Bishop Odo
SOC-12
I would like some feedback on using a rule I found, in a T20 game. In GURPS Far trader there is a rule that states: Items that are produced at Tech levels higher than the item itself are cheaper. The first tier or level higher are 50% cheaper, and next tier higher are an additional 25% cheaper, because of the cost of production is cheaper at higher levels. I can only conclude that this includes all items and not services, so starships and weapons gain the price break. I have not been able to find a similar rule in other Traveller edition I have available.
Without doing a great deal amount of research or mock up, the cost of living or even the price of a starship appears to be prohibitive expensive. After all a ship is not a house that appreciates, yes it earns income, but it has tremendous risks and costs. Looking at my CT ship designs many have extreme monthly deficits. GT may have more detailed economic system of costs in the main rules, but I have neglected to purchase that product, as of yet. On the surface the above rule appears to help level out he cost of living or at least the cost of the ship.
As a Game Master I like to motivate the player trough character background and duty, not financial necessity. I hate Clichés, especially the broken ship one. I like to focus on the story, plots and try to build a trusting relationship with the players. Ideally I like to create primers, which describe the current situation of the gaming area and any changes I have made to the universe, include definitions and descriptions of technology, i.e. part of the fusion reactor and bits of the Starship manual. This gives the players a feeling participation and an interest beyond dice rolling. I can’t stand the “players” against DM attitude that some player’s have. Hey, I'm god right, so don’t fight me and trust me. After all, I’m not doing all this work for nothing. Keeping the tech genie in bottle is often not that much of a problem with my style. Sure you always have the PC that want a Battledress and Plasma cannon, but I can usually get around that one with availability and “your wearing what to town.” They soon learn that all the toys in the world won’t help you if they’re back on the ship.
Without doing a great deal amount of research or mock up, the cost of living or even the price of a starship appears to be prohibitive expensive. After all a ship is not a house that appreciates, yes it earns income, but it has tremendous risks and costs. Looking at my CT ship designs many have extreme monthly deficits. GT may have more detailed economic system of costs in the main rules, but I have neglected to purchase that product, as of yet. On the surface the above rule appears to help level out he cost of living or at least the cost of the ship.
As a Game Master I like to motivate the player trough character background and duty, not financial necessity. I hate Clichés, especially the broken ship one. I like to focus on the story, plots and try to build a trusting relationship with the players. Ideally I like to create primers, which describe the current situation of the gaming area and any changes I have made to the universe, include definitions and descriptions of technology, i.e. part of the fusion reactor and bits of the Starship manual. This gives the players a feeling participation and an interest beyond dice rolling. I can’t stand the “players” against DM attitude that some player’s have. Hey, I'm god right, so don’t fight me and trust me. After all, I’m not doing all this work for nothing. Keeping the tech genie in bottle is often not that much of a problem with my style. Sure you always have the PC that want a Battledress and Plasma cannon, but I can usually get around that one with availability and “your wearing what to town.” They soon learn that all the toys in the world won’t help you if they’re back on the ship.