Character Generation Tests

Testing, testing (using v2.0 rules)...

I had rather good luck with dice (getting promotions), but it seems to be rather easy to get Soc 15 character. I did not select skill specialities, but that would be easy to add.

Str 5 Soc 8 Dex 8 Int 7 Edu 9 End 4

Homeworld: Industrial, Desert, Pre-Stellar

Trade-0
Survival-0
Drive-0
Medic-0

Term 1
Join Navy (crew/line), gain basic training:
Pilot-0
Vacc suit-0
Zero G-0
Gunnery-0
Mechanic-0
Gun combat-0

Roll on advanced education, gain Admin-1
Survived
Event: heroism in battle, commissioned, gain Melee-1
Promoted (O2), gain Leadership-1, Engineering-1

Term 2
Gain Remote ops-1
Survived
Military engagement, gain Pilot-1
Promoted (O3), gain Engineering-2

Term 3
Gain Admin-2
Started using anagathics
Survived
Advanced training, gain no skills
No promotion, but may advance

Term 4
Gain Admin-3
Possibility of abuse of position, did not take
Survived
Promoted (O4), gain Tactics-1, Remote ops-2

Term 5
Gain Admin-4
Possibility of abuse of position, did not take
Survived
Promoted (O5), gain Soc=10, Admin-5

Term 6
Gain Astrogation-1
Military engagement, gain Sensors-1
Promoted (O6), Soc +1, gain Computer-1

Mustering out with 9 benefits, roll +1
TAS (do you reroll, if you get this twice?)
Weapon
+1 edu
+1 int
+2 soc
kCr 50
2 ship shares
Weapon -> Gun combat-1
+2 soc (getting this twice is a bit too much, I think)

Retirement pay kCr 12
Anagathics cost: kCr 45

----
Mr. Desktop
Navy Admiral, 42 years

Str 5 Soc 15 Dex 8, Int 8, Edu 10, End 4

Trade-0
Survival-0
Drive-0
Medic-0
Vacc suit-0
Zero G-0
Gunnery-0
Mechanic-0
Gun combat-1
Melee-1
Leadership-1
Pilot-1
Engineering-2
Tactics-1
Remote ops-2
Admin-5
Astrogation-1
Sensors-1
Computer-1

TAS
Weapon
kCr 5
2 ship shares
 
captainjack23 said:
Anyway, to continue, much as I personally find trader campaigns boring, I am far and away in the minority it seems; and for that kind of campaign, it strikes me that less detail will equal either more abuse, or less motivation.

For a merc or exploration campaign, less is probably better.

We need both.

I find a lot of groups, even if they are doing something other than trading as their primary thing, will be interested in buying and selling a bit of stuff along the way, if nothing else then just to make the payments on their ship
 
Greetings

The first character I generated under v2.0 was the worst one I have ever rolled.

YUSUF NASR
Str 2 (-2) Dex 3 (-1) End 5 (-1) Int 6 (0) Edu 2 (-2) Soc 2 (-2)
Homeworld: Avg Stellar, Barren, Lo Pop
Background skill: Flyer-0

1st term: Failed qualification for Scholar - drafted as Agent (corporate) and fails survival - widowed mother slightly injured. Streetwise-0, Drive-0, Investigate-0, Computer-0, Recon-0, Handgun-0. Gets Athletics-1.

2nd term: Fails (again) to qualify as Scholar. becomes Drifter - wanderer. This time survives, gains another skill and gets advancement.
Survival-0, Streetwise-1, Deception-1.

3rd term: Back to old habits - fails survival - betrayed by a friend.
Recon-1.

4000 cr, Enemy - small bitter and twisted gutter rat with aspirations of scholarship and delusions of competence. Fun though.

Regards



One can certainly build a story out of him -
 
kustenjaeger said:
Greetings

The first character I generated under v2.0 was the worst one I have ever rolled.

YUSUF NASR
Str 2 (-2) Dex 3 (-1) End 5 (-1) Int 6 (0) Edu 2 (-2) Soc 2 (-2)
Homeworld: Avg Stellar, Barren, Lo Pop
Background skill: Flyer-0

1st term: Failed qualification for Scholar - drafted as Agent (corporate) and fails survival - widowed mother slightly injured. Streetwise-0, Drive-0, Investigate-0, Computer-0, Recon-0, Handgun-0. Gets Athletics-1.

2nd term: Fails (again) to qualify as Scholar. becomes Drifter - wanderer. This time survives, gains another skill and gets advancement.
Survival-0, Streetwise-1, Deception-1.

3rd term: Back to old habits - fails survival - betrayed by a friend.
Recon-1.

4000 cr, Enemy - small bitter and twisted gutter rat with aspirations of scholarship and delusions of competence. Fun though.

Regards



One can certainly build a story out of him -


Jaayzus !....I think I know him.......He's always at convention games, right ?

Cap :lol:
 
Golan2072 said:
EDG said:
AKAramis said:
Seriously, tho', any game where players can start with multi-million credit (given conversions, 2007US$5 per credit in most items), we need to be able to have a grip on how much is owed, how much has been paid, how much it's worth, how old the ship is, and how much it can make, both median and best case.

And this can't be done with some kind of abstraction? It can't be boiled down to say a single dice roll, or a Wealth stat or something? I mean, no wonder Traveller has a reputation for being "accounting in space".
Depends on the type of game. A merchant game calls for financial calculations and an economic system which, for the very least, feels believable - some degree of accounting is integral to such a premise. Ofcourse, if economics aren't your thing, there are many other types of Traveller games which could easily work with a wealth stat, with less economics, or even with issued equipment (as in an active-duty military campaign).

I dunno... economics are usually for economists, not for kids who want to play games. And your phrase "believable economics" smacks of complexity for the sake of complexity, i.e. GURPS, more than Traveller. But, I like the concept of 'ship shares', because it IS an abstraction.
 
For me, the limit to my "Need" for economics is simple. The following things need to exist:

  • different trade goods with significantly different per-ton values
  • THe same good needs to have price variability which can routinely exceed Cr1000/ton in different systems, and at least 300/ton in system.
  • The nature of the world affects the local pricing
  • Broker skill affects the ability to buy low and sell high.
  • profession: merchant (i've been using broker, CT and MT called it Trader) needs to allow prediction of sale value.
  • Maintains the definition of J1 is Cr1000/ton for freight.
    (Note: I don't mind if higher rates are present as an option, but for some reason, in the OTU, some widely accepted fix is in which makes all jumps Cr1000/ton per jump...)

As to Ship Economics: I need to be able to get prices that produce ships which need less that Cr1500/ton to operate. A Type A designed with current rules needs about 1200/ton if financed at 20% down.

Why 1500/Ton? That's the nominal markup for KCr5/ton goods in shipping under Bk2/5
 
AKAramis said:
For me, the limit to my "Need" for economics is simple. The following things need to exist:

[straightforward trade points snipped]

What he said.

[*]Maintains the definition of J1 is Cr1000/ton for freight.
(Note: I don't mind if higher rates are present as an option, but for some reason, in the OTU, some widely accepted fix is in which makes all jumps Cr1000/ton per jump...)

Can you say more on this, please?

A Type A designed with current rules needs about 1200/ton if financed at 20% down.

Sounds very good.
 
pasuuli said:
[*]Maintains the definition of J1 is Cr1000/ton for freight.
(Note: I don't mind if higher rates are present as an option, but for some reason, in the OTU, some widely accepted fix is in which makes all jumps Cr1000/ton per jump...)

Can you say more on this, please?
.

In the official traveller universe, pricing is per jump of any distance; you pay for the time not the distance. No official explanation has ever been given, but in general, most assume it's "just a game mechanic" or "The Will of the Imperium" or "Vilani Tradition" that makes it work.

The most common reaction is quite an overreaction. Most people "correct" this by making the listed price per parsec. And, while this DOES fix the economics of the A2... it makes the A2 more profitable on freight than the A1.

However the Imperium fixed the prices at Cr1000 per jump, it has clear sociodynamic results: it reduces incentive to have longer ranged pure cargo designs, and increases costs for shipping goods.


BTW, an A2 built with the current draft 3 rules needs KCr312/Mo for it's 72 tons of cargo and 6 passengers (24t). Assuming 5 mids each jump (Allowed with Steward 0), that is KCr70 off...242/72= 3361/ton and change if paid for with a standard 20% down contract. When paid off, she needs KCr64 per month, over those same 72 tons: 889/ton.


I also built an A, which at MCr47.68+ software is neededing KCr232 over 98 tons... again, 5 staterooms, at MP, so 197 needs be covered... just a hair over KCr2/ton, when financed fully. When fully paid off, expenses are about KCr42 per month, over those same 98 tons, or about Cr429 per ton.

Note that a month includes two runs. My math is not exact here; several rounding errors included. Also, salaries not included; presumption of shares.

Type A2 needs Cr1681 per ton per jump when only 20% is paid down, and Cr445/ton when paid off
Type A needs 1006 per ton per jump when only 20% is paid down, and Cr215/ton when paid off.

In all four cases, an extra KCr25 per jump can be earned if 6 High Passengers (and thus 6 total levels of steward) are on board.

Further, speculation will generate, on a typical cargo, a significant income. Under Bk2 or T20, this will average about KCr2 per ton per jump, ranging by good from Cr30/ton to MCr1/Ton, but with limited filling. Under Bk7/MT/TNE/T4, this will be only about KCr1.7 or so, since the base value is invariant in MT.
 
AKAramis said:
pasuuli said:
[*]Maintains the definition of J1 is Cr1000/ton for freight.
(Note: I don't mind if higher rates are present as an option, but for some reason, in the OTU, some widely accepted fix is in which makes all jumps Cr1000/ton per jump...)

Can you say more on this, please?
.

In the official traveller universe, pricing is per jump of any distance; you pay for the time not the distance. No official explanation has ever been given, but in general, most assume it's "just a game mechanic" or "The Will of the Imperium" or "Vilani Tradition" that makes it work.

The most common reaction is quite an overreaction. Most people "correct" this by making the listed price per parsec. And, while this DOES fix the economics of the A2... it makes the A2 more profitable on freight than the A1.

However the Imperium fixed the prices at Cr1000 per jump, it has clear sociodynamic results: it reduces incentive to have longer ranged pure cargo designs, and increases costs for shipping goods.

Thank you, that helps. Although the numbers soared harmlessly over my head, I will take your word for it.

So, this price fix. From my travelling, games tend to focus on less civilized places, which sort of implies less open wealth and trade. Does this price fix encourage local trade so we won't be tempted to bypass "interesting/dangerous" worlds and not carry potentially "interesting/dangerous" passengers?
 
AKAramis said:
The most common reaction is quite an overreaction. Most people "correct" this by making the listed price per parsec. And, while this DOES fix the economics of the A2... it makes the A2 more profitable on freight than the A1.

Shouldn't it be? I pay much higher rates when I express a shipment than when I send it ground. A more efficient ship may pull in fewer tons (certainly it won't be carting bulk foodstuffs) but the per ton rate should go up on raster runs.
 
hdrider67 said:
AKAramis said:
The most common reaction is quite an overreaction. Most people "correct" this by making the listed price per parsec. And, while this DOES fix the economics of the A2... it makes the A2 more profitable on freight than the A1.

Shouldn't it be? I pay much higher rates when I express a shipment than when I send it ground. A more efficient ship may pull in fewer tons (certainly it won't be carting bulk foodstuffs) but the per ton rate should go up on raster runs.

Given the median differentials under Bk2, no goods should be shipping more than a few parsecs anyway except luxuries, and, given that the rough expenses justify no more than Cr1700/ton for J2, the price should fall to that point, as it allows a profit, and is the lowest the new ship market can bear; but further, the prices should be below that, since, once paid off, a ship can make a profit at Cr1000/ton once paid off. Exactly where is dependent upon several factors... factors including what percentage of lifespan is spent under repayment. It is implied strongly that average lifespan of a ship is at least double the repayment period. Possibly as much as 400% of the repayment period (which, repayment being 40 years, implies a range of 80 to 160 years for a ship; we have canon designs still in service 70 years later as warships...)

Another factor is the nature of crew motivation. Crews motivated to pay off quickly don't want to carry freight in any case where they can carry speculative cargoes anyway.

Yet another factor in where that break even point is is the percentage of demand-based shipping, that is, how much of shipping is stuff already paid for (or even promised to be paid for) by the end user before shipping. This is the most hotly debated one, and the only model for which this is true is pre-modern. Modern "long distance" shipping (post 1900 transoceanic) is almost exclusively consumer driven, that is, stuff is ordered, paid for, and then shipped. The 1865 transatlantic telegraph (and the similar timeframe, the 1850 cable across the British Channel) introduced real-time communications which eneabled demand dominant oceanic shipping internationally. Purchaasers could send a message, recieve a reply in under 2 days, and then wire the payment... as opposed to the pre-telegraph mode of send an inquiry missive, await a reply, send money, await goods, at about 3 weeks each by post; in that paradigm, most goods moved by speculation on either the shipper or an intermediary merchant's part.

Note that, today, almost all shipping is demand based: you find out if it is available, and order it if it is, and then it ships within hours or a couple days. The promise to pay, and often the actual payment to the seller, is done before shipping.

In the pre-1850's model, much shipping was shipped without a buyer known before loading, on the basis that most cargoes would sell above cost. Note that, with reliable communications, most of the well established triangle routes collapsed or went to pure freight modes; the buyers owned the cargo before it hit the docks, whereas ships, patrons, or lines owned much of the bulk shipping prior. At no point has either model completely stopped, as, for example, fuel oil is often shipped speculatively within Alaska via river tanker (the tanker operator buys the oil, tansports it, with some known demand, and some surplus, and sells for a markup based upon both distance and surplus ratio).

Note that the best detailed treatment of trade for the Traveller universe is completely based in demand-driven models: GTFT. The claim is made that a two week decision model with additional two weeks for delivery will not affect the demand based model; we have no comparable lag time in history with motorized shipping. (Atlantic shipping was 2-3 weeks each way at the time communications dropped to under 3 days round trip...)

We do know from history that the nature of shipping did change with the advent of rapid commo. The more rapid the commo, the more demand shipping.

Note that from the shipper's point of view, it matters not who owns freight; if it isn't the crew nor the owner of the vessel, it's freight. If the ship, its crew, or the owner of the ship own the cargo, its speculation or it is internal use (which is much the same), and the question is "Is it worth it to us to ship this?"

If most shipping is speculation, then the price for freight will be far closer to that of break even when paid off, since it's make-weight rather than paying the bills. If, however, most is freight, then most will be shipped nearer the costs for a ship under mortgage rather than for a paid-off ship.

Further, another issue is the perception of shippers versus speculators. In a culture that values risk-taking, speculation will be seen as noble, and freight may be seen as the refuge of the incompetent, lazy, or semi-retired. If, instead, the culture is focussed on stable runs and conformity, speculators may be seen as desperate or even crazy...

The cargo model itself is also a key element. Under Bk7, there is seldom incentive to move anything more than J4; you can't often improve your profit above that distance by finding better odds; this is due to the flat rate pricing used: all goods buy for KCr4 and sell for KCr5, both adjusted up for TL, and in both cases randomized around that baseline. In Bk2 (and T20), that core pre-randomization value is a variable, ranging from a low of Cr300 to a high of MCr10 per ton; Anything under KCr5 pretty much ships "space available" or by demand, since the randomization range makes it less likely to be worth more than the value of the space for freight. At KCr5, with a nominal +2 modifier (due to a broker at a C port), the average differential is 20%, or about Cr1000 per ton... which, by the way, is the modal value for speculative cargos. Above KCr5, spculation with an expected +2 begins to exceed freight value.

The implication is that, under a "Bk 7 Universe" goods ship only locally, and that bulk cargoes are pretty faceless, and worth only about as much as freight.

The contrasting implication is that a good worth MCr10/ton is able to be shipped with an expected +2 differential for literally thousands of parsecs (which is, BTW, a rare result), but that many cargoes are worth carrying for up to a dozen parsecs to find a worthwhile point to sell it off.

The nature of the speculation rules implies a lot even if it doesn't provide a valid model of the economy itself (tho the gents behing GTFT disagree with that assessment). Plain and simple: Neither Bk2 nor Bk 7 tell us how much trade goes on in the imperium, but can tell us how far it is likely to go.

GTFT is a whole cloth different beastie; it starts with a world economic model and then derives down to how much is left to be shipped by the little guys, presumes massive fleets carrying huge volumes, and subsector-wide economies with the main worlds providing almost all the manufactured goods for the outliers in exchange for their local novelties and their raw materials. The maths involved reject a small ship universe, based upon their assumptions at start, and use of modern global economics as a valid model. (I don't think it is a valid model, due to jump drive, but if it is, then they are right.)

So the real question becomes: What kind of speculation system is going to appear, and what are its implications?

Until that hits a draft, we can have no real clue as to the viability of J1 nor J2 freighter designs, nor even where the J2 price should be.
 
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