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CT Only: Very basic noob questions thread

Ah, very good, thanks. Simple enough. It seems to lend itself to lots of winging it which is my preferred method of GMing these days. I don't want the games to be constant combat and field tactics, and working out lots of these details and non-combat skill rolls being made is a good way to fill out time amongst the role-playing.

The player who ended up with a ship loves micromanaging properties and things in games, so it's perfect in that respect. And another character mustered out with quite a few bucks (and is a Marquis) so there is plenty of investment capitol to start with. Haul some corn the company ships don't have room for this month, or buy some and find a good place to jump to and make a score. Honestly, I never thought capitalism in an RPG could be this inspiring and fun!

I assume there is information in later editioins about speculating on cargo, but if anybody knows of some good online sources to get inpired by for that please do let me know:)
 
I assume there is information in later editioins about speculating on cargo, but if anybody knows of some good online sources to get inpired by for that please do let me know:)

I know you are still working your way through the rules. So, have you seen the last pages of Book 2. They cover speculation and trade.


Ah, very good, thanks. Simple enough. It seems to lend itself to lots of winging it which is my preferred method of GMing these days...

One of the things I've realized lately is how much Basic Traveller was built off assumptions of winging it. Between rolling for Patrons, Rumors, Encounters, and Animal Encounters, Random Reaction rolls and more, the game as originally written is built to spin off in wild directions as the Referee rolls up random opportunities and obstacles and the PCs decide which to engage, ignore, pursue, and destroy.
 
I know you are still working your way through the rules. So, have you seen the last pages of Book 2. They cover speculation and trade.

Yes, just took a look and there it is! Thanks. I was hoping there would be a lot of variations I could look at. Under trade rules it was more or less presented as "generic stuff you haul."

I'm pretty lazy with rules study, which I why I'm building slowly to the trade and space travel. But I figured the more I know the less I'll, as I said, paint myself into a corner on some ruling or another.
 
Many people have pointed out the outrageous profit potential of the LBB2 speculation rules, but the balancing trick is that the ships are multimillion credit drains.

To just get the software and hardware for a decent defense for a Free Trader costs 5 million credit, and upgrading the computer and getting top flight programs like ECM and Maneuver/Evade can get into the 10s of millions.

Then in one combat all that profit can vanish with just one missile hit.

Win big, lose big, and this often overlooked dynamic is steeped in that philosophy.

So don't neglect to lead your captain down the primrose path of the eternal upgrade, then let nature take it's course and a fight or two will have them hauling hard for an even bigger edge.

Rare starship upgrade items not on the books but accessible via exploration, salvage or dangerous missions could have your players doing the Traveller equipment version of a quest.
 
Many people have pointed out the outrageous profit potential of the LBB2 speculation rules, but the balancing trick is that the ships are multimillion credit drains.

To just get the software and hardware for a decent defense for a Free Trader costs 5 million credit, and upgrading the computer and getting top flight programs like ECM and Maneuver/Evade can get into the 10s of millions.

Then in one combat all that profit can vanish with just one missile hit.

Win big, lose big, and this often overlooked dynamic is steeped in that philosophy.

So don't neglect to lead your captain down the primrose path of the eternal upgrade, then let nature take it's course and a fight or two will have them hauling hard for an even bigger edge.

Rare starship upgrade items not on the books but accessible via exploration, salvage or dangerous missions could have your players doing the Traveller equipment version of a quest.

I just wanted to say that this is an excellent post. The rules of Basic Traveller interlock in interesting ways.

And also, if a crew finds a particularly profitable route they keep repeating they will, in time, attract the attention of pirates or even other traders trying to muscle in on their turf. And then what do we have? A session to dozens of sessions of play genearated on the fly.
 
I just wanted to say that this is an excellent post. The rules of Basic Traveller interlock in interesting ways.

And also, if a crew finds a particularly profitable route they keep repeating they will, in time, attract the attention of pirates or even other traders trying to muscle in on their turf. And then what do we have? A session to dozens of sessions of play genearated on the fly.

Yes, exactly what I'm looking for! For the most part I'm going to keep things to a couple of dozen populated planets on the near-frontier, and in many cases low population with a handful of exceptions. So far I just have this sort of beltway of planets especially suited to mass harvesting, with a corporation/s that has company ships haul most off towards the core areas. So the party (who are not yet experts on the sector and are not from there) can learn as they go, at first trying to get some of that extra overflow stock to take to nearer planets outside the beltway that the larger ships don't bother with (or at least, don't value as much as getting specially grown super-crops to the richer core worlds). The party can choose to get a certain amount of "sure thing" hauls from Beltway harvestworlds, or look to make spec on the more populated sector planets which are less specialized in goods and can offer a wide variety of get rich or die tryin' cargo and adventures (the comment previously about thinking about a Free Trader as a white delivery van compared to big rig trucks really helped me understand the basic concept).

Yeah, the game really sets up good tie ins so far. A GM idea or presumption can quickly expand based on random rolls and character desires. Me deciding before the first session and character gen that the ship the players came on was of a retiring captain, that it was a harvest world, followed by a player being excited at mustering with a Free Trader all combined into an explosion of possibilities without having to stray from the philosophy of the basic game. Just going with what makes the most sense and tying it in. And the players, all with no Traveller gaming experience, are having so much fun with how little we have actually done in two games so far that we've suspended the D&D campaign to get a bunch of Trav sessions in before we lose a player in February. So my idea to use CT as an alternative on game night has really taken off! Glad I did it.

Anyway, more questions to come of course. Thanks guys.
 
Keeping in mind I really don’t know much about “The Imperium” used in later editions…

For my new campaign I wanted to go with galaxy that doesn’t really have a central government or empire or whatever, much like I remember from Dumarest. For my players I’ve been calling the collection of thousands of worlds “The Continuum,” which I thought sounded cool even if it has no specific relevance (or does it?).

But the core books do sort of hint at royal or imperial powers, doesn’t it? What with royal titles, such as the “Marquis” character in my game. I of course sort of assume all this was inspired by The Laansraad of Dune. But it’s use does put me in a spot as far as the titles thing. So I’m sort of tossing around the idea of something similar to English royal titles. No true full government power, but mostly a traditional/honorary thing that goes back to a time, perhaps several hundred years before, when there was an Emperor or such with real power, that came about after millennia of struggle among core worlds.

So kind of thinking there is a traditional royal seat of power, but with no one person in control. Rather a somewhat democratic board of a thousand or so elected/appointed individuals from that many core worlds who vote on and work things out in a more or less efficient manner. Parliament?

I was wondering if anybody else has done alternatives to an “Imperium,” or ignored the matter all together. For role playing it seems necessary to give a PC with a noble title some idea of what that might mean to him/her…
 
You could simply rule that those are local/planetary titles. In fact, in CT-77, that is what those titles were supposed to represent. That would fit well with the many Noble/Aristocratic types found in the government and high-society crowd of the Dumarest series.
 
I agree with Wayne: don't tie the titles to one particular thing. Maybe they're usually just related to the local star system. Maybe sometimes they refer to something bigger, but don't paint yourself into a corner. Then you'll keep the Dumarest vibe.

We all would enjoy seeing the subsector your players are playing in. Care to share?
 
OK, well, since I started this thread and it’s sort of about my journey with the ruleset, maybe it’s a good place to talk about the campaign. Two games in so far. Spent about half the first game on character work.

Two of my players in this campaign have been with me a long time. My long time (7-8 years) host of my various games, and a gal who has been a good friend and player in my games since around 1990. These two are the keystone players of the group, and three or four others who have played in my D&D for a year or so. With one player having to work a lot on game night now, and another gal player who is moving to another state in February, I decided to suspend D&D until we get a couple more players, and to do Classic Traveller as an alternative for now. I played it a bit in a game shop when I was a kid. They were really into it. Being a young teen I didn’t really “get it.” I wanted fantasy and only fantasy then. But as an adult a love of things like Alien, Aliens, Blade Runner, etc. got me in the mood for more hard Sci Fi. I’ll have to admit, even though imperfect Prometheus (especially that main theme from the move, that sort of felt like “deep, vast space” to me) inspired me to give CT a go. Doing something other than D&D can kind of be a hard sell for new players of mine, but my long time players played a lot of my other stuff (Call of Cthulhu, Champions, Gamma World, etc) that they knew it would be fun and interesting if I was doing it (a humble brag…like a lot of folk reading this I have decades experience, and pretty much can gauge what my players will have fun with if I present it in ways that inspire them in the way I get inspired by concepts).

A couple of things I had in mind right away was that the campaign would start towards the edge of a frontier. As per Dumarest “earth” is more of an urban legend, as are intelligent alien species (there would be some out there, but not in the core worlds and not common knowledge). This would be a human-centric setting.

So first session started with that fun mini game, character generation. I knew it would be like no Char Gen they had ever done. Just getting the stats going and making a few choices but letting the dice guide you. I stressed how they needed to attach significance to things that occurred during terms. And some interesting things came out of it. As I’ve said before, I only had book one so far (4 bucks pdf, would later get Traveller Starter pdf before game 2 as someone I think suggested in this thread or elsewhere) to see if we even liked the game. They really took to the character work. By the rolling of second terms of service they were almost electric. The beginning of any (or at least most) new campaign has that nice advantage ; lots of dice rolling before the game even starts, to get the juices flowing.

As I suggested they started seeing patterns and came up with reasons why this and that happened during a term. I only really did two things not fully btb (I think). Death in service would be an injury (I had yet to come up with a table or chart for this, so planned to wing it…but nobody failed the rolls anyway so moot point. No characters with eye patches or peg leg ). Also if a reenlistment failed early for anybody (first couple terms), I would allow a chance to enlist in the merchants, scouts, or of course just become a drifter and for Other. Oh, and one other things I offered – just be a non-military professional like doctor or lawyer and I would give you level – 3 in such skill, and maybe a couple others. Nobody took me up and that and went for the military gen though.

3 characters wanted to be Navy. One, our host, wanted Army. Here’s the most interesting to me. Keep in mind I don’t really memorize character names till 3rd or 4th session. I don’t have my notes with me, so lets see…I’ll give them nicknames for now:

Cassie – OK, I’m pretty sure this was the name of one of the girls characters. Cassie to me had the most interesting background when all was said and done. She had very high INT and EDU. Clearly a brainiac. With modest SOC she was clearly the star of her family and a favored child. She planned on a long successful career as a naval officer, perhaps to go into politics at some point in middle-age. The world is your oyster with those stats, right? We even decided as a teen she got a couple years of college in; one of those young genius’ you see in college who should still be in first year of high school. Anyway, after her second term (or was it the first?) she could not reenlist. Wha hoppen? The player quickly decided she must have been stymied by somebody. She settled on some superior who sexually harassed her, and when the dust cleared she found herself out of a navy career before it really started. Saddened and pissed off at the universe, she decided to go into the Scouts to “show them.” Kind of her own worst enemy there…cause I offered her the chance to go back to college and work on a medical or law degree (something I would have winged, though I saw a nice thread around here on college terms). So she spent the next decade or so as a scout. Her favorite skill is Jack of Trades, and very much makes sense for a smart lady like her to be able to “Macgyver” stuff.

Jack – I think his name is “Jack Smink” or something like that. Also did not last long in his service, the army. I allowed him to try and get into the Merchants service (with a minus on the enlistment roll) and he did. Not exactly a distinguished career, but he did get out of it all with, among a couple other things, Pistol 2 (he went for revolver), Streetwise, and a Free Trader (he was pretty excited by that. I did not know at the time he’d be paying for it his whole life, but that did not bother him when I found that out).
The other two characters so far (our workaholic player has yet to be able to make a game.) are:

Travellyn – yeah, his last name was a play on the system we were using. Highest stat was SOC, which made him a Marquis. Very distinguished navy career. Made it to Captain I think, and mustered out with around 70,000 creds and a high passage.

Katana – not her name, but the weapon she favors. Another distinguished navy career, and she made some high rank or another. From a planet that was primarily settled by Asians. She mustered out with a blade – 2, and she asked for it to be a Katana and I was like “what the heck.” Though as small girl, she had a STR of 11, so we’ve been leaning towards her planet having a slightly higher gravity.

With these two successful career navy folk around, Cassie the Scout is of course a bit resentful (though doesn’t really show it yet). They had the careers she felt she deserved, and they don’t even come close to her smarts or education. This could end up being an interesting dynamic in later games. Will she ever act on that resentment?

Another interesting thing here is it’s not a particularly skilled weapon using group. Jack has revolver – 2 and Katana is a hard hitting powerhouse with that sword of hers (that she much prefers to ranged weapons) and that’s about it. Some other useful skills among them will come in handy for work on Jacks Free Trader. Katana has ENG – 2, Jack has electrical – 2, and Travelyn has a good pilot skill. There’s a NAV in there somewhere, maybe Cassie. Most of the skills needed to run a ship are covered there.

OK, so I decided pretty off the cuff that they would be on a Free Trader, either working passage (Jack and Cassie) or in paid passage (Travelyn and Katana). Off the top of my head I decided they would be going to a corn harvesting planet. “Weber-Cornfield” is the name; I decided there would be this food corporation and that some planets in the sector would have the company name attached. Though I want to avoid a lot of planets that do only one thing for the most part, I thought I’d have a sort of “harvest belt” of planets under yellow suns that were perfect for harvesting this and that, and that it was Weber Corp that set most of that up many decades or more ago. In the back of my mind at the time, still sort of winging it, I thought about a couple of planets within a jump away that had to do with harvest food processing, and another that was dedicated to distilling. I was half-thinking that these would be good locations for the PC’s to start some product speculation. Whatever Weber Co. didn’t load onto big company ships, Free Traders would come in to get in on the overflow. In the future of course I would have planets that, like our world, have all kinds of possibilities that the trading tables could be used for, but for now this seemed like a simple way to get the campaign started without me having to delve into the so far unstudied part of the books.

I thought that I would have Jacks ship (and Travellyins money) be held up for a bit so I could ease into a little planetary fun. But both Jacks player and I kind of hit on the idea at the same time that the ship they are on would be his ship. The captain, himself a retired merchant service guy, would be retiring to a lake area near the closest township (maybe buying some land to make some dough on corn growing). Jack and the captain become fast friends, which would come in handy to introduce contacts and patrons who knew the captain. The ship, “Rainbows End,” would be going into drydock at the starport for a couple weeks to get it’s maintenance before Jack takes it over.

*OK, that was all the char gen and pregame prep work, which ended up having a lot of fun little bits of role-play. There was a bit of adventuring in the last hour or so of the session. I’ll go ahead and talk about that in my next post.

Any ideas or comments on any of this are more than welcome!
 
Sounds like a lot of fun, thanks for posting.

Evil though number one - what if someone else thinks they have a claim to the ship, someone from the retiring captain's past?
 
Sounds like a lot of fun, thanks for posting.

Evil though number one - what if someone else thinks they have a claim to the ship, someone from the retiring captain's past?

Not a bad idea. I am sort of trying to brainstorm on the whole methodology of gaining a ship. Since the captain and Jack Smink are both retired Merchant service guys, I was sort of thinking this was something that happened in contracts related to the merchants. You can only pass it along to another validated merchantman, and if you wanted to sell to somebody else outside that service there was a big extra fee. Of course I'd like to hear how others have handled that.

I am sort of looking for ideas for conflicts to foist upon them, seeing as these characters though maybe mercenary in mindset aren't on a whole really great fighters. I don't see them seeking out lots of combat. So of course trouble will come finding them. I was actually thinking of having them come in contact with The Cyclan from Dumarest. Maybe there is something well hidden on the ship. But I don't want to rush into an on board ship hijacking attempt right away. But I also don't want them to get bored real quick. I like to have a violent encounter every game in most genres I run. But that could be deadly for this group. Luckily they are good role-players and can have fun with mundane activities.

I'll probably mostly want to use the random tables for encounters while in space.
 
Accidentally posted my play report on other persons thread, so putting it here so I can follow up with the next game...

Traveller campaign continued…

After character gen and basic game related chatter, there was only an hour or so of game time left that first night. There was still a lot of setting info to dole out here and there, including giving them an idea of the current planet was about…

“Weber-Cornfield” – though carrying the name of a major food corporation, the planet was not completely owned by the corp. But they had so much stock in the cornfields, other interests in the few townships that served farmers and workers, and company personnel permanently stationed at the planets sole starport, they may as well own it. I also assumed the promoted the single-crop growing presence on the planet in the first place (it will come to light in the following game that the planet in former centuries had a major canine”puppy farm” operation).

With one hemisphere taken up by a shallow ocean, the other is prime for growing such a crop. Abundant sunshine, no harsh winters or winds, mostly flatlands, and only a weed and a beetle as natural enemies of the crop. And those are kept in check by the “Tri-Lobed Hare,” a native mammal to the planet who eats such beetles and weeds and leaves the corn stalks alone. Note – already having planed a wild dog hunt in the next game I was sort of winging all this, with notices that harming crops or the hares carried major fines being abundant (especially after one player declared he was going to later go on a “hare hunt”).

So besides the starport, there would be highways leading off to farming communities and the townships for hundreds of miles in all directions, for general travel but especially for trucks hauling crops to the ‘port. Townships would be town-like affairs, with the closest one to the starport having a few modesl office buildings to serve officials, corp offices, law firms, and brokerages.

So…only 20 minutes or so left in the session after all that got explored a bit. Still staying at the starport in modest accommodations, the players were approached by the captain who asked if they wanted to make quick cash. He introduced him to the CEO of a loading company. Seems his assistant (and mistress) ran off with one of his loader operators and had 22,000 creds in petty cash with them. CEO wanted three things; the money back, his assistant back, and all but the mistress dead in a discreet manner. CEO had been contacted by his assistant who had second thoughts, so he knew they were hiding in the hallow of a hill until a ship was to arrive that would get them off planet.

With no time to really play that all out, I decided to give the players a taste of combat by just assuming they found the culprits. Just lined up both sides 30 feet from each other, and let them go to town. Even though mostly not experts in weapons, the party got lucky roles and made quick work of it. Especially with Jack blasting away with his revolver skill, and Katana rushing in through the hail of gunfire to take one guy down with a mighty sword stroke. Fast and furious. Not the fairest way to set up a combat, but I usually won’t kill a character in the first game of a campaign anyway. They did good.

CEO not only paid them the modest sum he promised (plus they got to keep the rifles of the bad guys), but also offered a couple weeks use of his family vacation condo on the other side of the recreational lake from the township.

It was a nifty little game, and it was fun winging it with just a little bit of notes on the planet. It all seemed to come flowing out. The system maybe supports that, but again good players help.

Speaking of that, in our second session a couple weeks later, it was pretty much all role-play. The characters hit the township to go to CEO’s office for the condo keys, and also while there hit a gunshop (that is very restricted at the starport but more open at the townships) for some extra ammo. The condo was a blocky affair on the lake (no real frills on this planet. Everything is eco friendly and non-polluting for the sake of the harvest). But with plenty of amenities like great kitchen, patio on the water, and a wide screen TV in each room. The players really took to it. While Katana and Travellyn (remember, both distinguished naval officers) went shopping at the local food jobber, then preparing a sumptuous meal, Jack and Cassie bought poles, fishing license, and took CEO’s boat out for some nice relaxing fishing. I made a little mini game out of it, hitting 8 or better on two dice several times with mods depending on both luck and INT choice of spot. They actually had a lot of fun with such a minor thing. Great players can make fun out of anything you give them, and I was happy for that because I wasn’t really throwing any action at them this game. Still easing them into the system.

OK, next I’ll lay out what happened in session three, with more condo vacay including cocktail party, and a hunting/camping trip that gave the characters more than they bargained for…
 
Okay, before putting forth another play report, I thought I'd throw out a couple of questions for the long timers that I have pondered a little bit.

Free Trader - there is a cost associated with life support, something like 2000 creds per person? Is this really supposed to be about the staterooms? Seems this should be just a 2000 cost for each individual walking around breathing on the ship. Also, good cuisine and entertainment is expected for high passage. Does the Steward need to be a musician as well (I know, dumb question, but the rules specifically state "entertainment)? Are there extra costs assumed for the high grade cuisine? Also, does the Steward fulfill a janitorial role? Run into the rooms to do maid service on the staterooms when passenger is out of it? Unplug toilets change stateroom lightbulbs?

OK, separate question. Is there any assumption that each planet in a solar system will have a large degree of colonies on planets and moons if the tech level is high? Also, the rules don't seem to specify (at least the starship sections) that there are generally mining operations within a solar system, going so far I think to say interplanetary travel is infrequent and generally involves whatever the PC's are up to. But is it not fair to assume that there would be a lot of this mining, and thus a good degree of interplanetary travel and traffic, on high enough tech level worlds (picturing the Connery film "Outland" when thinking of this question)?

Sorry if I'm missing things in the books. Still sort of jumping around in them.
 
LBB2 puts it as 2000 Cr per occupied stateroom per two weeks, normally one person per stateroom, but then says double occupancy is possible but double costs, effectively saying the 2000 Cr is per person without saying it explicitly.

The Steward is all about the High Passengers comfort so yes janitorial, culinary and laundry duties would be involved. The Middle passengers are to look after themselves, so they probably get handed fresh towels and bedware and have to cook their own meals.

I would translate entertainment to activities, parties, drinking, and the onboard equivalent to Netflix/HBO. Middle passengers get frozen food packages to heat, no invite to the party and the cheap entertainment channel with 5 years or older B movies.

No cost structure difference between High and Mid, Steward skill gets you more High passengers and Admin gets more Middle in LBB7. Other versions of Traveller and homebrew rules often have luxury costs to attract High passengers.

LBB3 does not tend to create systems of multiple secondary planets, you can define that by hand or simply roll it up, LBB6 the Scouts book has a detailed system gen that will get you minor planets for interplanetary activity.

I like using RTT Worldgen because it's a little less wonky, a little more descriptive, tends to be specific re: atmo, and has terraforming/life form level/pop for settlement time baked in.
 
Any TL9 world could easily have colonies/settlements in space and on other bodies in the system.

A quick and dirty system for generating such stuff on the fly:

roll 1d6 for number of off world major settlements

for each settlement roll 1-3 inner system, 4-6 outer system

for each inner system settlement roll up another planet as per the rules but modify the results as you see fit - eg population should always be at least one starport class lower then the mainworld, population should be capped as at least one lower then the mainworld.

For each outer system settlement it is likely to be a moon of a gas giant or a smallish world, so again generate as per the rules but limit size etc.
 
LBB2 puts it as 2000 Cr per occupied stateroom per two weeks, normally one person per stateroom, but then says double occupancy is possible but double costs, effectively saying the 2000 Cr is per person without saying it explicitly.

The Steward is all about the High Passengers comfort so yes janitorial, culinary and laundry duties would be involved. The Middle passengers are to look after themselves, so they probably get handed fresh towels and bedware and have to cook their own meals.

I would translate entertainment to activities, parties, drinking, and the onboard equivalent to Netflix/HBO. Middle passengers get frozen food packages to heat, no invite to the party and the cheap entertainment channel with 5 years or older B movies.

No cost structure difference between High and Mid, Steward skill gets you more High passengers and Admin gets more Middle in LBB7. Other versions of Traveller and homebrew rules often have luxury costs to attract High passengers.

LBB3 does not tend to create systems of multiple secondary planets, you can define that by hand or simply roll it up, LBB6 the Scouts book has a detailed system gen that will get you minor planets for interplanetary activity.

I like using RTT Worldgen because it's a little less wonky, a little more descriptive, tends to be specific re: atmo, and has terraforming/life form level/pop for settlement time baked in.

Great, thanks.

I was sort of under the impression from the book mid passage was the same as high service, but just risks getting bumped.
 
Great, thanks.

I was sort of under the impression from the book mid passage was the same as high service, but just risks getting bumped.

The actual LBB2 description says they do not get the service or entertainment that high passengers do, and the quality of the cuisine is low, which can be derived from the no steward requirement for mid passengers. I am just extrapolating that to current world standards.

Kind of like the difference between current air travel first class and coach class, with the difference that there is no stewardess for coach class, only vending machines and microwaves.

Perhaps a better analogy would be freighter travel.

https://www.freightercruises.com/q_a_freighter_cruise_guide.php#Q_A
 
The issue of food and service is complicated.

Mid passage is unlikely to be allowed access to the full galley if there's high passengers.... but...
Think microwave meals and breakfast cereal boxes for mids, or alternatively, the common table with the crew (but served after).

The highs probably order from a menu of items, the steward preps it (it may be ready-meals like mids, but with the difference that you call the steward, and pick the entreé and the sides separately, and he preps them, and brings them. And keeps some condiments, too. Some items can be prepared from dry goods. (Such as, powdered eggs, rolled grains, grain meal, dehydrated soups, dehydrated gravies.) Picking what is on hand is part of steward skill is all about.
 
[FONT=arial,helvetica]The issue of food and service is complicated.

Mid passage is unlikely to be allowed access to the full galley if there's high passengers.... but...
Think microwave meals and breakfast cereal boxes for mids, or alternatively, the common table with the crew (but served after).

The highs probably order from a menu of items, the steward preps it (it may be ready-meals like mids, but with the difference that you call the steward, and pick the entreé and the sides separately, and he preps them, and brings them. And keeps some condiments, too. Some items can be prepared from dry goods. (Such as, powdered eggs, rolled grains, grain meal, dehydrated soups, dehydrated gravies.) Picking what is on hand is part of steward skill is all about.
[/FONT]

Had not thought about room service- classically I always assumed meals served in the common area, but 2000 Cr for just a trip premium ain't cheap, that should buy quite a bit of pampering including personal food delivery at odd hours.

Don't know how a Free Trader steward does it, there is little margin from the bare bones crew pulling pilot/engineering watch to spell catering to the passengers.

We never build laundry facilities into our deck plans. Probably a 1/2 ton laundrybot subsumed in the stateroom space/cost, set off of a hallway so Mid passengers can use too, or the Steward gets a 1 ton workstation for everything not strictly galley.
 
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