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Selling speculative goods without travelling

RKFM

SOC-11
I was playing with Merchant Prince the other day (in response to the other Merchant Prince post, I like Merchant Prince but it does needs some tweaks...) and it appears that there is no rule that says you can't turn around and resell the goods you just bought.

For example, you buy 20 tons of A-A Hi In Cr2000 on some world. You could jump out system, then back and your goods would be worth at least Cr5000 per ton more(only Ni and Po worlds are bad markets for their own goods). If you could buy the goods then turn around and sell them at the source world, why bother jumping?

I was thinking of a negative DM on the Actual Value table if you are selling the goods at the goods origin world (maybe -2 or -3 or more, you would need a good broker to move the goods).

Perhaps tweak the trade code tables so that similar goods from worlds with the same trade goods add +0 to the price?

Another alternative is that you have to wait a week until you can resell them.

Thoughts?
 
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I've had the same thought. Why have the expense of a ship and jumping. Just sell local.

Perhaps you are a dealer; buying from a manufacturer/producer/wholesaler and selling to retailers (selling on ebay :))?

Sorry, I'm not familiar with Merchant Prince and can't comment on how this may or may not be reflected in the rules.

With the Mongoose Core rule book, I have been considering adding some method of determining the quantity of goods a buyer is willing to purchase. Things like population or trade codes could give DM's to quantity. Maybe you need to take the time to locate several buyers (traveling to other parts of the world?) for the goods you obtained at volume discount? Maybe this world produces in large volume for export and you might never sell it all locally?
 
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I was playing with Merchant Prince... and it appears that there is no rule that says you can't turn around and resell the goods you just bought.

Because no such rule was imagined as required. The purpose of the rules is for interstellar trade by a free trader. Period. So you can't use it for local speculation. That would be a different type of game entirely.

Of course others before you have used the rules for such. I think it's wrong on a few levels but could be tweaked to do it. And whatever works for your own game is good.

For example, you buy 20 tons of A-A Hi In Cr2000 on some world. You could jump out system, then back and your goods would be worth at least Cr5000 per ton more(only Ni and Po worlds are bad markets for their own goods). If you could buy the goods then turn around and sell them at the source world, why bother jumping?

At least by jumping out and back you are fulfilling the game mechanic of interstellar export/import :) So the goods are technically now foreign in origin and may be lawfully sold as interstellar imports (as long as such aren't contraband :devil: )

I was thinking of a negative DM on the Actual Value table if you are selling the goods at the goods origin world (maybe -2 or -3 or more, you would need a good broker to move the goods).

Perhaps tweak the trade code tables so that similar goods from worlds with the same trade goods add +0 to the price?

Another alternative is that you have to wait a week until you can resell them.

All of the above are great ways to make the rules work for you. And don't forget about warehousing costs for that week!

MP = Mongoose Publishing?

Merchant Prince ;)

With the Mongoose Core rule book, I have been considering adding some method of determining the quantity of goods a buyer is willing to purchase. Things like population or trade codes could give DM's to quantity. Maybe you need to take the time to locate several buyers (traveling to other parts of the world?) for the goods you obtained at volume discount? Maybe this world produces in large volume for export and you might never sell it all locally?

More good thoughts to run with :)
 
At least by jumping out and back you are fulfilling the game mechanic of interstellar export/import :) So the goods are technically now foreign in origin and may be lawfully sold as interstellar imports (as long as such aren't contraband :devil: )

Except that by the time you get back, you've made 2 jumps. If you were originally going to take it more than 2 Jumps to sell it, it would be economically feasable just to double back. Would it be feasable to double back if you could just take it 1 Jump and sell it? Would it offset the fuel and life support cost?

:confused:
 
Except that by the time you get back, you've made 2 jumps. If you were originally going to take it more than 2 Jumps to sell it, it would be economically feasable just to double back. Would it be feasable to double back if you could just take it 1 Jump and sell it? Would it offset the fuel and life support cost?

:confused:

It would depend on a few factors. The DMs for selling it on the other worlds within range being poorer could make it a good deal. The faster turn around (just two weeks - one week jump out a parsec - one week jump back - unless you need another startport's customs stamp on it).

I can see situations where it might be worth doing but they would be the exception rather than the rule. It sounds a lot like the preamble to an adventure...

"Maybe you can help me out. I've got this warehouse full of very profitable widgets but I can't sell them before the first of next month, how about you take them off my hands for a little ride and when you get back I can arrange a sale to my customer and we both make a profit."

:devil:
 
I resolve this with additional costs..

As mentioned above, there are warehousing costs to consider. After that you also get to thro VAT style items at the player. Consider the trader who bought a load of goods(no pun intended but go for it) at the Mercantile Exchange. The goods bought were sold as "Outbound" and considered such by the local government.
BUT!!
Now they are not outbound, and are being sold domestically!!! Enter the Tax Adjuster(muhaha) Suddenly the goods are no longer immune to the VAT(them as has been to/live in England just shuddered). So the Value Added Tax just added a 40% bite taken out of the profits no to mention the fact that the purchase price now needs to be examined!!!

Your friendly non-spacer trader suddenly finds they have lost half their investment just buying the goods and now need an unbelievable mark up on the sale just to hope to break even! Any idea of a profit is gone.

Mind you, do also add table rules that consider the local market place. Each type of goods is worth 5% less(locally only) per lot of that kind of cargo available. So if you are selling into the flood, you loose easily and quickly. While you can wait week to week to see if the glut fades, the costs for warehouse eat hungrily at your profits as you pray.

Now I am sure there are those out there who say, "well, I can live in my warehouse with the cargo stored for free" but then you have to consider buying a warehouse, paying for services, paying for security, paying property taxes... The list goes on >:)

For I am an evil Game Master and like my players to need to adventure... Muhahahah

And in the end, while one world can provide huge opportunities to adventure, this is a game of space and interstellar adventure. While you are not forced to travel the stars, that is at least part of what lured me to this game and i am willing to wager it is part of your interest too.

Marc
 
I always thought Merchant Prince was a bit ridiculous. The trade system is a lot like A Certain Fantasy Role-Playing Game's encounter tables; they provide a facile simulation of a very complex economic situation.

For casual role-playing, there's no problem with that. It's the 'what ifs' that make a difference. In a fantasy game, there is plenty of handwavium to go around: 'Uhh, the dragons eat magic. That's how they survive.'

But in a science fiction universe, where economics follows well understood (if loosely defined) laws, the limits of the trade subsystem become apparent very quickly. It's especially bad if the campaign revolves around that one subsystem.

--Devin
 
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