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Opinion needed on Far Trader

I use the T20 version of traveller and was interested in some opinions of the Far Trader GURPs book from people who have looked at both the T20 speculative trade goods system and the Far Trader info. Would the Far Trader book add anything to my T20 game?

I am going to run a game that centers on each player running an entire merchant starship rather than a single character. So the trade and merchant system is a huge part of my game along with the inevitable combat to defend such cargos.

Any opinions as to what is in the Far Trader book compared to the t20 book. Is it geared more for roleplay and individual characters or towards a mercantile system and options?

thanks in advance
 
Far Trader, unlike any other version of merchant commerce ever published for Traveller, has an economic system that mostly makes economic sense (and which both allows a ship captain to make money in normal operation, and cannot be particularly easily gamed to make huge piles of cash). Whether this increased realism enhances the roleplaying experience is a separate question.

For roleplaying, it has a lot of stuff about certifications, financing, etc...
 
I'm also curious about this, so I thought I would bump this thread. If one was to run a GT campaign, would you adivse picking up this book or can you just import the starship operation cost/trading rules from another version of Traveller and run with it?

Secondly, it seems that many of you have some serious issues with the Macro-assumptions of Far Trader. That said, on the smaller level of day to day adventuerers trying to get by, how does this book fare?
 
Far Trader has a brilliant economics system worked out for an advanced level of play. So if your players aspire to be Merchant Princes and the campaign revolves around that that, then by all means use Far Trader and you won't regret it. But, if picking up Cargo is just a means to an End, like paying off bills between adventures...I would have to say the regular trading rules do a much better job. It is the level of complexity that you need.

Also, other than Grand Fleet, it does one hell of job describing what life in the Star Lanes is all about...sadly, quite boring...but it adds flavour to any campaign by answering in great detail about what actually goes on board and what might be expected.
 
Bumping thread to ask a question about the product.

I am reading it now, and finding the descriptions above to be fairly accurate, especially since I am not going with GURPS rules. Still, it has some interesting nuggets and pretty pictures.


But one thing was making me scratch my head that I may have missed upon reading the product. In the first section there are a lot of tables for calculating profiles that include a modifier based on Tech Level. On all these tables, the TL stops at 13. Any reason why?
 
It's a bit more complicated than that ;)

I will quote daryen for a better answer:
Originally posted by daryen:
On the high end, GTL and TTL equivalencies are set as:
TTL 8 = GTL 8
TTL 9 - 11 = GTL 9
TTL 12 - 13 = GTL 10
TTL 14 = GTL 11
TTL 15 = GTL 12
TTL 16 = GTL 13

Note that I disagree with these, but those are what is officially given in GURPS Traveller. (For GURPS 3e. Note that GURPS 4e changed their TLs, and GURPS Traveller: Interstellar Wars has different equivalencies.)
 
Jim,

One other thing to be aware of is that a GT credit does not equal a CT or T20 credit. As such, you will need to modify prices one way or the other to match.

If you want, I can dig up the little "whitepaper" I did where I translated the Far Trader simplified trade system into CT.
 
Actually, Daryen, would you mind? I'd like to give it a read. I think I saw another GT/CT discussion elsewhere, too, so it may be a good idea.
 
IMTU:

GURPS Characters in Traveller

The only time when conversion is needed is when:

- There are a lot of previously generated GURPS character sheets,
- AND there are more players than previously generated Traveller characters,
- AND there is not a lot of time to generate a fresh Traveller character.
- OR the referee needs to generate one or more NPC’s for Classic Traveller in a short period of time.

There are enough similarities that GURPS statistics may be converted to Traveller statistics as a shortcut to character generation. First, convert the attribute scores:

GT score = CT score:

0 = 0
1 = 1
2 or 3 = 2
4 = 3
5 = 4
6 or 7 = 5
8 = 6
9 = 7
10 or 11 = 8
12 = 9
13 = A (10)
14 or 15 = B (11)
16 = C (12)
17 = D (13)
18 or 19 = E (14)
20 = F (15)

(Note that attribute scores in both systems are never at zero for a viable character.)

Second, assign the converted scores from each GURPS attribute to its Traveller equivalent:

Strength (ST) = Strength (STR)
Dexterity (DX) = Dexterity (DEX)
Health (HT) = Endurance (END)
IQ* = Intelligence (INT)
IQ* = Education (EDU)
Status** = Social Standing (SOC)

GURPS Trav.
1 SOC-A Squire
2 SOC-B Knight / Dame
3 SOC-C Baron / Baroness
4 SOC-D Marquis / Marquessa
5 SOC-E Count / Countess
6 SOC-F Duke / Duchess

* For IQ to INT & EDU conversions, the player first converts the IQ value, doubles the result, and then divides it between INT and EDU as he or she sees fit. Neither attribute can be reduced below 1 or raised above F.

** For converting GURPS Status of 0 or less to SOC, roll (1D+3) and add GURPS Status as a Die Modifier.

While purists – especially those familiar with the CT-to-GURPS conversion charts provided by Steve Jackson Games - may argue with these conversions, accuracy is sacrificed in favor of expediency, in that we all want to get the game underway as quickly as possible.

SKILL CONVERSION:

GURPS Traveller skill classes include Animal, Artistic, Athletic, Combat/Weapon, Craft, Hobby, Language, Magic [2], Medical, Outdoor, Professional, Psionic, Scientific, Social, Thief/Spy, and Vehicle.

[1] The first rule is that any GURPS skill is excluded, included, or modified solely at the Traveller referee’s discretion.

[2] The second rule is that if a Traveller skill exists that already covers the GURPS skill (such as Psionics), then the Traveller skill and its description are used instead.

[3] The third rule is that if a GURPS skill would require the use of magic, or if it applies to some magic-related skill, then it is to be discarded completely.

[4] The fourth rule is that to convert any GURPS skill percentage level (based on 100-point characters) to Traveller skill level, the following table is used:

GT% – CT Level – Title - Reputation
91.0 or more - 7 - Supreme - Godlike
45.5 to 90.5 - 6 - Master - Mythical
23.0 to 45.0 - 5 - Adept - Legendary
11.5 to 22.5 - 4 - Expert - Outstanding
6.0 to 11.0 - 3 - Professional - Excellent
3.0 to 5.5 - 2 - Skilled - Good
1.5 to 2.5 - 1 - Apprentice - Fair
1 or less* - 0* - Amateur - Average

*NOTE: Default Traveller skills include Blade Combat-0, Gun Combat-0, Steward-0, Vacc Suit-0, and Vehicle-0. For any other GURPS skill of level-1, treat as a default skill of level-0.

I based the attribute conversions on a simple 16/20 ratio between. The skill conversions were based on a logarithmic scale that keeps high-percentage GT skills in a more manageable range for CT skills.

I have had to use this system on only five occassions; once in a pick-up game at a convention, 3 times when I needed an NPC, and once when the player insisted on playing their favorite GT character ("Okay, but no weapons above TTL-9!").

It may not be them most 'accurate', but it works for me!
 
I would recommend Far Trader as a good buy. It has a lot of info for setting up Corporations, selling stock, a sort of simple stock market set of rules, where you can get some use out of applying GURP's economics and market analysis rules, also easy to convert to trader and broker skills, getting bank loans, which, as an aside, no bank would really do in CT, MT, or any other versions, as the economics of trade in those models pretty much preclude a little guy getting such huge loans for ships, at least not without a huge down payment or a lot more collateral than a starting PC is going to have.

It also has a 'freight futures' and options market game mechanic, a trade numbers system for freight and passengers that works with a little tweaking,, and some other goodies on wheeling and dealing for those who like to focus on trade. I use it fairly frequently for other games as well, not just Traveller, as the info is fairly generic and easily converted over to other systems. I give a decent 'cross over' rating as useful beyond it's original targeted gaming genre.
 
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