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<blockquote data-quote="aramis erak" data-source="post: 9719566" data-attributes="member: 6779310"><p>Traveller has a number of tools for different campaign styles... I'm talking CT, but MGT1 has similar tools. (I don't know, nor care much about, MGT2).</p><p></p><p>The core rules for CT provide for several kinds of campaign.</p><ul> <li data-xf-list-type="ul">The Space Merchant: buying and selling, using the T&C system in Bk 2. If you want this to be dominant, you must interpret "A trader" from within "A trader with cargo space available and free capital with which to speculate may seek out suitable goods to buy and sell." as an individual, not a ship, as purchased cargo by the rule is one lot per trader per week. Note that most consider it per ship... others hybridize with Bk7 Merchant Prince, or just use MP itself.</li> <li data-xf-list-type="ul">The Space Trucker: default mode - most of the hold is filled with other people's stuff, and you're just the carrier. This provides a very thin, but doable, margin for operations and property.</li> <li data-xf-list-type="ul">The Mercenary: You're hired guns in a war... someone else's war, at that. Better done with Bk 4 weapons, even if you stick to Bk 1 characters.</li> <li data-xf-list-type="ul">The Agent: You work for some multi-letter acronym or some noble. You do nail missions for them. (this one's read between the lines in CT, essentially a series of patron missions, but always for the same patron) While patrons are provided in the core, Patron missions aren't. It's just enough to trigger things.</li> <li data-xf-list-type="ul">The Hired ___: patron driven. Find a patron, do their job, find new patron. </li> <li data-xf-list-type="ul">Planetary Explorer: Using the encounter table building rules, turning a single world into a hexcrawl, usually with a map from orbit. (See Mission on Mithril or Marooned for example planetary hexcrawls)</li> <li data-xf-list-type="ul">Space Explorer: poorly supported, but it is suggested in the rules. </li> </ul><p>Extra or expanded for the supplements</p><ul> <li data-xf-list-type="ul">Exploratory Trader: while this is in AM 1 Aslan, and in A1 and A4, it's not really that well supported. But it was and is a mode often used back in the day. DGP's Grand Survey and Grand Census made it work nicely, and detail out worlds. </li> <li data-xf-list-type="ul">Space Explorer: The same as exploratory trader, but different emphasis. Note that GS and GC are almost unobtanium, and if Roger Sanger would play ball, Marc has scans. Note that World Builder's Handbook for MegaTraveller consolidates GS and GC into one volume, updated to MT rules.</li> <li data-xf-list-type="ul">Patron Driven Hired ___: this is massively easier with 76 Patrons. MGT1's 760 patrons is lower quality, slightly, but many many more entries!</li> <li data-xf-list-type="ul">S13 Veterans: provides resources for mercenary games.</li> <li data-xf-list-type="ul">Beltstrike adds mining the asteroids; a less polished system is in JTAS</li> <li data-xf-list-type="ul">Tarsus adds a whole world in pretty decent detail, and some various things to do.</li> </ul><p>I'll note as well: Space Exploration Campaigns, merchant or not, need some reason why they haven't been explored yet; wormholes, voids which need a particular Jump Drive rating, or collapse of a violent higher tech empire... or you're running a campaign where the world they're based upon just nabbed/invented jump drive.</p><p></p><p>Nobles as patrons are a suggested trope in the rules... nobles as functionaries are mostly presented in supplements, especially S4: Citizens of the Imperium, with the Noble career. Also S8/11 library data A-M/N-Z. So Landed Nobles having teams doing special stuff, especially stuff needed to be done deniably, is a viable trope, and 76/760 patrons are still useful for what's needed...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9719566, member: 6779310"] Traveller has a number of tools for different campaign styles... I'm talking CT, but MGT1 has similar tools. (I don't know, nor care much about, MGT2). The core rules for CT provide for several kinds of campaign. [LIST] [*]The Space Merchant: buying and selling, using the T&C system in Bk 2. If you want this to be dominant, you must interpret "A trader" from within "A trader with cargo space available and free capital with which to speculate may seek out suitable goods to buy and sell." as an individual, not a ship, as purchased cargo by the rule is one lot per trader per week. Note that most consider it per ship... others hybridize with Bk7 Merchant Prince, or just use MP itself. [*]The Space Trucker: default mode - most of the hold is filled with other people's stuff, and you're just the carrier. This provides a very thin, but doable, margin for operations and property. [*]The Mercenary: You're hired guns in a war... someone else's war, at that. Better done with Bk 4 weapons, even if you stick to Bk 1 characters. [*]The Agent: You work for some multi-letter acronym or some noble. You do nail missions for them. (this one's read between the lines in CT, essentially a series of patron missions, but always for the same patron) While patrons are provided in the core, Patron missions aren't. It's just enough to trigger things. [*]The Hired ___: patron driven. Find a patron, do their job, find new patron. [*]Planetary Explorer: Using the encounter table building rules, turning a single world into a hexcrawl, usually with a map from orbit. (See Mission on Mithril or Marooned for example planetary hexcrawls) [*]Space Explorer: poorly supported, but it is suggested in the rules. [/LIST] Extra or expanded for the supplements [LIST] [*]Exploratory Trader: while this is in AM 1 Aslan, and in A1 and A4, it's not really that well supported. But it was and is a mode often used back in the day. DGP's Grand Survey and Grand Census made it work nicely, and detail out worlds. [*]Space Explorer: The same as exploratory trader, but different emphasis. Note that GS and GC are almost unobtanium, and if Roger Sanger would play ball, Marc has scans. Note that World Builder's Handbook for MegaTraveller consolidates GS and GC into one volume, updated to MT rules. [*]Patron Driven Hired ___: this is massively easier with 76 Patrons. MGT1's 760 patrons is lower quality, slightly, but many many more entries! [*]S13 Veterans: provides resources for mercenary games. [*]Beltstrike adds mining the asteroids; a less polished system is in JTAS [*]Tarsus adds a whole world in pretty decent detail, and some various things to do. [/LIST] I'll note as well: Space Exploration Campaigns, merchant or not, need some reason why they haven't been explored yet; wormholes, voids which need a particular Jump Drive rating, or collapse of a violent higher tech empire... or you're running a campaign where the world they're based upon just nabbed/invented jump drive. Nobles as patrons are a suggested trope in the rules... nobles as functionaries are mostly presented in supplements, especially S4: Citizens of the Imperium, with the Noble career. Also S8/11 library data A-M/N-Z. So Landed Nobles having teams doing special stuff, especially stuff needed to be done deniably, is a viable trope, and 76/760 patrons are still useful for what's needed... [/QUOTE]
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