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<blockquote data-quote="aramis erak" data-source="post: 8674524" data-attributes="member: 6779310"><p>All of them with trade systems create a play-loop, albeit one that often is very mechanistic...</p><p>Traveller, for example... key terminology issue: cargo is owned by the ship or a crewmember; freight is owned by others and sent as hired space. Passengers are special kind of freight.</p><ol> <li data-xf-list-type="ol">Decide destination</li> <li data-xf-list-type="ol">post for passengers and freight</li> <li data-xf-list-type="ol">check the speculative cargo available and decide whether to buy or not</li> <li data-xf-list-type="ol">accept and load cargo, passengers, and freight.</li> <li data-xf-list-type="ol">MegaT: GM checks for significant encounters for the week</li> <li data-xf-list-type="ol">depart and head for jump point.</li> <li data-xf-list-type="ol">GM checks for space encounter</li> <li data-xf-list-type="ol">jump</li> <li data-xf-list-type="ol">check for arrival encounter</li> <li data-xf-list-type="ol">proceed to destination port</li> <li data-xf-list-type="ol">offload freight and passengers</li> <li data-xf-list-type="ol">See if it's worth selling cargo </li> <li data-xf-list-type="ol">back to 1.</li> </ol><p>That said, it's not a fun loop for everyone.</p><p>Space Opera's loop looks almost identical.</p><p>A similar loop exists for Star Wars d6 in GG6: Tramp Freighters</p><p>GURPS: Traveller differs in the details, but uses a similar loop.</p><p></p><p>ALIEN also has a trade mission generator, with a play loop that's different in interesting ways...</p><p></p><ol> <li data-xf-list-type="ol">Exit hyperdrive</li> <li data-xf-list-type="ol">Wake non-synth crew</li> <li data-xf-list-type="ol">ship maintenance</li> <li data-xf-list-type="ol">random encounter</li> <li data-xf-list-type="ol">arrive at world</li> <li data-xf-list-type="ol">discharge mission (if possible)</li> <li data-xf-list-type="ol">find new mission (if space available)</li> <li data-xf-list-type="ol">depart world </li> <li data-xf-list-type="ol">random encounter</li> <li data-xf-list-type="ol">crew sleep</li> <li data-xf-list-type="ol">enter hyperspace</li> <li data-xf-list-type="ol">repeat</li> </ol><p></p><p>Trade and commerce as a play loop can get old very fast, but it's definitely a play loop that can be <em>added </em>to any SFRPG with ships.</p><p>I've even used the CT/MT trade system in a car wars campaign.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8674524, member: 6779310"] All of them with trade systems create a play-loop, albeit one that often is very mechanistic... Traveller, for example... key terminology issue: cargo is owned by the ship or a crewmember; freight is owned by others and sent as hired space. Passengers are special kind of freight. [LIST=1] [*]Decide destination [*]post for passengers and freight [*]check the speculative cargo available and decide whether to buy or not [*]accept and load cargo, passengers, and freight. [*]MegaT: GM checks for significant encounters for the week [*]depart and head for jump point. [*]GM checks for space encounter [*]jump [*]check for arrival encounter [*]proceed to destination port [*]offload freight and passengers [*]See if it's worth selling cargo [*]back to 1. [/LIST] That said, it's not a fun loop for everyone. Space Opera's loop looks almost identical. A similar loop exists for Star Wars d6 in GG6: Tramp Freighters GURPS: Traveller differs in the details, but uses a similar loop. ALIEN also has a trade mission generator, with a play loop that's different in interesting ways... [LIST=1] [*]Exit hyperdrive [*]Wake non-synth crew [*]ship maintenance [*]random encounter [*]arrive at world [*]discharge mission (if possible) [*]find new mission (if space available) [*]depart world [*]random encounter [*]crew sleep [*]enter hyperspace [*]repeat [/LIST] Trade and commerce as a play loop can get old very fast, but it's definitely a play loop that can be [I]added [/I]to any SFRPG with ships. I've even used the CT/MT trade system in a car wars campaign. [/QUOTE]
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