. :) I think I might have more success with individual worlds' questionable goods after all, considering how little the Imperium seems to actually restrict. Here's hoping I can overcome my chronic problem with solo traveller campaigns and actually get it off the ground, rather than running through character generation again and again… :)
 
You're welcome. I'm glad we could help in some small way.

I'm also ashamed that I forgot about interdicted worlds, Red Zones, when first replying to you. Those are worlds where the Imperium always will take an interest in smugglers because the Imperium has mandated there be no contact with the world. (Of course not all Red Zones are inhabited, so smugglers won't be working there.)

IIRC, the Navy generally interdicted to punish and the Scouts generally interdict to protect. You need to examine each Red Zone individually, determine whether it's inhabited, determine why it's interdicted, and then determine what sort of goods may be in demand. Fortunately there are a lot of Red Zones for you to practice with!

Every interdiction isn't maintained by hundreds of battleships sitting in orbit either. Some interdictions are comprised solely of surveillance satellites which merely "write your name down" as you fly past.
 
Most of the published interdiction sats published (1 by GDW and 1 in the High Passage mag) take your name, warn you off and then nuke you if you come any closer. The 3I seems to be quite ruthless re red zones.

A good portion of the red zone reasons published would not attract smugglers - disease, astrogation hazards, prisons or resource words, noble estates, military ranges / depots etc.
 
Smuggling

Look just 6 parsecs to your Right of Lakou
You see that planet Pauabid? (Amber travel zone, Not RED)
That place is just BEGGING for smugglers to come supply their needs!
700 Million people under the domination of a religious dictator
On a 70% water world with standard atmosphere
With a tech level (TL6) of earth 1950 (Nuclear Power plants but no computers!)
They Need EVERYTHING the Imperium takes for granted.

Weapons to over-through the government (From slug throwers to plasma canons and grav tanks) and communications and electronic warfare equipment.

They need computers, medicines, entertainments, distilled spirits, bioengineered seeds for their crops and anything else the government tells them is bad for them and restricts possession of to a small privileged few.

The people have the money (or something to trade) and need your help.
 
That's positively perfect. :) Thanks for pointing it out! Seven Samurai in space seems like it could be fun—or something along that line, anyway. I guess I just need Mythic GME and a crew to get going. Appreciate the lead.
 
Weapons to over-through the government (From slug throwers to plasma canons and grav tanks) and communications and electronic warfare equipment.

That fact that large numbers of people will die is, of course, utterly immaterial.

They need computers, medicines, entertainments, distilled spirits, bioengineered seeds for their crops and anything else the government tells them is bad for them and restricts possession of to a small privileged few.

And you know this for a fact with respect to that world?

Ah, I forgot, Money is the end all and be all. Every else is not even worth thinking about.

Edit Note:

(AKA CWeiskircher) Chaplain and ships Doctor of the RCES Warhammer

Interesting viewpoint for a Chaplain.
 
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They need computers, medicines, entertainments, distilled spirits, bioengineered seeds for their crops and anything else the government tells them is bad for them and restricts possession of to a small privileged few.

The people have the money (or something to trade) and need your help.
As far as weapons to overthrow the government goes, it makes sense that something like that would be on the government's list of restricted imports. But apart from that, the big problem for a TL6 world is that the majority of its people DOESN'T have the money to buy high-tech imports. That restricts such imports to a small pviveleged few without any need for any legal prohibitions and means that most people won't have the money to buy smuggler's goods either.

For smuggler's goods you should look to stuff that is heavily taxed and for your customers to the higher income brackets.

One canonical smuggler ware is luxury foodstuff to Roup.


Hans
 
Back at the dawn of the third Imperium setting - much retconned into the Imperials wear white hats version of latter years - my group viewed the Ine Givar as freedom fighters much like the rebels of Star Wars.

We had a great time smuggling, arms running, blowing up Imperial comm stations, transporting stuff to and from interdicted worlds, rescuing political prisoners, stealing Imperial payrolls - all in the name of our rebellion against the despotic Imperium and their self-serving nobility. It was a bit like the Stainless Steel Rat meets Star Wars.
 
I'd say some cultural artifacts are probably restricted by the Imperium, and their transport banned or monitored. Look at Dulinor and his concern for Ilelishi culture. I'm sure he'd not appreciate someone buying and carting off to the far reaches of the Imperium the Ilelishi equvilent of the Mona Lisa.

Granted the 3I mostly ignores such issues, so much so that Dulinor took matters into his own hands, as it were. But I'm sure localized areas attempt to protect their 'cultural treasures' with Imperial help. If you can get out of the subsector with the Holy Wazzo of Schenectady safely hidden, you're probably safe. But if an Imperial patrol catches you with it while you're still in the subsector, you'll likely be given a one-way ticket back to face charges.
 
This is a Game

That fact that large numbers of people will die is, of course, utterly immaterial.

And you know this for a fact with respect to that world?

Ah, I forgot, Money is the end all and be all. Every else is not even worth thinking about.

Edit Note:

Interesting viewpoint for a Chaplain.

Freedom if not "Free". Sometimes the cost is the life of those willing to fight to get or keep it.
This is a Game
I was simply making up a possible scenario for a smuggler looking for customers.
Perhaps helping the "Freedom Fighters" is reward enough?
And"
Sometimes the Shepherd has to also fight the lions and wolves to protect the flock...
 
Freedom if not "Free". Sometimes the cost is the life of those willing to fight to get or keep it.
This is a Game
I was simply making up a possible scenario for a smuggler looking for customers.
Perhaps helping the "Freedom Fighters" is reward enough?
And"
Sometimes the Shepherd has to also fight the lions and wolves to protect the flock...

I just get very tired of the casual view of criminal activities expressed on the forum.

And in my experience, chaplains are not normally advocating any form of criminal activity. I have heard some interesting debates on the ethics of smuggling Bibles into certain countries.
 
If I as the OP might have a say here, I tend to agree with the sentiment that it's just a game. :) I have no interest whatever in criminal activities in real life, and would hope Traveller fans are smart enough to tell the difference between things said in jest and meant seriously.

If it helps, the reason I'm contemplating this is dissatisfaction with the sandbox-style space games I'm able to play on the computer or iPhone, being totally blind. I want something a bit more personalized, and figured solo traveller was a good fit.

Just my two cents. :)
 
But apart from that, the big problem for a TL6 world is that the majority of its people DOESN'T have the money to buy high-tech imports.

Smugglers don't have to work for cash money. Barter for example, as in guns for drugs. The TL6 world might have something in abundance that the smuggler can turn a profit on, it may even be something that the smuggler can sell legitimately elsewhere.

I just get very tired of the casual view of criminal activities expressed on the forum.

And in my experience, chaplains are not normally advocating any form of criminal activity. I have heard some interesting debates on the ethics of smuggling Bibles into certain countries.

I'm assuming you're are referring to criminal activities in the game and that you have not seen any member of this forum advocate breaking the law.

In my experience I have heard chaplains and religious leaders advocate capital crimes. I've even experienced officers of the law and courts advocating criminality.

If I as the OP might have a say here, I tend to agree with the sentiment that it's just a game. :) I have no interest whatever in criminal activities in real life, and would hope Traveller fans are smart enough to tell the difference between things said in jest and meant seriously.

If it helps, the reason I'm contemplating this is dissatisfaction with the sandbox-style space games I'm able to play on the computer or iPhone, being totally blind. I want something a bit more personalized, and figured solo traveller was a good fit.

Just my two cents. :)

Bravo OP! Traveller fans are smart and more than capable of exploring ethical questions raised by the game universe. Science fiction as a genre regularly explores ethical issues.

Oh and I never mistook you as a criminal mastermind out-sourcing the development of your next evil enterprise :)
 
I just get very tired of the casual view of criminal activities expressed on the forum.
Sorry, but I can't resist the slight bunny trail ...

... since SOC tends to be among the lower 50% of ability scores for most 'characters' that I have seen, there is a certain logic that most players would view their characters as more 'flexible' with respect to law-and-order than the 'real-world' society of the players themselves.

RPGs, in general, tend to subtly reward moral ambiguity.

Which is not to say that one cannot have both 'fun' and 'a great adventure' playing a 'paladin', just that it is a concept that swims upstream in most rule systems.
 
For smuggler's goods you should look to stuff that is heavily taxed and for your customers to the higher income brackets.
Just trying to test an idea, but would it make sense to trade 1 dTon of TL 12 first aid kits (at 400% base price) for 200 dTons of TL6 foodstuff (at 50% base price)?

[or some other combination of quantity/goods that balances the costs].
 
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