Huh, just used the MGT trade system last night with my players -
The content of their trade runs are wholly opaque usually, they being just crew members on wholly government owned ships that are going on with specifically itemized 'laundry lists' of prioritized goods for the colony.
On this particular run, the fleet captain had discretion to liquidate assets with which to purchase additional ships for the colony's bi-annual convoys. The NPC's had found a 1kton bulk freighter that they could have for a song - only it was damaged and merchant fleet would have to hole up at the world for the duration of the repairs.
Permission was given to all the captains to make a single jump away from the repair system and back. I used this as an opportunity to let the players decide what cargo their captain'd carry, for a chance to share in the profit, and hopefully learn a bit about a Traveller trading system/mini game.
Misreading the first trade run, they only rolled 2D6 on the buy and sell % tables and they
still managed to make a killing. (One of the lots was high end Robotic Parts). They'd managed to fill the 80 ton cargo bay easily with under-priced goods ~anyways. Mistakes we'd were caught before the return run, but I didn't backchange anything that'd happened.
About this time I was remembering something I could never fathom from the old system - duplicated here. There were no population restrictions to rolling on the tables for tonnage of available cargo, but freight was population controlled. I seem to remember old Merchant Prince had fixed this, but at the expense of making every 'cargo' blandly generic with a base value of 4k credits.
o: The only rationalization I could come up for 'roll all cargo available on a pop 1 planet' was that each world had massive warehouses, regardless of population size and one merchant would be sitting on the ground just WAITING for the PC's to empty his warehouses.
And they'd be full again if they jumped back in a month. High population (not just Hi class worlds, but planets with populations of 7 or 8 codes as well, I'd think - the equivalent of most large first world countries today) worlds on the flipside, I would think would have several times the amount of 'excess' cargo than would be listed.
Getting back to the game last night, I was trying to figure out how you could lose on ANY trade run rolling 3d6 with even an average broker skill, but let that slide just to see how the return trip would play out. After some RP meeting one of the scarier/powerful subsector personalities interested in the PC's stories, they rerolled through the process to find cargo's, got almost the identical available cargos, at almost the exact same markdowns, headed back to their repair system, and sold that at a lesser, but still considerable profit. Rationalization felt a bit weak, but I attempted it. (This Fl class hive-like clone-grown colony underground mining world, shipped these 20 tons of diswashers to this Ag, Ni world, and the Ag Ni world shipped them back ... coffee machines, etc.) Bonuses were paid out and everyone was happy, but I was squinting at the rules a bit weirdly.
An hour or so later, the PC's were finally given use their own 100 ton trade-scout ship to fly back to their home planet. They had dismountable tanks in their cargo bay, effectively cutting cargo in half, but without a given 'laundry list' to carry back the space was available for their first private speculative trade run home.
The large number of mediocre rolls at least made it difficult to pick cargos, but they eventually settled on the equivalent of 20 tons of 'sucrose' at a considerable markdown, which they flew home and made some 200k credits profit. Taking into account even a number of jumps through empty systems, fuel scooping, purifying fuel with the convoy home, (and working back life support, ship operating costs, salaries if the whole run had not been subsidized), they still would have made a profit.
I like the flavor in the tables etc. but even not taking favorable trade codes into account, the system generates way too many options for low to moderate populated systems such that the PC's can always buy SOMETHING (something=equalling enough to fill the entire cargo bay, up to at least 200 tons) low and sell it high guaranteed.
(Is going to take a much longer look at Far Trader now thanks to Whipsnade)