Although I've played a lot of traveller in the past, we usually stuck to exploration or mercenary/adventurer sorts of campaigns. Any cargo carrying or passengers were generally plot elements, as the focus of the campaign was not on commerce but adventure. The GM often didn't even worry about time or location too much, and would sometimes start an adventure off with, "You find yourselves relaxing in the TAS lounge on <World Name>, when...."
Consequently, I'm not really sure how most folks run merchant campaigns.
My biggest question is this: do free traders generally only load up cargo for their next jump destination, or do they usually carry cargos on very long hauls?
Or do people check for cargoes for all planets on the ship's proposed route, limited only by your patience for rolling?
Secondly, I assume that most "off the track" action occurs with special cargoes or odd passengers, or when the crew tries to make a few extra Cr during their week of R&R, and gets into trouble. I can see a variety of run-ins with the local law enforcement, distress signals, pirates, customs officials (see the old Exit Visa adventure) and such, but how do you keep such a campaign "fresh"?
Thanks for any insights.
Consequently, I'm not really sure how most folks run merchant campaigns.
My biggest question is this: do free traders generally only load up cargo for their next jump destination, or do they usually carry cargos on very long hauls?
Or do people check for cargoes for all planets on the ship's proposed route, limited only by your patience for rolling?
Secondly, I assume that most "off the track" action occurs with special cargoes or odd passengers, or when the crew tries to make a few extra Cr during their week of R&R, and gets into trouble. I can see a variety of run-ins with the local law enforcement, distress signals, pirates, customs officials (see the old Exit Visa adventure) and such, but how do you keep such a campaign "fresh"?
Thanks for any insights.