This is my food article and system for use with Traveller:
Food Availability and Traveller
One aspect of Traveller in all of its forms is that you are given only the barest information for many activities. With planets the UPP gives the referee a pretty vague description of a world. I see this as a problem in running or playing a game.
Without additional information what often happens is the game devolves into a poorly done paint-by-numbers picture rather than a satisfying portrait of an alternate reality that engages the imagination. The UPP is a starting point for making that portrait when dealing with a world or system. Government type, climate, atmosphere, law level are all central to the player's experience. Law level, for example, is more than just what weapon you might carry. A repressive government needs to act and be repressive towards the players.
Food is one aspect of this palate the referee has to work with. As food is a central part of human life it should be in the game too. But there is currently no real indication of what a planet's food supply is like in Traveller.
I began to look at methods to add more details, like food, into the game. That way there was one more thing the players could both use and envision in making a world come alive. I also tried to make the system that I would use available as part of the larger trade between planets.
It has been suggested that Traveller is often a game about economics. Whether the players are merchants running a starship or, just playing a limited scenario all-to-often a critical item is coming up with enough credits to make ends meet. Everybody has to eat so everybody has to pay for food.
The system:
The system I evolved for determining food availability was based on existing Traveller information: The planetary UPP and associated information about the main world. The result is a simple label that describes the relative abundance of food on a planet. It is sufficiently simple that it takes little additional time to add to the game. But, the increase in detail gives the referee a guide to how much food the party might find and, how much it will cost.
One other reason I like increasing the detail of a world is to try and make it sufficiently interesting that players will spend more time on one rather than hopping from one to another in search of something interesting to do.
The addition of a food abundance in the game also opens up potential angles for the referee in many scenarios. Traders now have to be aware of their location and destination. Food may be a good or bad trade item. For survival scenarios it gives the referee a starting point to determine if the party can find in the wild. A planet with a starvation level of food is unlikely to have much in the way of edible plants or animals while one with abundant food makes finding something to eat much easier.
That is my intent in putting a more detailed system of food availability in Traveller. I want the portrait. I would prefer that players get too much detail that they can filter out or pick and choose from rather than leaving them starving with just the basics.
Food trade and other possibilities
The cost column on the food availability table gives a rough idea of the cost of food locally on a given world. Note that when food is in abundance its price does not go down more but rather bottoms out after reaching a certain level. This reflects the minimal cost of production and a certain level of profit.
Some possible scenarios involving food include:
Survival scenario where the party has to find food on a planet with a scarcity of it.
Bringing food and medical relief to a planet that is starving. Lack of food long term can cause serious health related issues. On a world with an overabundance of food gluttony and over eating might be issues the players have to deal with.
On high tech worlds issues with "process" or "synthetic" foods that may cause health issues versus "natural" foods could arise. Or, the locals might have an aversion to "real" food instead of the stuff from a factory vat or some sort of food processing equipment.
Likewise, players with high tech backgrounds might be totally unfamiliar with natural foods never having eaten them. Many people on Earth today, particularly in well-developed urban areas, have little concept of farming or how to butcher an animal for food.
Then there is the "What the locals eat" scenario. This is particularly true when dealing with alien races. Not everybody eats the same thing, even humans. What might be a delicacy to the locals could be nauseating to the party.
Food also can be a brake on the action. A good scenario is one that takes a while to complete. Making the party break for a meal is one way to give yourself time to adjust upcoming events rather than be rushed.