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Real Life Tramp Freighters

pzmcgwire

SOC-9
The merchant campaign is a big part of Traveller canon, but on Terra Y-2499, does anyone want to sail a tramp freighter around the world picking up and selling cargo and transporting passengers?

Obviously with air travel, there's no little need for passenger transport, other than for cruises, which have a purpose all their own separate from transportation, and low bulk high value items and some high bulk items are routinely transported by air.

Is it economically feasible in today's world to run a tramp freighter as a sole proprietor.

Conversely in Traveller universe, what elements make a tramp freighter potentially profitable?

More flexible schedules and routings
More people traveling as passengers

What else?
 
BG_uber_deliveroo_delivery.jpg


A franchise and independent contractors.
 
+1 for Uber analogy, but even closer to the OTU tramp trader is today's owner operator trucker. The big guys may haul the vast majority of the goods, but there remains space for small operators to fill - during booms to carry excess demand, or to haul to smaller routes that aren't significant enough to get big carrier attention.

At the the end of the day, it is rarely profit maximizing to try to service 100% of demand, so the big guys leave some untouched
 
The merchant campaign is a big part of Traveller canon, but on Terra Y-2499, does anyone want to sail a tramp freighter around the world picking up and selling cargo and transporting passengers?

Obviously with air travel, there's no little need for passenger transport, other than for cruises, which have a purpose all their own separate from transportation, and low bulk high value items and some high bulk items are routinely transported by air.

Is it economically feasible in today's world to run a tramp freighter as a sole proprietor.

Conversely in Traveller universe, what elements make a tramp freighter potentially profitable?

More flexible schedules and routings
More people traveling as passengers

What else?

low labor costs: a free trader can run with only half a dozen crew, no need for permanent ground staff, no sales teams, just the ships crew. people aren't cheap, and few people means fewer headaches with wages, medical issues, family issues, finding experienced applicants, etc. The existence of the Imperial forces as a factory for churning out trained crew is something that shouldn't be overlooked, given the proportion of pilots who learnt to fly in the military (both in traveller and in the Real World)

low maintenance costs: traveller ships are, relative to modern aircraft, effectively magically reliable, having great uptimes, parts are easy to come by and can be fixed pretty easily and cheaply in most places you might go, all of which make operating a free trader more viable.

demand in the market: a deliberate conceit of the setting, true, but critical, nether the less. quite simply, their is a demand for people able to move a dozen or two tons of goods between planets close by on a ad-hoc or semi-ad-hoc basis, and therefore its possible to find just about enough work to make a free trader possible.

Backwaters setting: it's worth reminding people that the viability of free traders in the Spinward Marches is not proof that those free traders could also be viable in, say, Vland or Sylea, or other core sectors with big, well established economies. the Marches are a backwater, with a lot of small, underdeveloped planets, and by extension, a lot of trade routes too small to justify a permanent shipping line, but, again, their is still demand that a free trader and eke out a living on.

implicit trust: a cultural thing, basically the willingness to climb onboard this ship, operated by a company you have no knowledge of, no real way to check up on, and fairly little way to redress grievances with, and just expect they will actually do what you want them to. And that is works well enough to be routine.

low time pressures: the timescales of interstellar travel mean that people are willing to wait on a free trader rather than make great efforts to charter a timely arrival of their goods or people. Free traders routinely turn up at a startport unplanned and find at least some goods that are just sat around waiting for a ship to transport them.

supportive regulatory framework: the 3i apparently enacts price controls and other regulatory mechanisms that ensure that free trade (and free traders) are able to operate. free traders are not competing with the megacorps for price, and are not facing being undercut by those corps using economics of scale to force them out of the market.
 
Between containerization and cheap air fares, as the OP says, I'd imagin tramp freighters are really a disappearing breed. By comparison, indy truckers are ~10% of the US fleet. (Probably much more in other locales.)

But either way the point remains; it is hard for the big guys to be 100% of anything, so there can always be scraps for the little guys to make a living off of.
 
Subsidized merchant is also an official campaign mode - so much so that it is the focus of The Traveller Campaign; the March Harrier is a subbie, not a free trader. No mortgage in play anywhere.
 
There are small tramp container ships moving about in the Caribbean, and then you have the tug and barge combinations operating in the Hawaiian Islands, and a lot of them in Southeast Asia and the Mediterranean and North Sea area. There are a limited number of ports that can handle the very large container ships, so the smaller ships pick up there and deliver to the smaller ports.

Some of the tramps also have passenger cabins for those who simply like to wander around a bit with no particular destination in mind.

Large landing craft are popular in the South Pacific as they do not require a dock, just an acceptable beach for unloading.
 
More flexible schedules and routings

I would say this is the biggest one. Even today you have 'Corporate Inertia' where the bigger an outfit, the longer it takes to respond. And in this delay time the smaller and more responsive one can make his meal ticket.

This is even more the case when the Corp has probably scheduled its deliveries/passengers weeks in advance, and any sudden change will result in disruptions down the all line. The resulting loss of profits and penalty fees may not even be worth the trouble in the first place. Whereas the indie - provided they are not under contract - can simply shift routes on a whim and wear the risk.

While everyone at the starport may hear that Arglebargle IX has a urgent need for widgets, the tramp can be loaded and on its way while 'Delivery Corp' is still arguing how this will affect their monthly scheduling and costings.

Of course if it doesn't work out, the indie loses his shirt whereas the Corp would use it as a tax write off. Risk vs Response.
 
As I said upthread - tramp freighters still exist and still find a way to turn a profit.

Google tramp freighter or go look it up on wikipedia.
 
Who would own a tramp freighter today?

Thanks for the insights and the analogy to uber and interstate trucking.

I do see that tramp freighters exist today. My original question is would modern day adventurers want to run or crew a tramp freighter as their base of operations like in Traveller.
 
As I said upthread - tramp freighters still exist and still find a way to turn a profit.
Of course, but things have been getting interesting in for a while - major shipping companies during 'slow economic times' are letting some of their line ships loose as Tramps (though still under company control) rather than have them sit idle or stay on marginal shipping lines.

This probably didn't impress the independent tramps much, and in the OTU could easily turn into a cold war between the 'Indy' and the 'Corp' tramps.
 
two real world airline examples
1 cargo at the beginning
1 passenger at the end

DC3 changed the world
https://www.youtube.com/watch?v=HIQDVLOVWu8

the big operations with newer and bigger ships
might decide to stay on routes with only class A or B starports
fewer issues for maint and therefore safer scheduling

the tramp could decide to run feeder service from D or E starports
less issues for scheduling
might decide to hang around till the cargo bay is full
 
My feeling is that tramping is more likely intrasystem, rather than interstellar.

There are several flavors of tramp work...

  • Speculation
  • Surge Contracts
  • Destination Freight Driven
  • Routed Independent Traffic
  • Dispatched Independent Traffic
  • Trusted Contractor

A little more on these...
Speculation: buy low at A, sell high at B.

Surge Contracts: as many independent truckers know, they make their best money shortly before holidays. Independent contractors fill unmet-by-the-line needs of the lines, essentially subcontractors.

Destination freight driven: Dispatch stashes the shipment until someone takes the load. Typically, once a full load for a given location is ready, first shipper to bid at or below profit limit gets to haul it.

Routed independent: a small independent craft posts a schedule, and ships whatever is ready upon arrival. This used to be the secondary standard in international sail traffic... before the trans-Atlantic telegraph... and the in-US eastern seaboard before the coastal telegraph network. (the primary was speculative shipping of resources. See the registers of the various ports in the national archives.)

Dispatched Independent: Think Uber and similar rideshares. Dispatchers match riders to rides, but each ride is an independent contractor. You can also see this at work on Ice Road Truckers - both Fairbanks to north slope and trans NWT, YT, and Nunavut. I have a buddy who's driven some. To get the better paying jobs, you have to convince the dispatchers you can handle it. You can (and some do) work multiple companies' dispatches <i>if you own your tractor, or have a non-dispatch lease.</i>

Trusted Contractor:a particular party sends an offer to a trusted contractor, who then accepts or not. One that chooses not to too often is not going to be trusted for long... This is seldom the default for the contractor nor the hirer... often, this goes alongside routed independant...

Only some of these are likely to be routine interstellar: Speculation, destination freight, and routed independent.

Intrasystem, all modes except speculation are likely, simply because it's safer to order by demand when communication times are under a business day...
 
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do not forget that modern day analogies are limited by the presence of air travel. The Third Imperium move as in the "Golden age" of steam". to go from land mass (planet) to land mass there are no alternative to star/spaceship

we talk of the equivalent to: Inter island trade, costal trade, various oceanic trade (first and foremost seasonal) whatever escape the liner trade (either by route pattern or ship design optimised for a route) as well as passengers to place not served by liners.

A lot of opportunities

Have fun

Selandia
 
The big ticket items on a civilian starship tends to be the engines, and the smallest default jump drive starts at fifteen megabux (at least in the MongoVerse).

I can extrapolate a cheaper jump drive with the toolset(s) given, and character creation allows the possibility of getting access to a working (if elderly) starship.

Instead of a mortgage, the other ship shares might be held by venture capitalist funds.

However, if you can find markets insystem, you don't have to shelve out for the jump drive, and cut capital outlay.
 
The big ticket items on a civilian starship tends to be the engines, and the smallest default jump drive starts at fifteen megabux (at least in the MongoVerse).

I can extrapolate a cheaper jump drive with the toolset(s) given, and character creation allows the possibility of getting access to a working (if elderly) starship.

Instead of a mortgage, the other ship shares might be held by venture capitalist funds.

However, if you can find markets insystem, you don't have to shelve out for the jump drive, and cut capital outlay.

indeed, and I agree (it was kinda the thinking behind my 9g shuttles I did a few years ago, </shameless-plug>), but thats more like the equivalent of the coasters and or the great lakes steamers than a classic tramp steamer intended for extended oceans trips. theirs a only a few systems I can think of, mianly hi-pop, hi tech worlds, that would really have enough of a "out-system" to really need dedicated boat traffic as opposed to just chartering a jump capable free trader on the few occasions they need one

(minor point, but its worth remembering that, technically, at least in Mgt, a imperial member world does not actually have formal control over anything beyond the 100d limit, meaning that a colony could in theory be set up their without their approval and even in theory become a separate imperial member. I've not seen this done anywhere but it is technically possible and might make for an intresting setting for a one-shot adventure)

i've seen the "venture capitalist" angle done before, but it was more of a "Plot Hook" situation, where said capitalist was a GMPC whose main purpose was to rope us into that weeks adventure, and occasionally provide a plot critical info if everyone failed their knowledge rolls and such
 
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