OOC: [T20] High Law and Low Justice

Watus:
I'm doing one subsector at a time and haven't yet considered across the boundaries. I would expect the Khurr League to have some significant routes (and influence) but doing just one sub-sector is enough crucnh to be going on with right now.
Based on what Maerdwyn has said, I haven't looked at the Imperial Trade cluster yet, but I believe there isn't yet a base on Rukrigli, and it is still only a client (ish)



Far Trader is very economically literate and then uses that as a base to build on. One of the writers was an Ivy League economist after all. Despite that there's no more economic theorey in it than it needs and someone unfamiliar with the subject matter should find it digestible. With that as a base it extrapolates a lot, and ranges very widely

5 pages of intro
28 pages on the Interstellar Economy
11 pages on buisness organization
25 pages on the nuts and bolts of shipping, ships, freight handling etc
23 pages on characters
20 pages on campaigns and adventures

I like it and would say get it, if you want other opinions I would suggest:

This is the short version:
http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=53;t=000071

This is the long one:
http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=11;t=000125;p=5

But I have no experience with previous trade models, but on 2nd hand info, I'm not impressed. They are probably loads easier to game though.
 

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Personally I am more interested in the side-effects of trade than the trade itself.
But you have to know what is going on before you know the side-effects.

I'm up for diplomacy - whether of the, "No, please let us trade with you" persuasion to open or deniable free-lance expansion of Imperial influence (which would probably involve thwarting Sydite, K'kree and Hiver influences)

I'm also up for persuading Ruzz'koff's countrymen that raiding Imperial shipping might be a very bad idea, but there is this nice isolated Hiver Client that's sure to have loads of high tech goodies, the Imperials aren't that pleased to have the Hiver's setting up in their back yard and will turn a blind eye and we're tens of parsecs away from any retaliation from the Starfish...

Other matters that spark ideas:


Why is Er an Amber Zone?
Why doesn't Lizir have any starport?
Who are the 3 people who live on Endless Blue?
Why are there so many Amber and Red zones near what will be the Imperial Trade Cluster?
 

Trading in Danger & Mark and Reprisal, both by Elizabeth Moon and both out in paperback right now.

I am not promoting Amazon, nor am I promoting Moon's books. I like them, but they tend to be less sophisticated than I've grown to like.

Looks like I'm outnumbered on the main plot thing, which is cool with me. Sounds like people want almost what I want, and anything Maerdwyn does is sure to be fantabulous, so I'm fine. :D

As for GMing myself... we'll see. I have wanted to for a long, long time, but I don't know any system well enough to run a game of it (anything), so it would be either a) a lot of lag while I verify that what I'm doing is right (which is annoying to everyone) or b) a lot of made-up stuff (which would irritate any rules lawyers who play). I'm also very lazy.
 

Hi guys - just checking in - Cable modem to be restored on Monday.

Wilphe - I must warn you that I've messed with a bunch of the published UWPs of the Delta Quadrant worlds, mostly with regard to population, or where things just plain didn't make sense to me - I know that Endless Blue has more people now, for example. (A couple low tech, vacuum worlds originally with billions of people living there now have lower populations as well...) I will try to post more information on that soon - my Heaven and Earth installation seems to have gotten corrupted, so as soon as I get that fixed I will get you all the edited data.
 

Brief writeups of two of the other ships I think were under consideration. These, of course, are the "vanilla" version - used starships are bound to have a quirk or two :cool:
 

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It judst depends on where we want to go. If we wanna trade and make a profit we'll have to have a big cargo bay. If we want to set up trade routes and explore, do some diplomatics the scout would be just fine, enough cargo to take samples and let someone else do the bulk trading, we just set up the contacts and maybe do some prospecting (who knows what these planets hold).

I vote for the scout :D
 

Hey Watus, welcome back (belatedly but sincerely). I'm sorry to hear what happened, and glad you are back on your feet. I'm kinda hoping that Maerdwyn will sneak you back into the story (if he hasn't already - I haven't had tiime to read all of the page yet.)

Meanwhile, I'm still here (in spirit mainly, but doing my best). I hope to be back online properly, and back IC soon. End of the month if all goes well (and I still have a character :) )



Cheers

thotd
 

I'm okay with cutting to "And here is your ship, gentlemen... Enjoy." "WTH? It's falling apart!" "See you later!"

I'm bad with numbers--these are not the ones we looked at, right? Is there a nifty (similar) write-up like those two, on these two? :)
 

These were the ships I initially identified. THe ones you've displayed interest in and looked under the hoods of, I've put in bold and added the ship's current name to:

An old, armed Patrol Cruiser
T Patrol Cruiser (TL12). 400 tons. Jump-3, 4-G. 25.8 tons cargo. Outfitted with very good sensors. 2 Triple laser turrets, 2 triple missile racks, 1 point defense laser, 1 sandcaster.
MCr 153.2

An old(armable, but not armed) Far Trader
Klastao-class Far Trader 200 tons. Jump-2, 2-G. 54.6 tons cargo
MCr 46.1

A newer, slightly armed, Far Trader
A2 Far Trader 200 tons. Jump-2, 2-G. 62.4 tons cargo
1 point defense laser turret, 1 double laser turret.
MCr 58.3

An ancient, battered merchant
Akossa-class Freighter, 850 tons, Jump 2, 1G, Armable for self defense only, 550 tons cargo
MCr 79.8

edit: gave some wrong info for the Akossa, sorry.

Several standard scout ships
S, 100 tons, Jump 2, 2-G, 20 tons cargo
MCr 34.2

Hope: A relatively new, but battered, armed frieghter
Jelnai-class, 800 T, Jump 2, 1G, 479 tons cargo.
2 sandcasters, 1 triple laser turret, 1 Point defense laser turret.
MCr 86.5


Lucky Credit: An old, armed merchant -
Acipitor-class, 500 ton, Jump 2. 2-G, 283 tons cargo. 2 sand casters, 3 heavy lasers
MCr 73.2


Taran's Wanderer: A well-used scout merchant (enhanced sensors, armed)
Polo Class, 400 ton, Jump 3, 1-G, 81 tons cargo, also includes a lab, and a collapsable fuel tank, allowing an additional 2-G jump without refueling if cargo hold is empty.
MCr 82.2
 


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