Anybody have a good replacement for the Trade Goods Table on p.165-166 of Mongoose Traveller Main Rulebook?
I like some of the ideas for Trade Goods in MgT, such as having illegal goods available only from black market dealers, and having other trade goods available only if they are "common" or appropriate to the trade class of the source world.
What I have a problem with are some of the "common" goods that are available on any/every world. So whenever a trader visits a primitive TL3 world with a Pop of 7,000 inhabitants, there will always be 1d6x10 tons of Basic Electronics available (Simple electronics including basic computers up to TL 10)? Really? And with no price mods on purchase? Same for Basic Mechanical Parts?
Yeah, I could just ignore the silly results, or make up some explanation, but these aren't even silly die roll results, these are automatic trade goods always available on every world.
Just wondering if anybody has fixed this system for MgT to make more sense.
I like some of the ideas for Trade Goods in MgT, such as having illegal goods available only from black market dealers, and having other trade goods available only if they are "common" or appropriate to the trade class of the source world.
What I have a problem with are some of the "common" goods that are available on any/every world. So whenever a trader visits a primitive TL3 world with a Pop of 7,000 inhabitants, there will always be 1d6x10 tons of Basic Electronics available (Simple electronics including basic computers up to TL 10)? Really? And with no price mods on purchase? Same for Basic Mechanical Parts?
Yeah, I could just ignore the silly results, or make up some explanation, but these aren't even silly die roll results, these are automatic trade goods always available on every world.
Just wondering if anybody has fixed this system for MgT to make more sense.