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Best rules for a space trading game?
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<blockquote data-quote="Wednesday Boy" data-source="post: 6947662" data-attributes="member: 53678"><p>I understand you're looking for suggestions on a system but my suggestion is about the campaign concept. I suggest you ensure you and your players have a common expectation for what your space-trading campaign will entail. My group played in a campaign set in the Star Wars universe where we were the crew of a traders/smugglers aboard a space freighter.</p><p></p><p>All players were on board for that general concept but we had different ideas of how it would play at the table. Half of the players assumed the campaign would focus on buying and selling goods and making the best deals to make the most money. The other half of the players assumed the trading/smuggling angle was simply the backdrop to generate other adventures and interesting scenarios. The GM synced with the ideas of the first group so sessions primarily consisted of haggling, bartering, planning travel routes, and budgeting fuel, food, etc. The campaign didn't last long because half of the players were in a campaign that did not meet their expectations.</p><p></p><p>If we did a better job coordinating expectations for the campaign we could have gotten on the same page from the get go or saved time by passing on the trader/smuggler campaign for one that everyone was enthusiastic about.</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 6947662, member: 53678"] I understand you're looking for suggestions on a system but my suggestion is about the campaign concept. I suggest you ensure you and your players have a common expectation for what your space-trading campaign will entail. My group played in a campaign set in the Star Wars universe where we were the crew of a traders/smugglers aboard a space freighter. All players were on board for that general concept but we had different ideas of how it would play at the table. Half of the players assumed the campaign would focus on buying and selling goods and making the best deals to make the most money. The other half of the players assumed the trading/smuggling angle was simply the backdrop to generate other adventures and interesting scenarios. The GM synced with the ideas of the first group so sessions primarily consisted of haggling, bartering, planning travel routes, and budgeting fuel, food, etc. The campaign didn't last long because half of the players were in a campaign that did not meet their expectations. If we did a better job coordinating expectations for the campaign we could have gotten on the same page from the get go or saved time by passing on the trader/smuggler campaign for one that everyone was enthusiastic about. [/QUOTE]
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