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Making a Jump 2 freighter profitable

Originally posted by far-trader:
I recalled it being MT for sure, I was less certain about Book 7 but that sounds about right for when I remember the issue of PC Broker's coming up. I still say it makes no sense but eh, whatever works right. So mtu won't have travelling PC brokers. If they want to settle down and take a desk job like that fine. Cultivate your client list or go indy, maybe struggle for a month to make the minimum contacts you need and then you can apply your Broker skill at a minus -4 and reduce that penalty by 1 each month. So 5 months to become as good as any other local broker with equal talents. Unless I and the player(s) wanted to play a Homeworld version of Traveller. Kinda like DS-9, let the adventures come to the PC's.

edit - Bhoins types faster than I ;)
Hehehehhe. DMTA apparently. (Dirty Minds Think Alike.)
 
Actually while typing the earlier note I was thinking maybe PC brokers could work, at least in one case. That of a Subbie. You have a specific route of a limited number of worlds and a regular schedule. So you could have/be a PC broker aboard in that case I'd think. There might be a bit of a penalty for being out of touch for stretches with each market but it could be made up for if you tied in the Trader skill, perhaps offering some synergy with the two skills. Just a thought.
 
Hmm, synergy between skills?

Not a bad idea, and fits into the MT task system.

Some other skills that may be combined with Broker from time to time - admin, bribery, carousing, legal, liaison, streetwise.

By the time you've generated a decent merchant it doesn't leave a lot of room for ship operation skills ;)

I actually agree with you both that a Broker would need extensive contacts on a world, and that it could be quite an adversarial experience.

I like your subbie idea Dan.
 
Originally posted by far-trader:
Actually while typing the earlier note I was thinking maybe PC brokers could work, at least in one case. That of a Subbie. You have a specific route of a limited number of worlds and a regular schedule. So you could have/be a PC broker aboard in that case I'd think. There might be a bit of a penalty for being out of touch for stretches with each market but it could be made up for if you tied in the Trader skill, perhaps offering some synergy with the two skills. Just a thought.
I think you would need to spend longer stopovers on each planet than a typical one week in jump one planetside to become effective. Though after getting established you could go to the next world and get established as well. (And you would have to maintain contacts back home with a few trips in between. I would limit your use of the skill to a small cluster. (Unless you have extensive far reaching contacts from numerous Contacts feats (T20) or similar.
 
To be a truly sucessful speculator though you really need control of all five aspects of the deal. You have to control the sale, the buy, the transport, the sale and the buy. Otherwise some other broker can get in there and ruin your whole day.
 
Originally posted by Bhoins:
I think you would need to spend longer stopovers on each planet than a typical one week in jump one planetside to become effective. Though after getting established you could go to the next world and get established as well. (And you would have to maintain contacts back home with a few trips in between. I would limit your use of the skill to a small cluster. (Unless you have extensive far reaching contacts from numerous Contacts feats (T20) or similar.
Leave the crewman broker behind on a planet to build up contacts. Next time you pass by following your subsidy route pick him up and move him onto the next planet.
Once the contact network has been established - could take years depending on the size of the subsidy route - then the crewman can stay on board.
 
Originally posted by Bhoins:
To be a truly sucessful speculator though you really need control of all five aspects of the deal. You have to control the sale, the buy, the transport, the sale and the buy. Otherwise some other broker can get in there and ruin your whole day.
All the more reason for the mix of skills I mentioned earlier ;)

Some combat skills may be required as well... brawling and the like ;)
 
Originally posted by Bhoins:
To be a truly sucessful speculator though you really need control of all five aspects of the deal. You have to control the sale, the buy, the transport, the sale and the buy. Otherwise some other broker can get in there and ruin your whole day.
So we're talking a cartel right? The wheels are turning
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Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr />Originally posted by Bhoins:
To be a truly sucessful speculator though you really need control of all five aspects of the deal. You have to control the sale, the buy, the transport, the sale and the buy. Otherwise some other broker can get in there and ruin your whole day.
All the more reason for the mix of skills I mentioned earlier ;)

Some combat skills may be required as well... brawling and the like ;)
</font>[/QUOTE]Ah yes, we'll need some muscle, now and then
file_22.gif


Maybe we'll just hire some other PC's
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Originally posted by far-trader:
</font><blockquote>quote:</font><hr />Originally posted by Bhoins:
To be a truly sucessful speculator though you really need control of all five aspects of the deal. You have to control the sale, the buy, the transport, the sale and the buy. Otherwise some other broker can get in there and ruin your whole day.
So we're talking a cartel right? The wheels are turning
file_23.gif
</font>[/QUOTE]Actually I was thinking syndicate or Family might prove to be better. Having grown up in NYC, with the right family connections you can also control what gets loaded and what gets unloaded, or more importantly what doesn't get unloaded or loaded. And stuff can fall off the back of a Free Trader.


(When I was going to Junior Highschool in Bay Ridge Brooklyn, NYC, there were students talking about going into the family business and usually you knew which family that meant.
)
 
Which brings us to the crew of a Far Trader conducting borderline illegal activities - what am I saying - outright illegal activities in order to make ends meet ;)
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Originally posted by Sigg Oddra:
Which brings us to the crew of a Far Trader conducting borderline illegal activities - what am I saying - outright illegal activities in order to make ends meet ;)
file_23.gif
You know, I bet you could make a roleplaying game out of that. We could call it...Voyager? No... Wanderer? No...

:D

My non-sarcastic Cr.02: It seems to have been pretty conclusively established that you need some kind of speculative trade to be working in order to keep a J-2 ship running, because freight and passengers aren't going to cut it. With that in mind, might a somewhat more liberal interpretation of the Broker skill be in order? Since it essentially confers upon the players the ability to buy low and sell high rather than pay the price everyone else says they pay, should it be taken to represent a certain amount of business acumen and general instinct for who the "right" people are to talk to? I particularly like the idea of skills like Streetwise, Carousing, and Bribery acting as enabling skills here.

If we look at it that way, things such as licensing become less of an obstacle. Furthermore, making such licensing regulations less onerous in the 3I than they are currently would seem like a pretty easy thing to wave the "IMTU" wand at. (And then watch the players' faces when they land on a high Law Level world that *does* have strict rules on who's allowed to broker cargo)

Of course, even if they're allowed to broker their own deals and get to be pretty good at it, most crews are going to come up short at some point. Which is, of course, when they decide to overlook the irregularities in the paperwork of the mysterious gentleman with the Solomani accent and a remarkable similarity to the guy who threw a custard pie in the Sector Duke's face last Birthday...
 
Originally posted by ChaserCaffey:
</font><blockquote>quote:</font><hr />Originally posted by Sigg Oddra:
Which brings us to the crew of a Far Trader conducting borderline illegal activities - what am I saying - outright illegal activities in order to make ends meet ;)
file_23.gif
You know, I bet you could make a roleplaying game out of that. We could call it...Voyager? No... Wanderer? No...

:D
</font>[/QUOTE]Movers?
file_22.gif
 
Originally posted by ChaserCaffey:
</font><blockquote>quote:</font><hr />Originally posted by Sigg Oddra:
Which brings us to the crew of a Far Trader conducting borderline illegal activities - what am I saying - outright illegal activities in order to make ends meet ;)
file_23.gif
You know, I bet you could make a roleplaying game out of that. We could call it...Voyager? No... Wanderer? No...

:D

My non-sarcastic Cr.02: It seems to have been pretty conclusively established that you need some kind of speculative trade to be working in order to keep a J-2 ship running, because freight and passengers aren't going to cut it. With that in mind, might a somewhat more liberal interpretation of the Broker skill be in order? Since it essentially confers upon the players the ability to buy low and sell high rather than pay the price everyone else says they pay, should it be taken to represent a certain amount of business acumen and general instinct for who the "right" people are to talk to? I particularly like the idea of skills like Streetwise, Carousing, and Bribery acting as enabling skills here.

If we look at it that way, things such as licensing become less of an obstacle. Furthermore, making such licensing regulations less onerous in the 3I than they are currently would seem like a pretty easy thing to wave the "IMTU" wand at. (And then watch the players' faces when they land on a high Law Level world that *does* have strict rules on who's allowed to broker cargo)

Of course, even if they're allowed to broker their own deals and get to be pretty good at it, most crews are going to come up short at some point. Which is, of course, when they decide to overlook the irregularities in the paperwork of the mysterious gentleman with the Solomani accent and a remarkable similarity to the guy who threw a custard pie in the Sector Duke's face last Birthday...
</font>[/QUOTE]Then we are back to only Player Characters can make a J2+ Ship make its payments. I understand the adventure idea to make up for lost money occasionally. But when the adventure hook is always, this ship can't pay for itself so we will have to embark on some highly dangerous and legally questionable endeavor every new adventure, the players, if they have half a brain, will dump the ship and adventure without their own ship. If the only way to consistently make mortgage payments with a J2+ ship is to take horrible chances and engage in illegal activity then banks won't offer mortgages on J2+ ships. If banks don't offer mortgages on J2+ ships then virtually all systems that aren't on mains become backwaters because J2+ ships will be the exception not the rule. If a system is a backwater then it can't be a center for trade and commerce because virtually nobody goes there. Therefore either the maps are wrong or the economic system is wrong because the two can't economically coexist.

I understand the value of trade and speculation. The Trader feat. The fact that you can make Trade and spec work under very specific circumstances. However Trade and Spec should allow you to increase your profit margin or take a loss, with the probability being higher towards making a profit, but the ship should be economically sound in the first place.

I don't have LBB7 so I can't speak for it. However in LBB2 you were only allowed one roll to determine the nature of goods you could purchase. And the lot size. If the lot is too big to fit on your ship then you go without. If the lot is too small then you ship partially full. If the lot is too expensive then you are again stuck. If the lot is too cheap then you are also stuck. And if the lot is something that you should have special permits for, like armored vehicles, weapons or ammunition, then you are really stuck. (Like nobody is going to care if you are running guns.)

Lets give you an example. You are on Boughene (1904, Spinward Marches) and headed to EFATE (1705) your roll on the Trade and spec chart comes up 42, 43 or 55. Do you really think you will be allowed to take that load to EFATE? (With an active anti-imperial terrorist organization tying up Divisions of Imperial Troops?)

Making spec trade extremely dicey. (Pun intended.)

MT is confusing in its tables. Defining stuff you are shipping for someone else as freight and what you are purchasing as cargo, then apparently shifting between definitions. I am not sure if the chart that is repeated from LBB2 for available Cargo is for freight or cargo or both. Or how you determine the difference. Or which parts of the rolled result is cargo and which is freight. (What a mess!)

In T20 it is better defined and you actually get several lots to choose from in terms of speculation. It definitely makes more sense.

But I think if the PCs can, and for purposes of these charts should, use a broker or broker skill, for both buying and selling these spec goods, wouldn't NPCs do the same thing? And therefore wouldn't brokers tend to, on average, cancel each other out?

BTW goods under KCr4 are unlikely to return a profit, no matter how low you buy and how high you sell, greater than carrying cargo at KCr1 per ton.

It still looks like you have to be extremely lucky, even with all the advantages, especially with the guy you are buying from and/or the guy you are selling to using a broker, to make a serious profit. Remember on average your profit margin per ton of cargo hold has to be more than KCr1 per Jump drive number of your ship. (J2 ships, greater than KCr2, etc.) If it isn't then you can't make your expenses.

Since the chart goes from 30% to 180%. On average with only the PCs having access to a broker-3, then you are looking at buying at 80% and selling at 140%. Which is a nice 60% swing. With a Far Trader your base price of goods has to be KCr3.5 per ton with a full hold to make your starship payment. (Don't blow either roll.) Even with MCr1 seed capital to start, and that is definitely going to be rare for a PC, making this work is still chancy. Let the guy selling you the goods be a broker-2 and the guy at the other end buying be a broker-2 and you aren't going to make your starship payments 50% of the time. (Your profit margin just got slashed to well below the KCr150+ per jump you have to travel at in order to simply make your overhead.)

Now playing with a pair of high pop worlds with class A starports you have a shot. But that means you aren't travelling around anymore. You are pretty much staying put.

After looking at the T20 charts, perhaps I am reading them wrong, I still don't see it. Can someone show me how spec trade, included in the calculations, is going to consistently net me the, approximately, KCr350 per month required to make the Standard Far Trader's overhead? Lets even grant that only the players get to use the broker skill and can consistently use broker-3. (But we will make them pay the commission.) Using the standard 28 day month, 2 jumps per month, charge per jump, not per parsec. I am told it can be done. Anecdotal stories are not what I am looking for. Statistical evidence that shows it can actually work is what I am looking for. Anyone up for it? Oh and if it only works if you stick to two planets I am not interested. My PCs need to do some travelling about within the Sector. (So I can hook them with adventures.)

(I already know that in LBB2 it can't be done, the limit on one roll on the spec table won't allow enough profit margin, often enough, to make it work.)
 
Originally posted by Aramis:
Spec Trade, using paid brokers, is all that's needed to break a profit. Brokers make money at both ends; using the +3 or +4 broker is all that is really needed, plus careful use of the predict a die ability of trader skill.
Only if you are a very, very generous GM. There is no guarantee that a) you will find a +3 or +4 broker and that b) the +3 or +4 broker you just found really is.

You are approaching it from a distance=money standpoint, like the airlines: freight and passengers both carried for hire only. That is NOT the model for traveller. The age of sail is... and paid freight and passengers were incidentals, not staples.
In the age of sail, there were not some ships that could make the trip in 1/2 or 1/3 the time of the next (or not very many). Time is money. That is true yesterday, today, and will be true tomorrow. As a result, there are always people who are willing to pay a premium for speed. (There are also always people who are willing to "spend" time to save money.)

And, by the way, with a little care, a J2 can make better on spec than a J1. J3 and J3 breaks about even; the lost revenue in hold is made up for by better targets. J4 even spec gets dicey.
Great. So the (very) occational PC controlled J2 ship with guaranteed +3 brokers in every port they call on can make a profit. That still doesn't explain why anyone else has a J2 ship.

If you are going to have J2 (and J3, etc.) ships, then more than the PCs have to be able to make money. That doesn't happen without a per-parsec model.

Now I am not trying to convince you (or anyone else) to use a per-parsec model. I am, however, going to call out anyone who tries to take an isolated example (PCs with high skills) to show a broken system isn't broken.
 
Without wanting to rain on any parades, this discussion is based somewhat on a false presumption of the metagame. For the purposes of generating story, it is better if standard operation doesn't allow the standard ship to make a profit. Hence the PCs' constant need to undertake slightly extra-legal deals just to make ends meet, which act as hooks for story. Now, being a simulationist GM/player this offends my sensibilities some, but it does provide a reason why it's difficult to make the "standard setup" work.

I don't know about any other set in detail, but T20's speculative trade tables are pretty generous, once you have a decent broker involved.
 
Actually, the system works great for all Free Trader games. It gives the players a push if a push is needed: after all, subsidies are on a per-contract basis. That's what makes it fun for refereed games.

And yes, you have to "game the system" to make it work, and you have to come to grips with your local interstellar geography to carefully determine your route. That's what makes it fun for solo play.

And let's face it, the rules are for players, not for NPCs. NPC traders operate under different rules: they're usually the agents and messengers of the Referee; but the game's never for their benefit or enjoyment.
 
Hmmm, I think I see the problem, Bhoins. I'm used to the TNE rules, where players have a *lot* more flexibility in deciding what cargo to take on spec. Basically, IIRC the ship declares a destination world, freight and passengers present themselves, and then the ship is free to fill the rest of its hold with whatever amount of "stuff" it can get a good price on. It sounds like the CT rules are a lot more restrictive about that, but I don't know anything about them, unfortunately.

I might do some runs through with the TNE rules to see if you can reliably make overhead on spec trade. Unfortunately, spare time is a bit thin on the ground at the moment.

Another thought- suppose the cargo rules *are* broken in such a way that you can't really make overhead on a J2 or greater ship in any reliable way. Obviously, in the OTU such ships get made, and worlds off of J1 mains aren't all backwaters, so what's the easiest fix? I think I like charging per parsec rather than per jump for freight, since it seems like the easiest and most logical fix.
 
womble,

I fully understand why the system was set up the way it was. 1) it is simple and 2) it forces the players to "adventure" to make ends meet.

However, that doesn't mean that the resulting system isn't "broken" in the sense that the system is non-sustaining. It also doesn't mean that other systems shouldn't be considered, especially when they are just as simple, don't stop "adventuring", and actually work out better.

Particularly since the "adventuring" that is forced on the players in the base system is pretty much uniformly illegal.

robject,

While it may be a personal problem, I disagree with giving PCs and NPCs totally different rules. I completely agree that rules will often need to be bent (if not broken) to get the PCs where the GM wants them. But the base rules should be the same. Otherwise you are accepting the conceit that either the PCs or NPCs are, by definition, morons. (If not both.)

What do I mean by that? Well, if NPCs can make the economics of a J2 (or J3) tramp trader work, but a PC can't, then the PCs are morons. And if the PCs can milk a "money run" purpetually, but NPCs can't ever "find" it, then the NPCs are morons. Having a system that does both at the same time boggles the mind.
 
I would actually not go with a per parsec model, but an inverse per week model. As daryen says, time is money. A J2 making a J4 run (with a midway refuel or some such) should be better (for the client) than 6 J1s around the long way. At least, if time IS money for him. There are some things that nobody will care to send the shorter route, but plenty of things that WILL get sent that way.

Maybe the definition of Priority cargo is broken? (After all, when this was written, FedEx was just becoming big. Now, it is common to send everything except large, heavy items by 2-day or overnight.)
 
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