Re: Speculative Trade; Trading Campaigns
In reply to #271 Re: Speculative Trade; Trading Campaigns by MARK A. POWER
Mark Power ([email removed]) writes.... ------------------------------------------------------------------- Another problem I see with a trade-centered campaign is that most of the players don't get to do anything. Now that I'm running MegaTraveller, I've got something for the engineer(s) to do (check the rules for entering jump drive under the Engineer skill in the Player's Manual), but what about everyone else. Once my NPC generator is completed, I can generate NPC passengers, and let the purser assign the staterooms. This will also make it a little less obvious when I slip in a prepared NPC encounter. I'm also considering, since I have 15mm scale floor plans for their ship, to each time they prepare to leave port, hand them scale cargo containers and let them arrange the cargo bay. That way I can make use of a corrollary (sp?) of Murphy's Law - the freight loaded furthest from the door belongs to the man who needs it first. Does any one have any further ideas? ------------------------------------------------------------------- Just a suggestion. Just because you're running a trade-centered campaign doesn't mean it has to be in some docile, well-established trading environment. Give it a little bit of an adversarial edge, maybe a lot of one. Adversaries could include rival traders trying to establish or keep the route for their own profit (both small-scale operations and mega-corps who are for all practical purposes above the law -- especially in the shattered imperium), pirates, navies of various political factions trying to disrupt enemy trade and supply lines, local politicians on various planets who might not WANT outside trade (remember what political power the traders wielded in the early parts of Asimov's Foundation series??), law enforcement agencies (let's face it, some laws are just not economically practical!!), technological problems (how does one transport four megatons of ice to a desert world, especially with a fleet of jump-1 ships on a route that frequently has four-parsec gaps in it??), logistical problems, even adversaries from the inside who are unhappy with the way the company is run and want to either shut it down or usurp control of it. Furthermore, any company that manages to be successful under these conditions is going to attract the attention of major political powers and become embroiled in universal politics, like it or not. I'm sure you can add many more of your own ideas. The point is that in an environment as unstable as the shattered imperium, there's going to be a lot more to worry about than where to put the cargo. ("Ensign, retrieve Baron Von Aushter's cargo from the bay, and what was that you said about being boarded?...") Happy gaming! - --- Ed "Captain Jordan Moray" Driscoll The University of Michigan [email removed]