I've been kicking around the idea of merchant's "Factories" IMTU recently on my blog: Any of you done anything with the idea?
At its simplest, think 17th century Dutch. You sail to the Java, and establish a fort: there, the company's factor administers the acquisition of spices etcetera by purchase, cultivation and outright force. So, a few houses, a warehouse, and a stockade around it. The next ship that arrives with supplies for the factor and his supporting staff goes out packed with the cloves and nutmeg that the factor's been accumulating since the last ship left.
(That is, unless the English, Portuguese, or natives have burned your factory down and slaughtered the factor and his men, as sometimes happened...)
So IYTU, supposing you've got a shipowner, or a small cartel, wanting to develop a factory on a frontier world, it seems to me that you could go really bare bones to start out: A trader with good people skills and three or four well-trained and equipped security types, kitted out in an ATV with cargo space might be a good spearhead... Your thoughts? What's the bare minimum you'd start with?
(I'm thinking that this might be the good starting point for an adventure: the players are hired by a small shipping line administer and protect their factory/warehouse on a low/mid-tech frontier world, procuring and stockpiling cargo for the company ship when it arrives in a few month's time, facing opposition from competing merchants, marauding offworld raiders, and locals fed up with profiteering spacers. Will they strike it rich for the company and themselves? Will they be ridden out of town on a rail? Will they steal the company and goods and split offworld, with fat wallets but prices on their heads? Etc. )
At its simplest, think 17th century Dutch. You sail to the Java, and establish a fort: there, the company's factor administers the acquisition of spices etcetera by purchase, cultivation and outright force. So, a few houses, a warehouse, and a stockade around it. The next ship that arrives with supplies for the factor and his supporting staff goes out packed with the cloves and nutmeg that the factor's been accumulating since the last ship left.
(That is, unless the English, Portuguese, or natives have burned your factory down and slaughtered the factor and his men, as sometimes happened...)
So IYTU, supposing you've got a shipowner, or a small cartel, wanting to develop a factory on a frontier world, it seems to me that you could go really bare bones to start out: A trader with good people skills and three or four well-trained and equipped security types, kitted out in an ATV with cargo space might be a good spearhead... Your thoughts? What's the bare minimum you'd start with?
(I'm thinking that this might be the good starting point for an adventure: the players are hired by a small shipping line administer and protect their factory/warehouse on a low/mid-tech frontier world, procuring and stockpiling cargo for the company ship when it arrives in a few month's time, facing opposition from competing merchants, marauding offworld raiders, and locals fed up with profiteering spacers. Will they strike it rich for the company and themselves? Will they be ridden out of town on a rail? Will they steal the company and goods and split offworld, with fat wallets but prices on their heads? Etc. )