Speculative trade has always been one of my favourite elements of the Traveller universe.
I have to say however that, although the Book 7 and subsequent trade systems might be more realistic, it has always seemed a bit boring to me to just be buying and selling generic cargo. I much preferred the original Book 2 system where you rolled to see exactly what type of goods were available for purchase.
The original Book 2 system though was very limited, with only 36 different types of trade goods on offer, and kept coming up with illogical results - like cybernetic parts being available on a low-tech world or grain on a high-tech, high population world.
The players in my current game also got frustrated that there was only one type of goods per week on offer. He wanted to travel around the world tracking down particular cargos which he knew would find a good price on the next world they were planning on visiting. This seemed reasonable to me that there should be more options available if the party really was prepared a lot of time and effort into find better cargos - although I didn't want to give them carte blanche to choose any cargo they fancied, with the logic that not every world has export quality goods of every type available.
I think that I have now gone through more than half a dozen different rule sets trying to come up with an interesting but fair and logical system for acquiring speculative trade goods.
The best one that I found comes from the online JTAS site, written by Robert Prior in 2001. JTAS subscribers can read his system from the following link:
http://jtas.sjgames.com/login/article.cgi?353
However, this system does not provide a way of randomly rolling up trade goods for each particular world - GMs need to create a different table for each world, which is a lot of work to do each time.
To try and solve this system, I have come up with five different tables, one or more of which should be applicable to pretty much every different type of world.
The system also covers possibilities for adventure plots coming as a result of buying particular trade goods.
The instructions for using the system can be downloaded from the following link:
http://www.pendrell.com/moor/extended-trade.doc
The tables themselves can be downloaded from:
http://www.pendrell.com/moor/trade-charts-0-1.xls
Please note that these rules should be treated as very much an extreme Beta version - they haven't been playtested at all yet and I am sure people will find a lot of elements to the system which are illogical and could very well be improved (particularly with regards to the buy and sell modifiers for particular world types).
I would be delighted if someone with a fresh pair of eyes could go through the system and the charts and make some improvements to them and fix any glaring errors so that we can create a better 0.2 version of the system and the charts.
So all comments and criticisms would be gratefully received.
I have to say however that, although the Book 7 and subsequent trade systems might be more realistic, it has always seemed a bit boring to me to just be buying and selling generic cargo. I much preferred the original Book 2 system where you rolled to see exactly what type of goods were available for purchase.
The original Book 2 system though was very limited, with only 36 different types of trade goods on offer, and kept coming up with illogical results - like cybernetic parts being available on a low-tech world or grain on a high-tech, high population world.
The players in my current game also got frustrated that there was only one type of goods per week on offer. He wanted to travel around the world tracking down particular cargos which he knew would find a good price on the next world they were planning on visiting. This seemed reasonable to me that there should be more options available if the party really was prepared a lot of time and effort into find better cargos - although I didn't want to give them carte blanche to choose any cargo they fancied, with the logic that not every world has export quality goods of every type available.
I think that I have now gone through more than half a dozen different rule sets trying to come up with an interesting but fair and logical system for acquiring speculative trade goods.
The best one that I found comes from the online JTAS site, written by Robert Prior in 2001. JTAS subscribers can read his system from the following link:
http://jtas.sjgames.com/login/article.cgi?353
However, this system does not provide a way of randomly rolling up trade goods for each particular world - GMs need to create a different table for each world, which is a lot of work to do each time.
To try and solve this system, I have come up with five different tables, one or more of which should be applicable to pretty much every different type of world.
The system also covers possibilities for adventure plots coming as a result of buying particular trade goods.
The instructions for using the system can be downloaded from the following link:
http://www.pendrell.com/moor/extended-trade.doc
The tables themselves can be downloaded from:
http://www.pendrell.com/moor/trade-charts-0-1.xls
Please note that these rules should be treated as very much an extreme Beta version - they haven't been playtested at all yet and I am sure people will find a lot of elements to the system which are illogical and could very well be improved (particularly with regards to the buy and sell modifiers for particular world types).
I would be delighted if someone with a fresh pair of eyes could go through the system and the charts and make some improvements to them and fix any glaring errors so that we can create a better 0.2 version of the system and the charts.
So all comments and criticisms would be gratefully received.