Starship prices

If you want a challengeing trading game, MongTrav is not it. With a good broker you just about cant fail to make big bucks.

But, if the group trades so they can go on adventures, then it is cool, because they are not sweating thsoe big mortgage payments. And you dont have to do spec trade, you can make it hauliong freight.

I would guess that is deliberate, so that you dont have to start a new group because the last one went bankrupt.
 
Hi,

A couple thoughts come to mind when talking about speculative trade. As others have already noted it takes money to make money, and the more you start with typically the better off you will be.

I remember years ago, messing around with the original Traveller books, trying to do a little solitaire play, just to give me experience with how the rules worked.

My character had a fairly high skill rating in Admin (I think), which gave beneficial roles on the speculative trade tables. Unfortunately, early on once when I rolled up a good roll for something like radioactives or gems (or something like that) it turned out I only had enough money on hand to buy such a small amount that my profit wasn't that great, and I couldn't hold on to the cargo for long to try and make it to a planet where I would get an even better die roll modifier for selling, because I needed cash to make my mortgage payment.

Other times I was able to buy alot of relatively inexpensive stuff with the cash I had, but my cargo hold was so small (I think I was using a Seeker at the time) that I didn't make a lot of profit on those sales either.

Another thing to consider is how you play out the actual buying and selling. Looking at the Mongoose rule book it seems to talk some about the need to "seek out suppliers in the markets and bazaars themselves" on low tech worlds and/or sometimes using carousing or streetwise skills to seek out passengers, etc.

As such, if the players are putting an effort into looking for good deals such as saying that their character is going to this or that bar, or spending a couple hours each day tracking down leads, as a ref I wouldn't hesistate giving them the benefit of any Die Modifiers.

However, they spend most of their time on a planet doing non-trade related stuff and then just show up at a starport and assume that by virtue of one of their characters high skills, good cargos should just fall into their laps, maybe I wouldn't give them the full beneift of any DMs, since they aren't really doing anything to make use of the skills of their characters.

As such, I guess what I'm trying to say is that how you role play the situation should maybe have some impact on how successful the characters should be when buying and selling stuff.

Anyway, just some thoughts.

Regards

PF
 
Having had players under Bk2 and under T20 take a start of KCr200 and bankroll it into early pay-off of the ship, several times, not skipping any rules...

It takes a small amount of luck to make spec grow IF

1) you are not tied to a route
and
2) you have a Trader capable of a week's prediction (in CT, that's level 3... 9 days...)

Even without a prediction, all you have to really do is not loose money until you get that one Lucky roll...

In several CT games, it was finding computers at 50%... and having the cash to exploit it...

Most working ships in my campaigns develop and keep a slush fund of about MCr2... which, BTW, gives pirates a reason to grab a ship OTHER than known cargo... the ship's slush fund is usually about a million AFTER purchase (unless they got really lucky...).
 
zozotroll said:
But, if the group trades so they can go on adventures, then it is cool, because they are not sweating thsoe big mortgage payments.

Yup. Now there's no pressure "must leave now to be able to pay mortage" pressure as well. If need be they can stay longer on planet investigating interesting things and if need be pay next mortage ahead of time. Trade is just something we do quickly. Main interest comes from adventuring :D
 
Is the cost to ship cargo still 1000 Cr per ton?

I did better speculating without the ship. I just bought and sold a few tons of cargo at each stop (or sent the cargo to the next world if the market was bad).

Since the profits are a percentage of the cost of the cargo, small expensive goods earn larger profits - if you have the cash to buy them in the first place. A typical transaction was to buy for 80% of base cost and sell for 120% of base cost - 40% of base cost profit, less expenses.
 
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