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Traveller: the iconic science fiction roleplaying game
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<blockquote data-quote="pemerton" data-source="post: 9765731" data-attributes="member: 42582"><p>Yes, the speculative trade system is pretty efficient.</p><p></p><p>But there's also the rolls to determine available cargoes (from Book 2 (1977), p 7):</p><p></p><p style="margin-left: 20px">The referee should determine all worlds accessible to the starship (depending on jump number), and roll (for each such world) a number of dice equal to the population number of the destination. Each die represents one shipment, expressed in multiples of 5 tons. Thus, roll ten dice for the potential shipments to a population 10 world; should all dice show 6 (admittedly an unlikely event), there are 10 thirty ton (die roll 6 x 5 tons = 30) shipments awaiting transportation. A starship can carry as many shipments as will fit in the hold, but may not break-down the size of any specific shipment.</p><p></p><p>In 1981 it is a bit different (Book 2, p 8):</p><p></p><p style="margin-left: 20px">The referee should determine all worlds accessible to the starship (depending on jump number), and roll for each such world on the cargo table. He should roll to determine the number of major, minor, and incidental cargos available on the world of origin; modifiers take into account the world of destination. After rolling for the number of cargos, roll one die for each cargo to determine its size. Multiply the die roll for major cargos by 10, minor cargos by 5, and incidental cargos by 1 to determine the number of tons in each</p><p></p><p>The cargo table, on p 11, makes the population of the <em>source</em> world the principle determinant of the number of cargoes, although the population of the destination world is also a factor. The table will yield, on average, about 1 major and 1 minor cargo per population number, so this method will tend to yield more available cargoes than the 1977 method.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9765731, member: 42582"] Yes, the speculative trade system is pretty efficient. But there's also the rolls to determine available cargoes (from Book 2 (1977), p 7): [indent]The referee should determine all worlds accessible to the starship (depending on jump number), and roll (for each such world) a number of dice equal to the population number of the destination. Each die represents one shipment, expressed in multiples of 5 tons. Thus, roll ten dice for the potential shipments to a population 10 world; should all dice show 6 (admittedly an unlikely event), there are 10 thirty ton (die roll 6 x 5 tons = 30) shipments awaiting transportation. A starship can carry as many shipments as will fit in the hold, but may not break-down the size of any specific shipment.[/indent] In 1981 it is a bit different (Book 2, p 8): [indent]The referee should determine all worlds accessible to the starship (depending on jump number), and roll for each such world on the cargo table. He should roll to determine the number of major, minor, and incidental cargos available on the world of origin; modifiers take into account the world of destination. After rolling for the number of cargos, roll one die for each cargo to determine its size. Multiply the die roll for major cargos by 10, minor cargos by 5, and incidental cargos by 1 to determine the number of tons in each[/indent] The cargo table, on p 11, makes the population of the [I]source[/I] world the principle determinant of the number of cargoes, although the population of the destination world is also a factor. The table will yield, on average, about 1 major and 1 minor cargo per population number, so this method will tend to yield more available cargoes than the 1977 method. [/QUOTE]
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