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What is Traveller?

Unless, as I said, you use said instant communications to set a price and finalize the deal before shipping. In this case, the price is not going to change regardless of your shipping time (not after the sale mind you; the buyer may pay more for faster shipping of course). Yes, you could do it your way, and thus use those tables, but why would someone take such a risk when they don't have to?

You are assuming a great deal of trust between two strangers for delivery next week or the week after of thousand to millions of credits of high tech goods.

Speculation, to be speculation, still requires that the ship purchase goods at the current (earlier) local price and transport it somewhere and attempt to sell it at the then (later) current local price with the hope that the price will rise during transit. I arrive on world B and find a current market shortage of widgets has driven the price up to 150% of the base cost. Hundreds of brokers and ships are rushing to order and ship widgets at the lower local prices on other worlds. The 'cheap' widgets will be here in 1 to 2 weeks. My widgets are available RIGHT NOW!

Your example works just as well with the x-boat route and a longer time lag (without FTL communication). It represents a valid reason for all of the Cargo, but it is not speculative trade. There are no high profit 'sure things' so what you describe would actually be limited to generating buy and sell prices around 100% of average cost plus the cost of shipping. True "Speculation' requires having the goods right here and right now with a buyer that wants to take immediate posession and is willing to pay more to have it right now.

If your characters want to settle down and become local brokers then they can build a reputation for trust and dependability and simply process orders between their homeworld and its neighbors - but those people are not the Traveller Adventurers. FTL Comms change the details a little, but do not really need to impact the basic Trade Rules.
 
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Murdoc,

Why take the risk indeed.

As I pointed out in my post, the tramp steamer crammed full of speculative goods which had linked various island and coastal backwaters with the bustling world found itself slowly losing business first as telegraph cables spread and finally out of business when radio aerials were erected in even the most remote locations.

When even the most remote location could now order what they needed and arrange for freighting, the floating emporiums and their canny pursers who understood their customers' minds better than their customers did were no longer needed.

Regards,
Bill


Doesn't an X-boat route and a subsidized merchant fleet with mail contracts achieve the same things. Sure the lag time is longer, but how long is the lag time from Production at an OPEC Well to Delivery at my Local Gas Pump?

It is the unexpected events that generate a 'current local price' of 300% of the base price. Taking advantage of that 'price blip' requires having the goods right here and right now.

Traveller Cargo Speculation is closer to modern 'day traders' only with commodities in hand.
 
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Don't know about OPEC wells. However, it takes 2-3 days from the north slope to Valdez (pronounced val-DEEZ), and another 24-36 hours to refine, and then distribution from there, for local aviation fuels, usually via rail and truck... 12-18 hours by rail to Anchorage, and then into storage tanks, (call that half a day), and then to stations via truck (another half day).
call it just over a week minimum ground to engine. Often more like a month. The tankers to haul crude down to california take several days from Valdez.
 
I notice that in MgT, if I stay in one place because I don't like the price generated the first time I attempt to sell my goods, I can reroll one of the dice that generated the final price the next week.
So the rules assume that the market price for a given good can vary by more than 300% (at the extreme end of the table one die changing from a 1 to a 6 can do this) in one week, and that's when I'm staying in exactly the same place - where communication speed is obviously not a factor.
With markets that volitile, FTJ communication won't help all that much, unless your buyer agrees to set a price that he knows may be off by huge amounts in the week it takes you to get there.
 
You are assuming a great deal of trust between two strangers for delivery next week or the week after of thousand to millions of credits of high tech goods.


AT,

Oddly enough, the same thing occurs hundreds of times a day in the real world.

You're also forgetting that with FTJ comms, the two parties are no longer actually strangers. They can pick up the "phone" and talk to each other. That's another reason why FTJ comms would shut the players out of the speculative market; they won't have the connections various locals in the region will have with one another.

Once again, the players are reduced to carrying freight for other shippers who are filling contracts made in real time or near real time. Schlepping freight won't pay the bills, the game is specifically designed to prevent that.

If your characters want to settle down and become local brokers then they can build a reputation for trust and dependability and simple process orders between their homeworld and its neighbors - but those people are not the Traveller Adventurers.

Exactly.

FTL Comms change the details a little, but do not really need to impact the basic Trade Rules.

Basic game mechanics become rules when the game's context is applied.


Regards,
Bill
 
Once again, the players are reduced to carrying freight for other shippers who are filling contracts made in real time or near real time. Schlepping freight won't pay the bills, the game is specifically designed to prevent that.
And "skipping" because of unpayable bills also becomes a lot more difficult if
law enforcers and skiptracers can use FTL communication to alert every star-
port within a few dozens parsecs and tell them to put up those holographic
wanted posters ... :)
 
You're also forgetting that with FTJ comms, the two parties are no longer actually strangers. They can pick up the "phone" and talk to each other. That's another reason why FTJ comms would shut the players out of the speculative market; they won't have the connections various locals in the region will have with one another.

Good post.
Where PC Speculation could occur would be to buy Widgets for 80% of the base price (due to a local market glut that will quickly correct itself) and hold onto them as you ship freight to a world where the trade codes suggest that Widgets are generally in high demand. Arriving during a brief local shortage, they find a man willing to pay 130% of the base price for Widgets RIGHT NOW rather than order Widgets for 110% of the base price through the regular supplier 1-2 weeks away. The PC sells his 80% widgets for 130% earning a 50% return on his Speculative Trade.

Basic game mechanics become rules when the game's context is applied.
Just to be clear, I am not suggesting the disconnect between text, mechanics and rules that some have debated here. I was refering to something more basic:

When you or I design a ship using Traveller, we select a certain amount of fuel, a certain size/cost Power Plant and a certain size/cost of Maneuver Drive. Every different group has its own specific theories and handwaves about what the PP does with that fuel to get the MD to make the ship move. The TEXT/MECHANICS/RULES make sure that both Your and My 200 ton 2 Gee Free Trader have the same amount of Fuel, PP and MD and the CHROME allows my ship to use the LH2 for 100% fusion while your ship uses most of the LH2 for cooling.

My point was that the "Trade" TEXT/MECHANICS/RULES would not need to be changed in order to accommodate FTL Communications, but rather the CHROME explaining what the TEXT/MECHANICS/RULES mean would need to be changed.
 
My point was that the "Trade" TEXT/MECHANICS/RULES would not need to be changed in order to accommodate FTL Communications, but rather the CHROME explaining what the TEXT/MECHANICS/RULES mean would need to be changed.

I'm not so sure. Part of the rules deals with available trade goods. I think that if most shipping was done as freight by the big corps using FTL, then that would leave very little left for speculators. Much like in your example, which required a fortuitous shortage of widgets in the same place that the speculator happened to be. However often one may think that this happens, I am certain that it happens less often than the general market trends in a non-FTL/J universe.

Also, there happens to be the whole point of not only how often widgets have a shortage in a particular area, but what about other goods? There are dozens of different kinds of things that one can fill their hold with, hoping for such a shortage. How can one tell that any given planet will have a shortage in any particular item at a particular time? It's a gamble; it always was with spec trade, but now the instances of being in the right place at the right time with the right cargo are drastically reduced, for the reasons already discussed. So the rules for determining what cargoes are available would have to change, IMO. Lower numbers with a frequent possibility of simply zero. And that's not even getting into the possible things the big corps might do to mitigate or even forcast such trends, but that's another discussion.
 
Also, there happens to be the whole point of not only how often widgets have a shortage in a particular area, but what about other goods?
In my view and our setting speculative trade is not so much about shortages
of normally available goods, it is about new goods for known markets.

For example, Trader A has visited Planet I several times, and used his social
skills to befriend some of the locals and to find out what they need or want.
During a visit to Planet X he sees a few dozen reloadable power cells of the
basic type used on Planet I, but this new model can store more energy.

He remembers that his local friends on Planet I complained about the need to
return to their settlement's power grid to reload their vehicles' power cells af-
ter only a couple of hours, and thinks that these people might well be willing
to pay a good price for the better power cells.

Since the improved power cells are new to Planet I, and he cannot be sure
how much the people there would agree to pay for them (no established pri-
ce in this market), he has to trust his knowledge of the market and his tra-
der's intuition when deciding whether to buy the power cells and ship them
to Planet I.
 
No I haven't. I've simply pointed out that there is a difference between text and rules, and that while the Traveller text says there are no FTL communications in Traveller, there is nothing in the rules that would have to be drastically changed if they were added. Therefore the assumption that there is no FTL communication in Traveller is not as fundamental to the game as it might at first appear.

I'd say that the presence or lack of FTL, and particularly FTJ, communication is as fundamental, if not more than, to the game as it might at first appear. An RPG is not just about the rules. If it was, it'd be rather dull. And really, the text in the LBBs is mostly, or even entirely, rules and notes on how to use the rules, and things like that. The statement "there is no FTL communication" looks an awful lot like a rule to me. FTJ commo would greatly change the feel of the game.
 
Integrating FTL only means that you have to drop one type of scenario background (Tramp-Freighter with spare time/need for illegal jobs to pay the bill) and concentrate on others. Say scientists on the 4711th expedition to find out why some stupid aliens nuked the S*** out of each other 300.000 years ago. And suddenly you no longer need trade rules
 
Integrating FTL only means that you have to drop one type of scenario background (Tramp-Freighter with spare time/need for illegal jobs to pay the bill) and concentrate on others. Say scientists on the 4711th expedition to find out why some stupid aliens nuked the S*** out of each other 300.000 years ago. And suddenly you no longer need trade rules
Are there no tramp freighters today on Earth? How about "tramp-truckers?"
 
I'm not so sure. Part of the rules deals with available trade goods. I think that if most shipping was done as freight by the big corps using FTL, then that would leave very little left for speculators. Much like in your example, which required a fortuitous shortage of widgets in the same place that the speculator happened to be. However often one may think that this happens, I am certain that it happens less often than the general market trends in a non-FTL/J universe.

Also, there happens to be the whole point of not only how often widgets have a shortage in a particular area, but what about other goods? There are dozens of different kinds of things that one can fill their hold with, hoping for such a shortage. How can one tell that any given planet will have a shortage in any particular item at a particular time? It's a gamble; it always was with spec trade, but now the instances of being in the right place at the right time with the right cargo are drastically reduced, for the reasons already discussed. So the rules for determining what cargoes are available would have to change, IMO. Lower numbers with a frequent possibility of simply zero. And that's not even getting into the possible things the big corps might do to mitigate or even forcast such trends, but that's another discussion.

All of these issues can be dealt with outside of the PC/Free Trader scale of the game. The actual rules apply to one Free Trader landing at one particular port and attempting to buy cargo before jumping again. This applies whatever the interstellar communication speed and all of your "Death of Free Traders" arguments could also be applied with the existing 2 week communication lag.

The issue becomes one of "How often the circumstances align to create a profit IMTU" which is purely subjective. There are those who already argue that the Trade Rules are "unrealistic", so FTL Communications would change nothing on that front. :)
 
Much like in your example, which required a fortuitous shortage of widgets in the same place that the speculator happened to be. However often one may think that this happens, I am certain that it happens less often than the general market trends in a non-FTL/J universe.

The 2D6 sale price table sets exactly how often a "fortuitous shortage of widgets" occurs. Isn't that what rolling a 300% on the sale price means? Frankly, a fortune can be made by buying and selling with an 'average roll' (a roll that generates a 100% sale price without modifiers) by simply using the Trade Code Modifiers for the respective buy and sell worlds. In that sense, the rules favor making money at Speculation irrespective of communications. Any 'suspension of disbelief' issues that that raises are independent of the communication issue and more closely related to the fact that a real ship cannot survive on cargo and passengers alone. It is a meta-game balance issue designed to create adventure hooks and a Heroic feel to the game. Those goals would exist with or without FTL Comms.
 
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Tramp truckers are a dying breed... and they don't do spec. they do freight. I've known a couple. They are complaining that the industry is centralizing; they hire themselves out to larger trucking companies; they make more but take a higher risk than hired drivers, but get to know the machine much better.

One other key element of FTLC vs no FTLC is that, in the NoFTLC setting, information can be blockaded by blockading a system. If you don't let anyone get away, you don't let the information out. If, however, you have a system of FTLC that isn't based upon ships, it's much harder to blockade. Likewise, you don't have to get to the Wibble system to find out why they attacked the Wobble trader.... you can simply call up and ask them... much safer.
 
Tramp truckers are a dying breed... and they don't do spec. they do freight. I've known a couple. They are complaining that the industry is centralizing; they hire themselves out to larger trucking companies; they make more but take a higher risk than hired drivers, but get to know the machine much better.
Is it speed of communication that is causing their business to die out? I would guess it is a large number of other factors.

One other key element of FTLC vs no FTLC is that, in the NoFTLC setting, information can be blockaded by blockading a system. If you don't let anyone get away, you don't let the information out. If, however, you have a system of FTLC that isn't based upon ships, it's much harder to blockade. Likewise, you don't have to get to the Wibble system to find out why they attacked the Wobble trader.... you can simply call up and ask them... much safer.
Quite correct, except there aren't any rules written for blockading systems, so no rules would have to be changed.
 
Part of this discussion has been about what rules break or need to be changed if FTJ/FTL communication is possible. Several posts discussing it talk about 'instant communication' which I pointed out previously, FTL or FTJ can still take a day per parsec. Ignoring that and assuming all FTL/FTJ communication is instantaneous, and available to everyone, and very low in cost, why are people changing the trade rules and using the changed rules as part of their arguments?

What I'm talking about is (using MGT rules)
- even if communication is instantaneous, you still need to make a skill roll to find a supplier/buyer and you must roll to determine how long it takes. It is not automatic and instantaneous.
- According to the rules, it takes TL 8+ for finding an online supplier. This, to me, should obviously apply to both worlds involved in the FTJ/FTL communication. SIDE NOTE: What is the technology required (at both ends) for interconnecting a computer network and transmitting the data via FTJ/FTL communication?
- The rules do not state you determine prices online. You only find the supplier/buyer. You still need to get with the buyer to determine what goods are available and work out the price.
- if you do not accept the price offered for goods, you must find another buyer (if you are using FTJ/FTL communication, you are now calling the next world to determine the price. don't forget to do another skill roll and roll again to determine how long it takes) or wait a week and make a new deal (if you decide to go back to someone who you spent time negotiating a price with then walked away, you roll for a new price after a week. Are you going back and saying, "sorry I waisted your time before and blew you off, can I get that good price now?" better expect a price markup (see below))
- Remember that 'dice modifier from the supplier/buyer' which is in the rules for a DM the GM can set. Why can't FTJ/FTL deals have a high markup (DM) compared to 'traditional' deals since the person you are dealing with is not in front of you and the goods are not even on world so there is more risk of problems with delivery.

1) Additionally, it seams like in a 'traditional' TU, worlds near each other that often trade will supply information to each other. There should be current trade magazines available that list what the nearby planets were buying and selling items for not that long ago. Anything in high demand (things traders would love to provide) would be requested and advertised for with nearby worlds.

2) IF a FTJ/FTL trader can lock in prices, why can't a Jump trader. As you are leaving a location you ask what products are needed and lock in your price.

If the trader is way out on the fringe where information and trade is not common with other nearby worlds, why would you assume these worlds have spent the time, money, and resources to install the equipment necessary for FTJ/FTL communication and pointed the dishes or antennas or satellites at these other worlds they have little dealings with.

1) and 2) above are not in the rules (that I am aware of) and I think kinda break the rules in a similar way as people have described FTJ/FTL communication doing so by alowing you to know markets or lock in prices before you have the product to deliver. But are 1) or 2) 'breaking the rules'?

ADDITIONAL NOTE: My assumption is that FTJ/FTL communication requires huge installations and/or satellites. If ships were capable of it, the world TL requirements would not be required on both ends of the FTJ/FTL communication.

WEIRD QUESTION: The trade rules have some specific methods for buying and selling goods. What about auctioning goods? What about trading one type of goods for another, or bartering? Since these are definitely not in the rules (MGT, I don't know about others) and would totally change the way goods are traded...
 
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atpollard said:
All of these issues can be dealt with outside of the PC/Free Trader scale of the game. The actual rules apply to one Free Trader landing at one particular port and attempting to buy cargo before jumping again. This applies whatever the interstellar communication speed and all of your "Death of Free Traders" arguments could also be applied with the existing 2 week communication lag.

Yes, I suppose that you can assume that, if you choose not to take the ramifications of changes to the environment into account, but I think that changing the communications would affect this, exactly how I have already described. After all, there has to be a reason other than simple arbitrary story-telling that MM chose no ftl comms in his game.

atpollard said:
The issue becomes one of "How often the circumstances align to create a profit IMTU" which is purely subjective. There are those who already argue that the Trade Rules are "unrealistic", so FTL Communications would change nothing on that front.

I'm afraid that I don't see your arguement here. Are you saying that because there is some logic bending in order to make the game, that you can bend logic further however you like and keep the rules the same? Of course the trade rules are "unrealistic", all SF is to some degree. They're using ftl travel for one thing, and that's not real. But the game makes certain assumptions, including ftl drives, and one of those is no ftl/j comms. My arguement is that changing this fundemental assumption of the game logically changes how things are done in the game (as I've described) and thus would affect the likelihood of free traders finding cargoes and profit.

atpollard said:
The 2D6 sale price table sets exactly how often a "fortuitous shortage of widgets" occurs. Isn't that what rolling a 300% on the sale price means? Frankly, a fortune can be made by buying and selling with an 'average roll' (a roll that generates a 100% sale price without modifiers) by simply using the Trade Code Modifiers for the respective buy and sell worlds.

This is actually part of my argument, that the liklihood of finding cargoes is built into the rules, but this one only affects their price/profitability. The actual number of available cargos is in another chart (when you roll how many tons are available, etc.) Thus, if the assumptions in the game change the odds of finding cargoes, and which ones are available, then the existing tables do not reflect those changes in odds. For example, if the current price table reflects a 50% chance (for sake of argument, and all other things being equal of course) of a cargo being profitable under normal assumptions, and then you change those assumptions so that it becomes very unlikely that this will happen, well then 50% does not accurately reflect "very unlikely" then, does it? You would need to change this table (with modifiers or whatever) to reflect that change. So too would the available cargos. 1d6x10 tons? Not any more. More like, 10% (or less!) of anything being available, and even then only 1d6 tons (for comparison). How much less is of course based on how much you think that the FTL/J comms have affected things. Without rules to reflect this ahead of time (another indication that the idea is not supported by the existing game), you have to make it up, with as few (if you want unrealistic) or as many (for more realistic) factors affecting this as you like. But at that point it's all house rules, and a changed game.

atpollard said:
Any 'suspension of disbelief' issues that that raises are independent of the communication issue and more closely related to the fact that a real ship cannot survive on cargo and passengers alone. It is a meta-game balance issue designed to create adventure hooks and a Heroic feel to the game.

I still don't think that this is as arbitrary as you make it seem. I think that yes, MM wanted that result, and that is why he (logically) came up with the no ftl/j comms rule.
 
Part of this discussion has been about what rules break or need to be changed if FTJ/FTL communication is possible. Several posts discussing it talk about 'instant communication' which I pointed out previously, FTL or FTJ can still take a day per parsec. Ignoring that and assuming all FTL/FTJ communication is instantaneous, and available to everyone, and very low in cost, why are people changing the trade rules and using the changed rules as part of their arguments?

I think that that is exactly why we are assuming that FTL comm is instantaneous and ubiquitous, because anything else in between is going to have various levels of effects. Thus, to demonstrate that it would have any effect at all, you need to go to the extreme. Because otherwise, how do you know whether or not faster or more common FTL comm will not have more of an effect (or any at all) than the in-between amount you have arbitrarily chosen to talk about? Once you determine, either way, whether or not the extreme has any effect at all, then you can move on to discuss how much of an effect it has, and then extrapolate how much lesser amounts of it have based on that determination.

- even if communication is instantaneous, you still need to make a skill roll to find a supplier/buyer and you must roll to determine how long it takes. It is not automatic and instantaneous.

True, but the main difference is that with FTL/J comm, you can check on a price (assuming a successful roll) before you purchase any cargoes. This vastly reduces the risk involved in spec trading. You can also set up deals ahead of time, which as I've demonstrated would likely be done by the supplier themselves, or authorized distributor, thus cutting out any free-trader middlemen.

- According to the rules, it takes TL 8+ for finding an online supplier. This, to me, should obviously apply to both worlds involved in the FTJ/FTL communication. SIDE NOTE: What is the technology required (at both ends) for interconnecting a computer network and transmitting the data via FTJ/FTL communication?

This is likely not relevant. The TL of a world represents the manufacturing capability of the world, not the existing tech. A TL 8 world with a starport type A can still make starships. This is likely because some higher-TL company (LSP for instance) exists there and uses it for their own purposes. For our discussion, if Naasirka has an office on the TL 8 destination world, they are likely to use their own TL 15 comm equipment (among others), rather than limiting themselves to what can be manufactured there. Thus, the big corps (the ones I am saying would make use of FTL to make these transactions thus cutting out the free traders) would be the ones most likely using this technology. This makes the idea of them doing this instead of smaller parties (like those that free traders deal with) even more likely. Naasirka just sets up a local distribution center on the destination world, which informs them of the local market information, and boom, they can fill those orders faster and better than any free trader captain, regardless of his contacts or skill.

- The rules do not state you determine prices online. You only find the supplier/buyer. You still need to get with the buyer to determine what goods are available and work out the price.

No they don't, but then they are assuming no FTL/J tech, aren't they? That just seems like more evidence that the lack of this tech is built-into the rules. But fine, even assuming that buyers don't list what they are willing to pay, there is still the ol' telephone. The buyer simply calls the local Naasirka distributor, and finds out what prices they are willing to sell at. Sure they can check out the local free traders waiting around for their time to see what is available, and negotiate a price with them, but again I ask what are the chances that any given free trader will have the exact things they want in their hold right when they want them? Compare this with the megacorp who will guarantee the product in quantity (since they have so many) within a week.

- if you do not accept the price offered for goods, you must find another buyer (if you are using FTJ/FTL communication, you are now calling the next world to determine the price. don't forget to do another skill roll and roll again to determine how long it takes) or wait a week and make a new deal (if you decide to go back to someone who you spent time negotiating a price with then walked away, you roll for a new price after a week. Are you going back and saying, "sorry I waisted your time before and blew you off, can I get that good price now?" better expect a price markup (see below))

This just makes me imagine free traders running around from system to system, hoping for the right deal, and that they have not already been cut out by buyers ordering from megacorps. How long can they do that and still afford to operate their ships? Not long I imagine. This is why I say that while it may still be possible to do spec trade in an FTL/J environment, there will not be enough opportunities given the odds to make enough profit to afford to operate a ship.

- Remember that 'dice modifier from the supplier/buyer' which is in the rules for a DM the GM can set. Why can't FTJ/FTL deals have a high markup (DM) compared to 'traditional' deals since the person you are dealing with is not in front of you and the goods are not even on world so there is more risk of problems with delivery.

Sure, assuming that the goods are there, then that is fine. However, what I am saying is that the odds of just happening to have a free trader in port with the exact things you need will be very small, while you will know exactly what you can get from a megacorp. Megacorps (or even just big local ones) didn't get that way by being untrustworthy. Just look today: If I order a computer from Dell, I know that I will get it within a week. If what you say is true, Dell would not have become the huge company it is and so quickly too, simply because people can go to their local store where the goods are in front of them, and they can take it home immediately. Dell offers instead better customizability, and lower prices (on average, due to their business model). The proof is in the pudding; this is how they became so big so fast, and more companies are catching on to their ways and making use of it. And all this is thanks to the Internet (our instantaneous/faster-than-driving communications).

1) Additionally, it seams like in a 'traditional' TU, worlds near each other that often trade will supply information to each other. There should be current trade magazines available that list what the nearby planets were buying and selling items for not that long ago. Anything in high demand (things traders would love to provide) would be requested and advertised for with nearby worlds.

True, but the comm lag makes this model uncompetitive. FTL/J-using corps would be able to undercut those not using it.

2) IF a FTJ/FTL trader can lock in prices, why can't a Jump trader. As you are leaving a location you ask what products are needed and lock in your price.

Simple: Because of the lag. You are looking at up to three weeks turnaround (two in jump, one docked as standard) instead of one. Time is money.

If the trader is way out on the fringe where information and trade is not common with other nearby worlds, why would you assume these worlds have spent the time, money, and resources to install the equipment necessary for FTJ/FTL communication and pointed the dishes or antennas or satellites at these other worlds they have little dealings with.

There will always be exceptions due to circumstances. Whether or not this is done all comes down to the math: which is more profitable? If a company can make/save more money with FTL/J comm than not, then they will put in the investment to use it. If they cannot, they won't. Some will even make mistakes in this decision and be out-competed by their rivals, unless they have a monopoly (which will be more common on worlds with traditional or low-UWP governments). So sure, it will happen in some places, but not in others. Another thing that you will either have to determine with house rules because the rules don't cover it, again demonstrating how this idea is not built-into the rules and would make for a different game.

1) and 2) above are not in the rules (that I am aware of) and I think kinda break the rules in a similar way as people have described FTJ/FTL communication doing so by alowing you to know markets or lock in prices before you have the product to deliver. But are 1) or 2) 'breaking the rules'?

Like I said, the only rules that would need to be actually changed are the cargo availability rules. The price determination, ubiquity of FTL/J comm use, and their effect on the markets of that particular world would all require additional rules to govern. It would be like if I added stargates into the game, I'd need additional rules governing where they could be built, how big they would need to be, energy and material requirements for building, expenses for construction and use, etc. And that is not getting into the existing rules that would need to be changed to accommodate their existence, such as the ubiquity of jump drives, their cost to build and use, costs of travel tickets for each, etc.
 
There's a post-size limit?!? grumble grumble...

ADDITIONAL NOTE: My assumption is that FTJ/FTL communication requires huge installations and/or satellites. If ships were capable of it, the world TL requirements would not be required on both ends of the FTJ/FTL communication.

True, but how does that affect what we are talking about? Local buyers in this case would need to have it to contact these ships, and that is most likely an issue with the local TL. This would make it hard for FTL-enabled free-traders to find buyers. On the other hand, those local buyers need only local communications to speak with their local big-corp distributor, who may very will have the high-tech FTL comm needed to keep in contact with their parent company.

But regarding your assumption, what you said demonstrates something I have been trying to point out. Whenever you introduce a new technology like that, you need to make up all the rules concerning its capabilities and limitations, none of which currently exist and are frankly arbitrary (just like by adding in other FTL drives, etc.). I may decide to make them cheap, small, and ubiquitous thus changing the environment a lot, while you may choose to make them big, expensive, and uncommon, thus changing the game little. This makes for not one, but many possible and very different games. And if you can just change the game by adding in tech that changes things that much, then what you have is a generic game like GURPS Space, which is what many people believe Traveller not to be, but what Mongoose seems to be trying to make it into (none of the other versions did this, even GURPS Traveller). I think that if they were just clear about this from the start, that would have satisfied these people and saved us a lot of debate here (at least on this anyway; they/we may debate the decision to change Traveller into something it has never been before ;) ).

WEIRD QUESTION: The trade rules have some specific methods for buying and selling goods. What about auctioning goods? What about trading one type of goods for another, or bartering? Since these are definitely not in the rules (MGT, I don't know about others) and would totally change the way goods are traded...

My opinion is that as the rules exist, these things might also exist but only on a small scale and in uncommon circumstances, due to the existing assumptions of the game. Thus they would not change "the game" as it were. If however you were to make things like this common, this would be going against the assumptions ("essence", "notes", etc.) of the game, and thus you would be treating Traveller as a generic game like GURPS Space, in which case all bets are off and change whatever you like. The issue here is, like the topic title suggests: can you still call this Traveller? Or is it simply another game using (perhaps only some) Traveller game mechanics? Again, I'll make reference to Vampire: The Masquerade. I once made a setting in the future that made for a very different game than V:TM was, where most vampires were wiped out, corporations ruled the world, and what few vampires still existing had no connection to their (vampire) societal roots, past, or laws. However, the underlying principles of how the vampires worked, liked their clans following bloodlines, they can see themselves in mirrors, crosses don't work, and stakes only paralyze, not kill, (as well as all previously established history) were all still there, so I still considered it the same game, if only barely. If I had decided that suddenly all these new vampires could fly, where before they could not, then it definitely would not have been the same game, even if I used all the same rules for tasks, chargen, vamp powers, etc. Plus I would have had to make up entirely new (and arbitrary) rules for flying. How fast, how high, requirements, do they have to expend blood, etc., etc. They would no longer be the vampires from V:TM, but some different kind, more perhaps like the ones from Forever Knight, or The Lost Boys, since they could fly.

(whew!)
 
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