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Non-merchant adventures for merchants

rancke

Absent Friend
What sort of generic adventures do you think the crew of a free trader could get involved in that didn't have anything to do with buying and selling according to the trade system?

(Note: This is for a set of alternate rules for merchant campaigns that I'm working on. Please don't reply unless you're OK with me using your ideas. (Not that I will guarantee that I'll ever finish those rules. But I might.))


Hans
 
I'll have my Traveller novel done soon. It's full of them as it's based on a Far Trader crew....

Here's one they get roped into: They have to jump into a system at war. They manage to land on the main world. There the local military commander tells them that to get his help they have to take a load of refugees out of the system or they get no fuel... So, they have a cargo bay full of refugees....
 
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What sort of generic adventures do you think the crew of a free trader could get involved in that didn't have anything to do with buying and selling according to the trade system?

A few off the top of my head, some of which I've used:

- Passenger problems. (Sabotage. Noisily needy guests with exotic and damaging pets that get loose while in jump. Mad scientists doing experiments in their cabin. Undercover assassin. A wealthy passenger with expensive cargo, except the cargo gets damaged in transit. A pregnant passenger goes into labor. etc.)

- Making contacts. (In order to win the favor of a buyer/broker, you have to do them a little favor...)

- The Cargo Is Not What It Seems. (Something breaks out of a freight container. The "food cans" are really illegal drugs. Radioactive waste. Stolen weapons.)

- Engine Trouble. (Ship breaks down somewhere remote. Have to find parts, fuel, etc. )

- Red Tape. (The ship is impounded for improper paperwork. Players must negotiate a confusing bureaucracy to get it released, which may also require illegal dealings.)

- Distress Call/Salvage. (Hey, we've got a few extra tons of cargo space, let's check out that derelict over there...)

- Moral Choices. (The broker offers a sweet deal for huge profit. The cargo? Slaves. (Or pharmaceuticals from a company that uses exploitive/unethical test subjects. Or severely endangered animals. Etc.)

There are a lot of possibilities.
 
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My least obvious idea is a training mission with 1st year merchant cadets from a small merchant family. Workers better with a larger ship, but could be done on a small one. Players are not just crew they are teachers. The students pushing and pulling them into trouble.
 
The crew intercept a signal - possibly a distress call. They land on the small moon it's coming from and find an alien derelict. While investigating the derelict, one of the crew ends up with a parasite hugging his or her face. Hilarity ensues.

Other ideas:
An annoying passenger
A passenger you're sorry to see go on their way
A hijacker
A VIP passenger with bodyguard and retinue (everybody look sharp)
Transfer of a data satchel with important info (i.e. a single chip, data solid, brooch, or such)
Engine problems
An offer to upgrade the engines (or other systems) but for a steep price/trade/favor
Pirates want your cargo (and your Captain!)
A smuggling offer
A chance to bid on an Imperial or MegaCorporate gravy run taking supplies to a remote base
Low Berth Human Trafficking
Attacked by a Vargr raider
Sold into slavery
 
What sort of generic adventures do you think the crew of a free trader could get involved in that didn't have anything to do with buying and selling according to the trade system?

See Trading in Danger by Elizabeth Moon, reviewed in the current issue of Freelance Traveller.
 
See Trading in Danger by Elizabeth Moon, reviewed in the current issue of Freelance Traveller.

I've read them (good solid adventure fiction). I can't say that I agree that the non-mercantile adventures the protagonist's ship gets involved in qualify as generic. They seem highly plot arc- and situation-specific to me.


Hans
 
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