Terry Mixon
Emperor Mongoose
I am continually annoyed that Broker is used completely differently from all other skills when applied to speculative trade. Annoyed enough to finally come up with an enhanced speculative trade process that shows some difference between Forest Gump, the broker plodding along for decades to get Broker-2, and an early Warren Buffett who made Broker-2 because he’s brilliant and on the way up. Brains matter and should count for something.
This is a draft of my thoughts on the enhanced system, and I want to know what you think would make it better. As I say later in this post, the trade system is broken, and this does nothing to ameliorate that. It does, however, break it in new ways that make the Broker skill work like the rest.
The RAW method of speculative trade is pretty straightforward. Your flat broker vs the local broker’s flat broker. The local gets a DM+2 for local knowledge. If you use a local broker, that DM+2 doesn’t count against you, but the 10% average gained in profits goes right into the local broker’s pocket.
Sounds like a racket, doesn’t it? It is, and as long as stat bonuses don’t count for anything, there is no leverage.
Sure, you could use an expert program and get a DM+1, but my assumption is that the local is already doing so, and that you are, too. No net change.
For the local’s skill in Broker/Streetwise, it’s 1D/3. Pretty flat. You might get lucky and get the intern with Broker-1. Or you might just as easily get the Old Man himself with Broker-3. The odds are the same for all three possibilities, which also seems a bit unlikely.
So, first of all, let me lay out an enhanced version of trade at the port.
First up, the DMs for system's trade classification don't change. The DM+2 for local knowledge stays the same. They know the lay of the land, and you don’t. Deal with it.
Skill levels for the locals are still done with a 1D, but the spread changes. Rather than dividing by 2, you let things ride. 1-3 gets you a Broker-1 opposite number, 4-5 gets you a Broker-2 adversary, and 6 gets the Old Man and his Broker-3.
Additionally, there are stat bonuses! 1D for that, too. 1-3 no bonus. 4-5 DM+1, and a 6 is DM+2. Could there be an INT 15 Broker on the loose? Sure, but that’s for the DM to handle, just like if they want to drop a Broker-4 on you.
The players can use their stat bonuses, too, so it can potentially even out, but there is play for smart characters (or dumb ones) to make a difference. That is how skills should work, and now they can!
Let’s take this concept one step further. The goal of all this is ADVENTURE! so let’s get the players out of the port and into places that are ripe for fun.
If the players decide that the port game is rigged (it is), then they can head off port and find deals for themselves! They can’t make up for the DM+2 the locals get, but by cutting out the middleman, they can reduce their offset by 1.
Now, they aren’t working against the local brokers, so they need a skill target to aim for. To work up a potential load of cargo, the difficulty in finding buyers/sellers is Difficult 10+. The timeframe for this is 1D days, with 1 day as the increment.
Making things easier by taking more time seems counterproductive, but one never knows. That would drop it to an Average 8+ task but take 1D x10 days, with 10 days as the time increment.
Feeling froggy? Cut the time and make it a Very Difficult 12+ task, and it will only take 1D x 10 hours, with ten hours being the time increment.
If you succeed, both your broker skill and the Effect of your success are a positive DM to your roll on the prices table. If you don’t, the negative Effect will weigh you down.
One thing that can help you out here is a task chain. Admin for legal cargoes and Carouse for illegal ones. You can get the effect of the chain to boost your chances. Teamwork! The target for these is Average 8+ to get those contacts.
So, as an example, Joe Trader is tired of getting ripped off at the port and heads out to find companies he can do business with. His credits are good.
Over the next week, he and his long-suffering pilot Lazlo hit the pavement, shaking babies and kissing butt. At the end of their week, they make their rolls. Lazlo has Admin-1 and a DM+1 for better-than-average brains. He might have had a DM+2, but he works for Joe, so he can’t be that smart.
Joe has Broker-2 with no DM. Not an idiot, but not the sharpest knife in the drawer either.
Lazlo makes a decent Admin roll of 9 and gets his +1 to make 10. Beat it by 2. That’ll give Joe a +2 to his broker roll! Sadly, he falls a bit short and rolls an 8. The +2 will get him over the threshold, and that gets him no Effect to add to the DM+2 for his broker skill level.
That roll will be 3D+1 because they are not locals (partially offset), but they are out adventuring to find leads. Not bad, but they sure put in a lot of time for the win.
Things would be better with better rolls, and potentially a good bit better with higher skills and stats. In the end, though, the cap is skill level and Effect. If everything goes in Joe’s favor, the most he could get is a final purchase/sales roll of 3D+5. Pretty good, but not likely.
Admittedly, people with higher skills and stats can make bank. The trade system is, as we all know, broken. If they do well, then they will attract the notice of people who don’t like what they see as their money going into someone else’s pockets and will take steps to rectify that situation. What does that mean? ADVENTURE!
Who knows? Joe (and others) might even get to keep their hard-earned profits. Or maybe not.
Thoughts? I'd say other than the inevitable railing that the PCs make too much money already, but that is a given.
If there are tweaks that make sense, I'd love to hear them.
This is a draft of my thoughts on the enhanced system, and I want to know what you think would make it better. As I say later in this post, the trade system is broken, and this does nothing to ameliorate that. It does, however, break it in new ways that make the Broker skill work like the rest.
The RAW method of speculative trade is pretty straightforward. Your flat broker vs the local broker’s flat broker. The local gets a DM+2 for local knowledge. If you use a local broker, that DM+2 doesn’t count against you, but the 10% average gained in profits goes right into the local broker’s pocket.
Sounds like a racket, doesn’t it? It is, and as long as stat bonuses don’t count for anything, there is no leverage.
Sure, you could use an expert program and get a DM+1, but my assumption is that the local is already doing so, and that you are, too. No net change.
For the local’s skill in Broker/Streetwise, it’s 1D/3. Pretty flat. You might get lucky and get the intern with Broker-1. Or you might just as easily get the Old Man himself with Broker-3. The odds are the same for all three possibilities, which also seems a bit unlikely.
So, first of all, let me lay out an enhanced version of trade at the port.
First up, the DMs for system's trade classification don't change. The DM+2 for local knowledge stays the same. They know the lay of the land, and you don’t. Deal with it.
Skill levels for the locals are still done with a 1D, but the spread changes. Rather than dividing by 2, you let things ride. 1-3 gets you a Broker-1 opposite number, 4-5 gets you a Broker-2 adversary, and 6 gets the Old Man and his Broker-3.
Additionally, there are stat bonuses! 1D for that, too. 1-3 no bonus. 4-5 DM+1, and a 6 is DM+2. Could there be an INT 15 Broker on the loose? Sure, but that’s for the DM to handle, just like if they want to drop a Broker-4 on you.
The players can use their stat bonuses, too, so it can potentially even out, but there is play for smart characters (or dumb ones) to make a difference. That is how skills should work, and now they can!
Let’s take this concept one step further. The goal of all this is ADVENTURE! so let’s get the players out of the port and into places that are ripe for fun.
If the players decide that the port game is rigged (it is), then they can head off port and find deals for themselves! They can’t make up for the DM+2 the locals get, but by cutting out the middleman, they can reduce their offset by 1.
Now, they aren’t working against the local brokers, so they need a skill target to aim for. To work up a potential load of cargo, the difficulty in finding buyers/sellers is Difficult 10+. The timeframe for this is 1D days, with 1 day as the increment.
Making things easier by taking more time seems counterproductive, but one never knows. That would drop it to an Average 8+ task but take 1D x10 days, with 10 days as the time increment.
Feeling froggy? Cut the time and make it a Very Difficult 12+ task, and it will only take 1D x 10 hours, with ten hours being the time increment.
If you succeed, both your broker skill and the Effect of your success are a positive DM to your roll on the prices table. If you don’t, the negative Effect will weigh you down.
One thing that can help you out here is a task chain. Admin for legal cargoes and Carouse for illegal ones. You can get the effect of the chain to boost your chances. Teamwork! The target for these is Average 8+ to get those contacts.
So, as an example, Joe Trader is tired of getting ripped off at the port and heads out to find companies he can do business with. His credits are good.
Over the next week, he and his long-suffering pilot Lazlo hit the pavement, shaking babies and kissing butt. At the end of their week, they make their rolls. Lazlo has Admin-1 and a DM+1 for better-than-average brains. He might have had a DM+2, but he works for Joe, so he can’t be that smart.
Joe has Broker-2 with no DM. Not an idiot, but not the sharpest knife in the drawer either.
Lazlo makes a decent Admin roll of 9 and gets his +1 to make 10. Beat it by 2. That’ll give Joe a +2 to his broker roll! Sadly, he falls a bit short and rolls an 8. The +2 will get him over the threshold, and that gets him no Effect to add to the DM+2 for his broker skill level.
That roll will be 3D+1 because they are not locals (partially offset), but they are out adventuring to find leads. Not bad, but they sure put in a lot of time for the win.
Things would be better with better rolls, and potentially a good bit better with higher skills and stats. In the end, though, the cap is skill level and Effect. If everything goes in Joe’s favor, the most he could get is a final purchase/sales roll of 3D+5. Pretty good, but not likely.
Admittedly, people with higher skills and stats can make bank. The trade system is, as we all know, broken. If they do well, then they will attract the notice of people who don’t like what they see as their money going into someone else’s pockets and will take steps to rectify that situation. What does that mean? ADVENTURE!
Who knows? Joe (and others) might even get to keep their hard-earned profits. Or maybe not.
Thoughts? I'd say other than the inevitable railing that the PCs make too much money already, but that is a given.