• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Should it be difficult to found a shipful of cargo?

Cymew

SOC-12
I've read many times of the classic Traveller campaign where the shipmates try to find some cargo to ship and stay ahead of debtors while running into adventures.

I started a MT adventure and when I started to roll a few dice the cargo overwhelmed my players! They couldn't fit it all in their 45 tons cargo bay! And the amount of high passages...
 
I've read many times of the classic Traveller campaign where the shipmates try to find some cargo to ship and stay ahead of debtors while running into adventures.

I started a MT adventure and when I started to roll a few dice the cargo overwhelmed my players! They couldn't fit it all in their 45 tons cargo bay! And the amount of high passages...
 
I've read many times of the classic Traveller campaign where the shipmates try to find some cargo to ship and stay ahead of debtors while running into adventures.

I started a MT adventure and when I started to roll a few dice the cargo overwhelmed my players! They couldn't fit it all in their 45 tons cargo bay! And the amount of high passages...
 
I've had it go 3 ways myself. They had:
1. just the right amount of cargo.
2. more cargo than most single ships could handle.
3. well less than a full hold if any cargo at all.

I have a program that was written ba a Roger Malmstein, that uses the MT rules. I wish I knew where his website was so I could get the updated version. But if you wish, contact me off boards & I'll send it to you.

at.hastings@verizon.net
 
I've had it go 3 ways myself. They had:
1. just the right amount of cargo.
2. more cargo than most single ships could handle.
3. well less than a full hold if any cargo at all.

I have a program that was written ba a Roger Malmstein, that uses the MT rules. I wish I knew where his website was so I could get the updated version. But if you wish, contact me off boards & I'll send it to you.

at.hastings@verizon.net
 
I've had it go 3 ways myself. They had:
1. just the right amount of cargo.
2. more cargo than most single ships could handle.
3. well less than a full hold if any cargo at all.

I have a program that was written ba a Roger Malmstein, that uses the MT rules. I wish I knew where his website was so I could get the updated version. But if you wish, contact me off boards & I'll send it to you.

at.hastings@verizon.net
 
Do you really expect worlds to always have the exact right amount of cargo for a single ship to carry? Worlds with hi-pop are probably going to generate a lot more incidental cargo than a PC group can handle, and lo-pop worlds are probably going to generate a lot less than can fill their holds.

IIRC, the amounts of cargo generated are incidental, meaning that they are what's left over after the big boys have taken what they can. So a fleet of PC ships shouldn't be able to make a living off what gets generated, unless the GM decides to fudge the results a little. (Not that PCs should have fleets of ships... ;) )

Anyway, as was suggested, modify the results to suit your needs. Maybe you'll have to make whole new tables, I don't know. Just don't expect the "perfect" amount of cargo to show up. A lot of fun can be had, making the players think they're in a cargo-rich environment, then when they've invested a lot of money to ship it all, it dries up. You can tie this to seasons of a world that they frequent, so they can't accuse you of robbing them. :D
 
Do you really expect worlds to always have the exact right amount of cargo for a single ship to carry? Worlds with hi-pop are probably going to generate a lot more incidental cargo than a PC group can handle, and lo-pop worlds are probably going to generate a lot less than can fill their holds.

IIRC, the amounts of cargo generated are incidental, meaning that they are what's left over after the big boys have taken what they can. So a fleet of PC ships shouldn't be able to make a living off what gets generated, unless the GM decides to fudge the results a little. (Not that PCs should have fleets of ships... ;) )

Anyway, as was suggested, modify the results to suit your needs. Maybe you'll have to make whole new tables, I don't know. Just don't expect the "perfect" amount of cargo to show up. A lot of fun can be had, making the players think they're in a cargo-rich environment, then when they've invested a lot of money to ship it all, it dries up. You can tie this to seasons of a world that they frequent, so they can't accuse you of robbing them. :D
 
Do you really expect worlds to always have the exact right amount of cargo for a single ship to carry? Worlds with hi-pop are probably going to generate a lot more incidental cargo than a PC group can handle, and lo-pop worlds are probably going to generate a lot less than can fill their holds.

IIRC, the amounts of cargo generated are incidental, meaning that they are what's left over after the big boys have taken what they can. So a fleet of PC ships shouldn't be able to make a living off what gets generated, unless the GM decides to fudge the results a little. (Not that PCs should have fleets of ships... ;) )

Anyway, as was suggested, modify the results to suit your needs. Maybe you'll have to make whole new tables, I don't know. Just don't expect the "perfect" amount of cargo to show up. A lot of fun can be had, making the players think they're in a cargo-rich environment, then when they've invested a lot of money to ship it all, it dries up. You can tie this to seasons of a world that they frequent, so they can't accuse you of robbing them. :D
 
As the Rebellion starts commercial shipping is a big target of commerce raiding by opposed factions. In response the megacorporations cut down the frequency of their trade runs and move the majority of their assets away from contested borders and systems. Thus the reliable Imperium-wide system of trade has broken down, but people still have goods (including themselves) that they want to get from one place to another, and if the major corporate liners and freighters aren't making the runs anymore (or are making them so infrequently that the shippers can't want -- or demand for the limited space is so great that they can't afford the price) then they're going to turn to the independent operators, the small PC run vessels (the same way that the market in black-market unlicensed taxi services has exploded in LA during the transit strikes of the last few weeks). As long as the PCs are willing to go where the big boys won't and aren't afraid of taking a few risks they should be able to rake in cargoes, passengers and credits hand over fist. However, the situation is far from stable, and as the Rebellion drags on people will become decidely less interested in traveling and shipping goods across borders. Trade will shrink and become concentrated in the faction safe-zones, where the big-boy megacorporate lines are still in operation. And then the PCs will be back where they started, scrambling like mad to keep the cargo holds filled and make enough credits to keep the ship running -- only now the pressures aren't coming from the bank and the megacorps, they're coming from pirates and black-war fleets and the lack of shipyards capable of performing a proper overhaul.

The trade system in the rulebook (which is IIRC identical to that from CT Book 7) probably doesn't reflect the above situation, but that's where referee fiat comes in.
 
As the Rebellion starts commercial shipping is a big target of commerce raiding by opposed factions. In response the megacorporations cut down the frequency of their trade runs and move the majority of their assets away from contested borders and systems. Thus the reliable Imperium-wide system of trade has broken down, but people still have goods (including themselves) that they want to get from one place to another, and if the major corporate liners and freighters aren't making the runs anymore (or are making them so infrequently that the shippers can't want -- or demand for the limited space is so great that they can't afford the price) then they're going to turn to the independent operators, the small PC run vessels (the same way that the market in black-market unlicensed taxi services has exploded in LA during the transit strikes of the last few weeks). As long as the PCs are willing to go where the big boys won't and aren't afraid of taking a few risks they should be able to rake in cargoes, passengers and credits hand over fist. However, the situation is far from stable, and as the Rebellion drags on people will become decidely less interested in traveling and shipping goods across borders. Trade will shrink and become concentrated in the faction safe-zones, where the big-boy megacorporate lines are still in operation. And then the PCs will be back where they started, scrambling like mad to keep the cargo holds filled and make enough credits to keep the ship running -- only now the pressures aren't coming from the bank and the megacorps, they're coming from pirates and black-war fleets and the lack of shipyards capable of performing a proper overhaul.

The trade system in the rulebook (which is IIRC identical to that from CT Book 7) probably doesn't reflect the above situation, but that's where referee fiat comes in.
 
As the Rebellion starts commercial shipping is a big target of commerce raiding by opposed factions. In response the megacorporations cut down the frequency of their trade runs and move the majority of their assets away from contested borders and systems. Thus the reliable Imperium-wide system of trade has broken down, but people still have goods (including themselves) that they want to get from one place to another, and if the major corporate liners and freighters aren't making the runs anymore (or are making them so infrequently that the shippers can't want -- or demand for the limited space is so great that they can't afford the price) then they're going to turn to the independent operators, the small PC run vessels (the same way that the market in black-market unlicensed taxi services has exploded in LA during the transit strikes of the last few weeks). As long as the PCs are willing to go where the big boys won't and aren't afraid of taking a few risks they should be able to rake in cargoes, passengers and credits hand over fist. However, the situation is far from stable, and as the Rebellion drags on people will become decidely less interested in traveling and shipping goods across borders. Trade will shrink and become concentrated in the faction safe-zones, where the big-boy megacorporate lines are still in operation. And then the PCs will be back where they started, scrambling like mad to keep the cargo holds filled and make enough credits to keep the ship running -- only now the pressures aren't coming from the bank and the megacorps, they're coming from pirates and black-war fleets and the lack of shipyards capable of performing a proper overhaul.

The trade system in the rulebook (which is IIRC identical to that from CT Book 7) probably doesn't reflect the above situation, but that's where referee fiat comes in.
 
Back
Top