Just started playing Traveller (D20) and I am playing a merchant character and looking for any helpful tips playing this style of character. Basically we have a freighter (serenity class) and trying to buy from one planet and sell at the other with some obvious obstacles in our path. There is a captain, doctor/engineer, marine, merchant/rogue (me), and some npc security. What I am trying to do is make the ship money, but also making some side deals to get extra credits without the crew knowing too much about it. I try to accomplish this by sending notes to the DM but everytime I do the rest of the players always believe I am scheming and double/triple search the inventory. They even tranq'd me once to go through my stuff!
Any helpful suggestions would be greatly appreciated!
Sounds like your issue is not with the mechanics of the game, but rather the behavior of the players, yourself included.
I've always found that in games where players try to out do one another, keep secrets or somehow compete quickly become poison. Some like that style of play, not me.
If the players are so concerned that you are out to screw them it is probably because they are out to screw you. This style of play has ruined more games for me than I care to count.
There is a difference between player knowledge and character knowledge. A mature player should be able to see you pass a note to the GM and run the character as if he hadn't seen a thing. This is not always the case.
What I would suggest is the following:
1st - Have a discussion with the whole gaming group on expectations and style of play. a certian amount of characters working at cross purposes can make things interesting. For me characters plotting against one another is a deal breaker, but if you all agree that is what you want go for it. The key is making sure you are all on the same page with regards to this.
2nd - Talk to the GM. If the players want to drug your PC and search the cargo they should have an in-game reason. If it is only because they saw you pass a note he should disallow thier actions. Part of being a good GM is reigning in the players and focusing play.
3rd - Make your secret trades out in the open. While you may want to keep your trading activities secret from the characters, do it infront of the players. "hey GM while the other guys are at the bar getting all liquored up I go off on my own to my underground contacts and look for cuban cigars (or local equivelent) to smuggle to the next port of call.
Lastly, if you can't come to an understanding with the other players and it is ruining your fun, walk away. Don't make it an ultimatum, just explain that it is not fun for you and bow out politely.
R