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Best rules for a space trading game?
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<blockquote data-quote="aramis erak" data-source="post: 6945320" data-attributes="member: 6779310"><p>The ones I've used: Classic Traveller Bk 2 & Bk 7†, T20 Traveller's Handbook, Mongoose Traveller 1E, Space Opera, Albedo (T&I/Chessex), and both editions of WEG D6's Tramp Freighters. I've also run trade based games in FFG's Edge of the Empire. I've extensively analyzed GURPS Traveller Far Trader. I've played both Firefly and Serentity RPGs; neither actually has a trade system. Spacemaster, at least the version I have, lacks one as well.</p><p></p><p><strong>Realism</strong>: <strong>GTFT</strong>. It's grounded in 20th C trade flows. It can accurately replicate late 20th C trade flows... I think it sucks for doing traveller because they didn't do their research far enough back. But for Trek, it would be a fine representation. It's also complex, a bit awkward to use, and not terribly user friendly.</p><p></p><p><strong>Simple Playability:</strong> WEG <strong>d6 Star Wars</strong>' <strong><em>Tramp Freighters</em></strong>. Very simple, very playable. Not very interesting, but a good baseline from which to build.</p><p></p><p><strong>As a campaign focus</strong>, my preference is a tie between <strong>T20 Traveller's Handbook</strong> and <strong>Mongoose Traveller 1E'</strong>s system. (Caveat Emptor - I had a hand in the creation of both of these.)</p><p></p><p>Some comments on others:</p><p></p><p>FFG Star Wars - not really a system so much as hiding trade rules mechanics in sidebars as an afterthought. It is kind of bland, but works well in Edge campaigns. Requires a lot of GM input.</p><p></p><p>Space Opera - system is a simplification of CT's, looking like Bk2 was inspirational. It plays. As with all things SO, it's not easy to use.</p><p></p><p>Firefly and Serenity: Trade and Commerce is essentially a macguffin - the game isn't about the trade and commerce, but the trade and commerce activity is a way for the GM to "direct the plot."</p><p></p><p>Spacemaster - in the edition I have, it's not actually covered as such.</p><p></p><p>FASA Trek - Trader Captains and Merchant Princes has a trade system. It's poorly presented but fairly simple. If you are running in a Trek setting, it's readily adopted to other Trek games, since it uses default skill rolls. </p><p></p><p>Albedo - T&I/Chessex versions - The Ship Sourcebook provides the needed operational information, but it's pretty basic. In terms of realism, it's ships are the most realistic, but the trade and commerce mechanics are rudimentary. Most are put off by the fact that the setting is anthropomorphics...</p><p></p><p>-=-=-=-=-=-=-=-=-</p><p>†which is fundamentally the same in MegaTraveller, Traveller: The New Era, and T4</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6945320, member: 6779310"] The ones I've used: Classic Traveller Bk 2 & Bk 7†, T20 Traveller's Handbook, Mongoose Traveller 1E, Space Opera, Albedo (T&I/Chessex), and both editions of WEG D6's Tramp Freighters. I've also run trade based games in FFG's Edge of the Empire. I've extensively analyzed GURPS Traveller Far Trader. I've played both Firefly and Serentity RPGs; neither actually has a trade system. Spacemaster, at least the version I have, lacks one as well. [B]Realism[/B]: [B]GTFT[/B]. It's grounded in 20th C trade flows. It can accurately replicate late 20th C trade flows... I think it sucks for doing traveller because they didn't do their research far enough back. But for Trek, it would be a fine representation. It's also complex, a bit awkward to use, and not terribly user friendly. [B]Simple Playability:[/B] WEG [B]d6 Star Wars[/B]' [B][I]Tramp Freighters[/I][/B]. Very simple, very playable. Not very interesting, but a good baseline from which to build. [B]As a campaign focus[/B], my preference is a tie between [B]T20 Traveller's Handbook[/B] and [B]Mongoose Traveller 1E'[/B]s system. (Caveat Emptor - I had a hand in the creation of both of these.) Some comments on others: FFG Star Wars - not really a system so much as hiding trade rules mechanics in sidebars as an afterthought. It is kind of bland, but works well in Edge campaigns. Requires a lot of GM input. Space Opera - system is a simplification of CT's, looking like Bk2 was inspirational. It plays. As with all things SO, it's not easy to use. Firefly and Serenity: Trade and Commerce is essentially a macguffin - the game isn't about the trade and commerce, but the trade and commerce activity is a way for the GM to "direct the plot." Spacemaster - in the edition I have, it's not actually covered as such. FASA Trek - Trader Captains and Merchant Princes has a trade system. It's poorly presented but fairly simple. If you are running in a Trek setting, it's readily adopted to other Trek games, since it uses default skill rolls. Albedo - T&I/Chessex versions - The Ship Sourcebook provides the needed operational information, but it's pretty basic. In terms of realism, it's ships are the most realistic, but the trade and commerce mechanics are rudimentary. Most are put off by the fact that the setting is anthropomorphics... -=-=-=-=-=-=-=-=- †which is fundamentally the same in MegaTraveller, Traveller: The New Era, and T4 [/QUOTE]
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