Condottiere
Emperor Mongoose
You go where the action is.
Whether it's in the dungeons in fantasy, or the cracks in cyberpunk.
Whether it's in the dungeons in fantasy, or the cracks in cyberpunk.
That is my model, with some break bulk, speculation and smuggling on the side depending on the level of legitimacy and competence of the crew.You don't have to accept any of that. You can totally decide that "Free traders" fulfill the role of long-haul truckers compared to the shipping industry and are well integrated into it. You could have some completely other vision of how Type As and equivalent tiny ships function. That's cool.
Most of the discussion is has been about what that prior career actually looks like. Swordtart's family space truckers (kind of like Cherryh's Merchanters) I put in a different category, but it is certainly reasonable to consider them free traders. I, personally, think that having that kind of regular shipping line and contracts, even if a family corporation instead of a general population corporation, is different and would use mostly bigger ships.Free Trader - a type of merchant prior career
Free Trader - the derogatory term used by merchant lines to describe the independent trader
Free Trader - a starship class, originally used to transport cargo within developed systems, the sheer number available lead to some entrepreneurs using them for interstellar trade, plus the design could be replicated at lower Tls.
PCs who own or have a mortgage on a Free Trader are not part of 1. since they are now adventuring. numger 2. is often thrown at them as a descriptor, while number 3. is what they get around in.
NPC Free Traders are still in their career.
Free Traders carry small cargo lots that have fallen through the cracks of the regular shipping lines, passengers that have missed the liner but really need to get to...
That is possible, but it may be a function of the ability to get a mortgage. We treat players as a special case and just make it possible for them to get a ship. In reality there should be quite a few hoops to jump though before the bank hands over MCr40-50 to some Rando. Being tied to a nice little fixed route would seem a lower risk than a "go where thou wilt" policy. The family firm (and it may only be Mom the pilot/astrogator and Pop the Engineer/Mechanic) might not get that break. It might take the entire extended family assets and savings just to get a secured loan.Most of the discussion is has been about what that prior career actually looks like. Swordtart's family space truckers (kind of like Cherryh's Merchanters) I put in a different category, but it is certainly reasonable to consider them free traders. I, personally, think that having that kind of regular shipping line and contracts, even if a family corporation instead of a general population corporation, is different and would use mostly bigger ships.
In-system shipping is even more hand-waved than interstellar shipping, though. I have built several designs for large (20k+ dTon) merchant ships, and (with 3 jumps per month) they can get freight costs down to (or just below) about 600 Cr per dTon. In-system stuff is handwaved as 'about one tenth the price'; but operating non-jump craft is MUCH less expensive per dTon.It does solidify in my mind is the idea that there should be a small shipping corporation operating in almost all of the Mains to handle the small and specialty cargo between the systems and intra-system.
Pick up the alcohol from point A on the main planet, take it out to the 5th moon around gas giant three. Pick up spec cargo, Jump to the next system, etc.
They would be much less than that, because there is no way that the professionals are paying what the PCs pay for berthing, fuel, mortgage, and other fees. They'd have advantageous deals or in house operations on all of that.In-system shipping is even more hand-waved than interstellar shipping, though. I have built several designs for large (20k+ dTon) merchant ships, and (with 3 jumps per month) they can get freight costs down to (or just below) about 600 Cr per dTon. In-system stuff is handwaved as 'about one tenth the price'; but operating non-jump craft is MUCH less expensive per dTon.
It would be neat to see an analysis of an in-system shipping line, but so much would need to be created from whole cloth that I do not know how useful it would be.
As you all have said, for in-system traffic is is mainly handwavium, but on the topic of berthing costs? I have used brackets. The costs listed for each class of starport is the cost per 1,000 tons of ship rounded up. Otherwise known as Adventure-class ships. Given the player-facing nature of the rules, this felt appropriate.They would be much less than that, because there is no way that the professionals are paying what the PCs pay for berthing, fuel, mortgage, and other fees. They'd have advantageous deals or in house operations on all of that.
I get a minimal (~500000 dTon) 'Class-A Starport' (with a 5100 dTon tl-12 fusion powerplant, and fuel refinery but no tanks) having a monthly maintenance cost of 14.98 MCr. That does not count the cost of the powerplant fuel, life support, nor paying the crew. Also note that this does not include warehousing space or cargo-handling equipment, so what services the Starport is actually offering to merchants is a bit of a mystery. Given 100k dTons of ships continuously docked at the station, that seems to work out to a minimum of ~150 Cr per dTon per month.Edit - Are prices listed anywhere for berthing a spaceports?
I tend to assume that in system stuff is done by small craft - mainly all those surplus Navy Ships Boats. At 5G even a far gas giant is only 3 days away.In-system shipping is even more hand-waved than interstellar shipping, though. I have built several designs for large (20k+ dTon) merchant ships, and (with 3 jumps per month) they can get freight costs down to (or just below) about 600 Cr per dTon. In-system stuff is handwaved as 'about one tenth the price'; but operating non-jump craft is MUCH less expensive per dTon.
It would be neat to see an analysis of an in-system shipping line, but so much would need to be created from whole cloth that I do not know how useful it would be.
[Edit:] Also, there are in-system distances where Jumping is faster; but it may not be cheaper. There is nothing official in MgT 2e about Jump-0 ships, but figuring J-0 is approximately a quarter of J-1 seems to fit the pattern set by M-drives. Again, house-ruling this stuff just makes it more complicated and less applicable to other tables. [/Edit]
If the pilot/owner/operator lives on board -- converting the 'cabin space' to a stateroom, a single dTon of 'common area', and 4 dTons of cargo -- then the Ship's Boat can haul 16 dTons of freight.I tend to assume that in system stuff is done by small craft - mainly all those surplus Navy Ships Boats. At 5G even a far gas giant is only 3 days away.
M-drive rating | Kilometers per week | AU per week |
6-G | 5490000000 | 36.70 |
5-G (Ship's Boat, Pinnace) | 4569000000 | 30.54 |
4-G (Modular Cutter) | 3660000000 | 24.47 |
3-G (Shuttle, Slow Boat, Slow Pinnace) | 2740000000 | 18.32 |
2-G | 1830000000 | 12.23 |
1-G (Launch) | 915000000 | 6.12 |
This is why I have set up my game to have the Systems page that the players have in their data library and "everyone knows"I also like to assume that star systems are fully utilized, so there are secondary colonies, space stations, asteroid mining bases, and all that stuff in any system with the tech to do (and many that don't have the tech if they are inside a star faring polity like the Third Imperium). Traveller, obviously, saves a lot of time and space by only briefly covering the mainworld of any star system in its listings. So you could easily choose that to be the facts on the ground, too.