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General Tabletop Discussion
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Is there a system with a realistic cargo-hauling/speculation system?
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<blockquote data-quote="Vaslov" data-source="post: 8752084" data-attributes="member: 37953"><p>SWN has the "Suns of Gold" book that is about merchant campaigns. My own experience with the system, and others like it, says I don't think it's going to be a match. Running a ship is expensive, which means the party will have funds. Funds they can use to do other stuff with by just cutting into a very small amount. So I never seem to get to that "just hanging on" feeling out of the game. So I've gone more towards games that approach that atmosphere in a different way</p><p></p><p>Bulldogs! is a FATE based game. Players are literally space truckers and the bottom of the barrel when it comes to employment. They are working for a company so what they get out of any delivery keeps the needing to make the next delivery. The captain of the ship is an NPC the players design at the start of the game. Even if the FATE rules are not your cup of tea you can take the concept of how they approach the character employment to manage money vs. the costs of running a ship.</p><p></p><p>I've been meaning to try Scum and Villainy. I think the way it abstracts the money from a "score" and ways for that to be spent which helps to get more of that "on the edge" feeling. </p><p></p><p>If you really want to go full economic simulator I've got an odd suggestion for you. Video games. Check out StarSector (<a href="https://fractalsoftworks.com/" target="_blank">Starsector</a>), which has a full economic system built into it. I have no idea how to pull out their approach to use for a ttrpg, but might give you some ideas on how to do it.</p></blockquote><p></p>
[QUOTE="Vaslov, post: 8752084, member: 37953"] SWN has the "Suns of Gold" book that is about merchant campaigns. My own experience with the system, and others like it, says I don't think it's going to be a match. Running a ship is expensive, which means the party will have funds. Funds they can use to do other stuff with by just cutting into a very small amount. So I never seem to get to that "just hanging on" feeling out of the game. So I've gone more towards games that approach that atmosphere in a different way Bulldogs! is a FATE based game. Players are literally space truckers and the bottom of the barrel when it comes to employment. They are working for a company so what they get out of any delivery keeps the needing to make the next delivery. The captain of the ship is an NPC the players design at the start of the game. Even if the FATE rules are not your cup of tea you can take the concept of how they approach the character employment to manage money vs. the costs of running a ship. I've been meaning to try Scum and Villainy. I think the way it abstracts the money from a "score" and ways for that to be spent which helps to get more of that "on the edge" feeling. If you really want to go full economic simulator I've got an odd suggestion for you. Video games. Check out StarSector ([URL="https://fractalsoftworks.com/"]Starsector[/URL]), which has a full economic system built into it. I have no idea how to pull out their approach to use for a ttrpg, but might give you some ideas on how to do it. [/QUOTE]
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Is there a system with a realistic cargo-hauling/speculation system?
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