That's what I was suggesting - and that's why I thought something akin to a Hanse or Conquista-era trading/exploration expedition would map across so well to the sort of thing that already exists in traveller - just without the fusion plant and battle dress.
Regardless of the fact that it's a 'fantasy' setting, everyone needs to eat something and wear something. If anyone's read the Rough Guide to Fantasy-Land, the old crone in the corner can only be weaving if there's actually a cotton industry in and around the city.
As noted, economics is king. I've no particular problem with effects happening magically - magic is a fair enough cause in a fantasy setting, but the magic itself has to have logic underlying it. It needs to be (relatively) rare, it needs to have rules that constrain it, and so on. A healer's guild that only nobles can afford, but who can afford the outrageous fees for magical healing doesn't seem particularly impossible - and they are a suitably influential organisation that you're going to have to get on the good side of if you want to set up a colony in some gods-forsaken far-flung parasite-infested swamp without all of your soon-to-be-rich-landowner backers dying of malaria in the first eight seconds.
Magic and orcs are optional, but the more I think about it, the more I think Traveller: Columbus or equivalent might be rather good.
Regardless of the fact that it's a 'fantasy' setting, everyone needs to eat something and wear something. If anyone's read the Rough Guide to Fantasy-Land, the old crone in the corner can only be weaving if there's actually a cotton industry in and around the city.
As noted, economics is king. I've no particular problem with effects happening magically - magic is a fair enough cause in a fantasy setting, but the magic itself has to have logic underlying it. It needs to be (relatively) rare, it needs to have rules that constrain it, and so on. A healer's guild that only nobles can afford, but who can afford the outrageous fees for magical healing doesn't seem particularly impossible - and they are a suitably influential organisation that you're going to have to get on the good side of if you want to set up a colony in some gods-forsaken far-flung parasite-infested swamp without all of your soon-to-be-rich-landowner backers dying of malaria in the first eight seconds.
Magic and orcs are optional, but the more I think about it, the more I think Traveller: Columbus or equivalent might be rather good.