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Passengers, Freight, Cargo

Basically, passengers are rolled only on the day of departure due to no real ticketing mechanism in advance.

Using earlier rules, I would have a free trader announce that in five days time it will depart for Nextworld. Passengers would "really" sign up over those five days (reporting aboard at least six hours before sheduled departure time), but as a referee I'd just roll them all up in one bunch and be done with it, unless I had some narrative purpose.


Hans
 
...but hard rules tend to encourage rules lawyer players to tell the ref, "It doesn't work like that."

True, they will, but, if they are at all smart, they KNOW the ref is going to "adjust their attitude" with something else in short order...
 
I agree with your interpretation of the rules, but my .02Cr is that this is another example of the rules trampling on the referee. Sure, something like that as a guideline, but it should be clear that the ref is free to disregard where common sense or the scenario require.

Frex, a PC tramp freighter that is the only ship to call at a backwater port within the past six months or more is going to have its pick of anyone who wants to travel off planet without waiting another six months, and those passengers are going to be clamoring to sign up as soon as they can to secure passage, not taking a chance by waiting for the day of departure.

Further examples are left as an exercise for the reader.

Yeah, I know, Rule Zero... but hard rules tend to encourage rules lawyer players to tell the ref, "It doesn't work like that."

As you said, Frex is the only ship to come by in 6 months. Since it is a surprise that any boat came at all, those that want to Travell will be caught flat footed, and need to scramble to get their gear together to get out of Dodge...

Thus endeth the argument with the rules lawyer.

Hans has the right idea. If there is no narrative reason, just roll on the last day for accumulated passengers. Remember, unless the players have a big boat with a lot of passenger slots, rolling on the last day will take care of it.
 
I agree with your interpretation of the rules, but my .02Cr is that this is another example of the rules trampling on the referee. Sure, something like that as a guideline, but it should be clear that the ref is free to disregard where common sense or the scenario require.

Not sure I agree with that characterization: Regardless of how long the ship is in port, regardless of when the passenger contract actually gets signed, it can only take passengers when it leaves. So you roll once for passengers, when the ship leaves.

If you roll for passengers every day, that would be equivalent to contracting passengers, ever day, and then telling some of yesterday's customers that they must find new arraigments, because someone better came along. Does not strike me as a realistic business model

Something occured to me. Shouldn't space ports have booking or travel agents? The Agent stays in port, sells tickets on available ships, takes care of obtaining passengers for the ship. The ship spends most of its time in space, and can contract with a booking agent in each port it visits. This is Rising? Need to check in with Mr. Wu to see if he has anyone heading for Lushtor.
 
If you roll for passengers every day, that would be equivalent to contracting passengers, ever day, and then telling some of yesterday's customers that they must find new arraigments, because someone better came along. Does not strike me as a realistic business model

I remember in the old rules that a Middle Passage ticket could be bumped by a High Passage ticket. Am I remembering right?
 
Originally Posted by Drakon
If you roll for passengers every day, that would be equivalent to contracting passengers, ever day, and then telling some of yesterday's customers that they must find new arraigments, because someone better came along. Does not strike me as a realistic business model

Why not just first come first served? Those who pay first get passage in a few days to a week, those who don't don't Traveller if it sells out.
 
Just from my standpoint (viewpoint if you will), the job of the GM/Referee is to try to create an atmosphere of "reality". A TV or Movie director will have some of his crew create/craft the seeming of an old Western Town by either:

A) Building a real town using real material, on real land, etc

or

B) Create what looks like the real thing with false fronts of buildings and making certain that the camera angle never shows the false front as anything but false.

Likewise, when a player, in charge of an imaginary starship, with imaginary crew, feeling imaginary hunger and fatigue, sets foot on imaginary alien soil (well, you get my drift) - tries to do something that is human in nature, but seem to be in response to the "realism" being crafted by the Referee for his sake.

So, why is there a distinction between rolling once for passengers versus Daily? Simple matter actually. In the span of 5 days, having X passengers and Y freight, and Z cargo, matters to a degree. Being limited to a finite number of resources in game play, will drive decision making on the part of the player. So, as a player, which would you rather have - five "flux" rolls giving you five times the number of high passage seeking passengers, or would you want to be limited to only one roll and perhaps not get your entire passenger manifest list with nothing but High Passage passengers?

Now, what if you as the Captain, had to say "yea or nay" to which passengers you'd permit on your craft, assuming that you have 4 staterooms and 6 potential passengers who all want space on the ship? Wouldn't you want to know something about them? What if after all four rooms were booked, two young newly-weds arrived with a young child in need of medical attention that can only be obtained off-world? And before you ask, she obviously had a child in the oven before the wedding was expected to take place...

Drama exists in many forms. For one campaign I ran, the player was the owner of his ship, and the longshoremen were trying to coerce the captain into paying for their services. "It would be a shame if something bad happened while loading your freight mister!" Instead, he refused their services. Next thing he knew, his steward/purser got waylaid in a bar one night, and every bone in the Purser's hand was broke and some serious damage done to the poor guy's body. The Captain had to choose between hiring a replacement purser for the job, or staying planetside and losing money. I never got to spring the Trap (campaign came to a halt), but the Steward being hired? He was in on the plot to hijack the ship. Ain't nothing like a hot cup of coffee right? Laced with sedatives? If the Purser is tasked with selecting which passengers get a berth on the ship, it isn't all too hard for a shady Purser to help take the ship and move on in life...

So - yes, the rules matter. If the GM doesn't like the rules, he of course can change them. That's what is happening with me right now in fact - I don't like the economics engine rules of GURPS FAR TRADER so I'm looking to something else to simulate how often certain freight lots will fill a given known sized ship, as well as how often passengers are available, etc. I don't want it to be so impossible to make a living by speculation that players pay off a 40 year loan in 1 year! Nor do I want it to be next to impossible that any speculation that is done is almost guaranteed to result in a loss of income!

<sigh>
 
I think that part of the reason you roll once is because, well think of it from the passenger's point of view: First you are choosing a ship based on destination, that's usually most important. Then comes either how nice the ship is (and/or cheap, given the new rules), but also when it's leaving. Given a choice, at a busy starport, they will generally want the next available flight out, meaning most of your passengers will be coming in towards the end. If you have a nice ship, you may get more earlier, or if it's not a busy starport, but I think in general it will be variations of an exponential curve.

(And for some reason I'm reminded of the pilot of Firefly, leaving someone sitting outside trying attract customers. On some worlds anyway.)
 
You're not missing much, Hal. You and I appear to have very similar players. The first thing mine do is scour the sector maps for anything resembling a golden pair and then set about making their first MCr. After that they start building "Planet Express" fleets. Most of the adventure takes place with them trying to get enough money together to get to the golden pair.

Do they ever realize that they won't be the only ones that noticed the favorable trade opportunities, and anyone already conducting such business may not like the upstart competition? :devil:
 
Do they ever realize that they won't be the only ones that noticed the favorable trade opportunities, and anyone already conducting such business may not like the upstart competition? :devil:


Only if they have even a very elementary grasp of econ. :eek:
 
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