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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9044916" data-attributes="member: 82106"><p>Yeah, I get that the actual trading rules (each edition of Traveller seems to have rewritten them) don't quite meet the ideal I was outlining, but its not actually far off. If you employ a bunch of clever tactics, you can make money, or you can get lucky and make money. The later is not at all guaranteed in the old CT77 rules! I mean, on average you will probably make it, but frankly, the smartest thing to do if you get the FT is go sell it. Anyway, the main point is, realism isn't especially the object of the trading rules. They are good for portraying the story of a fairly dangerous, but possibly lucrative, itinerant way of life that will likely produce some action and often leads hard up PCs to beg around TAS or some starport dive for patrons, who will pay them to do something 'unusual'.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9044916, member: 82106"] Yeah, I get that the actual trading rules (each edition of Traveller seems to have rewritten them) don't quite meet the ideal I was outlining, but its not actually far off. If you employ a bunch of clever tactics, you can make money, or you can get lucky and make money. The later is not at all guaranteed in the old CT77 rules! I mean, on average you will probably make it, but frankly, the smartest thing to do if you get the FT is go sell it. Anyway, the main point is, realism isn't especially the object of the trading rules. They are good for portraying the story of a fairly dangerous, but possibly lucrative, itinerant way of life that will likely produce some action and often leads hard up PCs to beg around TAS or some starport dive for patrons, who will pay them to do something 'unusual'. [/QUOTE]
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