Introduction
GURPS Traveller Far Trader is an excellent book focusing on a Traveller merchant campaign. However I prefer playing Traveller using the MGT rules, so I've come up with a system for interstellar trade using a combination of the trade systems from G:FT and MGT. The combined system is at a level of complexity I'm happy to use in my game. This system is focused at the free trader campaign level. Note, using this system makes earning a profit from trade a little more difficult.
You will need both G:FT and the MGT core rules to use this. I highly recommend getting G:FT for a mercantile campaign (regardless of what rules you use), but unfortunately it doesn't seem available as a PDF from the SJ Games site.
WTN and BTN
Each world has a world trade number (WTN). See pp11-12 of G:FT. Between two worlds is a bilateral trade number (BTN). See pp14-15 of G:FT. You will need both of these numbers. The BTN also defines the size of a trade route (if any) between worlds.
You can spend a lot of time calculating these values for all worlds as explained in G:FT, but fortunately the work has already been done by Anthony Jackson. You can get the trade routes for the Spinward Marches. In fact you can get trade maps for the entire Imperium!
Note: One of the stats on the map is the traffic classification (TC). See p12 of G:FT. However the values on the map seem to be wrong. You can still use the trade routes as shown, however, and the WTN numbers are correct. I've started looking at the C code that generates the map to see if there is a bug, but this might take a while...so when you need an actual BTN between two worlds you'll have to calculate it yourself (it's a straightforward formula).
Freight and Passengers
For freight and passengers use the BTN between two worlds to calculate the available volumes and numbers from G:FT pp16-17. Also remember to use the rules in the side bar on G:FT p37 for frontier worlds.
For the price of moving freight and passengers, use whatever you feel is most appropriate. Both MGT and G:FT have prices. G:FT has both a basic system and an advanced system. The advanced system gets very detailed!
For freight I am using 800, 900, or a 1000 Cr per ton per parsec depending on the size of the trade route (cheaper for bigger trade routes).
For passengers I am using 3500 Cr for high passage, 1750 Cr for middle passage, and 175 Cr for low passage, per parsec. I'm also assuming these passages are one-way since they are on free traders. However that might not be the norm if a passenger books on a liner, or with an established shipping company.
Speculative Trade
G:FT explains very well how difficult it is to find a market to exploit. Basically, to find goods that are worth trying to sell, a free trader needs to get away from the main trade routes.
To find goods for sale make a task check vs. broker or streetwise.
Dice Modifiers:
For a world not on any trade route - highest BTN is less than 8 - this is an Average task check.
For a world on a minor trade route - highest BTN is 8, or 8.5 - this is a Difficult task check (-2).
For a world on a feeder trade route - highest BTN is 9, or 9.5 - this is a Very Difficult task check (-4).
For a world on a major trade route - highest BTN is 10 or higher - this is a Formidable task check (-6).
If you're using Anthony's maps, these show five types of trade routes and use a different naming convention. Just apply the difficulty modifiers using the BTN numbers I've listed above.
Effects:
A Marginal or Average Success means 1 lot of trade goods is available.
An Exceptional Success means 2 lots of trade goods are available.
Use the MGT trade table, pp165-166, to determine the type and volume of available goods. I ignore common goods, and you can either randomly determine the available trade goods, or limit the available trade goods to the world type based on the "Trade Goods by World Type", p166.
For purchase and sale price of trade goods, use the MGT rules, pp163-164.
Conclusion
Overall I think this trade system makes earning a profit more difficulty than the MGT system, but easier than the G:FT system.
There are a lot of other things to consider of course, such as handling fees, docking fees, hiring brokers, etc. Use whichever rules suit you.
Note: One of the other excellent pieces of information in G:FT are the jump masking rules, which are well worth using in a mercantile campaign.
Please feel free to comment, criticise and enjoy
GURPS Traveller Far Trader is an excellent book focusing on a Traveller merchant campaign. However I prefer playing Traveller using the MGT rules, so I've come up with a system for interstellar trade using a combination of the trade systems from G:FT and MGT. The combined system is at a level of complexity I'm happy to use in my game. This system is focused at the free trader campaign level. Note, using this system makes earning a profit from trade a little more difficult.
You will need both G:FT and the MGT core rules to use this. I highly recommend getting G:FT for a mercantile campaign (regardless of what rules you use), but unfortunately it doesn't seem available as a PDF from the SJ Games site.
WTN and BTN
Each world has a world trade number (WTN). See pp11-12 of G:FT. Between two worlds is a bilateral trade number (BTN). See pp14-15 of G:FT. You will need both of these numbers. The BTN also defines the size of a trade route (if any) between worlds.
You can spend a lot of time calculating these values for all worlds as explained in G:FT, but fortunately the work has already been done by Anthony Jackson. You can get the trade routes for the Spinward Marches. In fact you can get trade maps for the entire Imperium!
Note: One of the stats on the map is the traffic classification (TC). See p12 of G:FT. However the values on the map seem to be wrong. You can still use the trade routes as shown, however, and the WTN numbers are correct. I've started looking at the C code that generates the map to see if there is a bug, but this might take a while...so when you need an actual BTN between two worlds you'll have to calculate it yourself (it's a straightforward formula).
Freight and Passengers
For freight and passengers use the BTN between two worlds to calculate the available volumes and numbers from G:FT pp16-17. Also remember to use the rules in the side bar on G:FT p37 for frontier worlds.
For the price of moving freight and passengers, use whatever you feel is most appropriate. Both MGT and G:FT have prices. G:FT has both a basic system and an advanced system. The advanced system gets very detailed!
For freight I am using 800, 900, or a 1000 Cr per ton per parsec depending on the size of the trade route (cheaper for bigger trade routes).
For passengers I am using 3500 Cr for high passage, 1750 Cr for middle passage, and 175 Cr for low passage, per parsec. I'm also assuming these passages are one-way since they are on free traders. However that might not be the norm if a passenger books on a liner, or with an established shipping company.
Speculative Trade
G:FT explains very well how difficult it is to find a market to exploit. Basically, to find goods that are worth trying to sell, a free trader needs to get away from the main trade routes.
To find goods for sale make a task check vs. broker or streetwise.
Dice Modifiers:
For a world not on any trade route - highest BTN is less than 8 - this is an Average task check.
For a world on a minor trade route - highest BTN is 8, or 8.5 - this is a Difficult task check (-2).
For a world on a feeder trade route - highest BTN is 9, or 9.5 - this is a Very Difficult task check (-4).
For a world on a major trade route - highest BTN is 10 or higher - this is a Formidable task check (-6).
If you're using Anthony's maps, these show five types of trade routes and use a different naming convention. Just apply the difficulty modifiers using the BTN numbers I've listed above.
Effects:
A Marginal or Average Success means 1 lot of trade goods is available.
An Exceptional Success means 2 lots of trade goods are available.
Use the MGT trade table, pp165-166, to determine the type and volume of available goods. I ignore common goods, and you can either randomly determine the available trade goods, or limit the available trade goods to the world type based on the "Trade Goods by World Type", p166.
For purchase and sale price of trade goods, use the MGT rules, pp163-164.
Conclusion
Overall I think this trade system makes earning a profit more difficulty than the MGT system, but easier than the G:FT system.
There are a lot of other things to consider of course, such as handling fees, docking fees, hiring brokers, etc. Use whichever rules suit you.
Note: One of the other excellent pieces of information in G:FT are the jump masking rules, which are well worth using in a mercantile campaign.
Please feel free to comment, criticise and enjoy
