[TML] 2300 Trade Rules
juliane murphy
booksfleamarket at yahoo.com
Sun Oct 21 17:25:47 MDT 2007
Hi gang,
Well, I mentioned the 2300 Trade Rules I'd found in an old issue of Challenge magazine, so I figured I'd best follow up by making them available. So here they are (I'm fairly sure
they're in their original form) :)
-Ken Murphy-
Trade and Commerce
The Nature of Trade
If someone wants to make money as a merchant, he needs only to follow one rule: Buy low and sell high. A character who keeps this maxim foremost in his mind, and who truly lives by it, is bound to increase his capital. But life isnt that simple. It takes a careful eye to determine the true value of available goods; it takes a network of contacts to have sources and customers; and it takes shrewd communication skills to haggle for the best prices. All of these skills can be earned as mercantile skills, and tasks can be developed which use each. Some tasks are included in these guidelines; many others can be invented by the Referee on the spur of the moment during game sessions, depending on the situation in which the characters find themselves.
Finding a Product
A profitable trade route must go both ways, unless costs can otherwise be held to a bare minimum. Expenses accrue whether the cargo hold is empty or full, so it is to the ship owners advantage to find customers at the destination of each leg of his regular route.
Sometimes this is simple. The merchant may carry agricultural goods from a farming colony on a garden world to a barren mining world, where foodstuffs are exchanged for ores. These minerals are then carried on to an older colony with manufacturing facilities, where the ores are traded for finished goods. These are then loaded into the ship, which returns to the garden world and swaps them for more agricultural goods, thus completing the cycle.
Unfortunately for the players, dice are not omni-benevolent deities which set up the Traveller universe in this way. It can be discouraging to discover how many mining worlds are adjacent to each other, and how agricultural colonies tend to clump along one area of an arm.
But profits can still be made even in these situations if the players are willing to work harder. Even on Olde Earth, many countries both export and import agricultural goods. A country that exports manufactured products also imports them. Ores go out, ores comes in. Whats the secret here?
Unlike for Like
No one will trade apples for apples, or oranges for oranges. But many apple growers would enjoy orange juice with their breakfast, and many owners of orange groves cant resist apple pie.
The same situation holds true for ores and manufactured goods. A country or world may be rich in iron, but lacking in molybdenum. It will gladly trade one for the other in order to make it possible to forge stronger steel with its own ores. The Azanian export of tantalum, platinum, and gold for other minerals is an excellent example of this.
World Classifications
How can the Referee know which worlds are rich in some materials, and, simultaneously, what materials that world would like to import from others?
When a world is generated, the Referee determines its general nature from its UWP characteristics. Worlds with larger populations tend to have a higher degree of trade. The type and quality of surface interface systems is also a good indicator of the amount of trade: the better the interface, the more importing and exporting that takes place on that world.
Surface facilities should also be noted. Worlds with heavy mining tend to export more ore than they import. Agricultural worlds are usually exporters of foodstuffs. Industrial worlds are likely to produce their own manufactured goods. In all of these cases, the special situation of trade of unlike goods should be remembered. The old saw about the exception proving the rule holds true in this case.
Buying and Selling
The Referee should decide for each particular cargo and world the difficulty level of the task for buying and selling goods, ranging from Simple, to Impossible. The following task serves as a guideline:
To buy or sell a particular resource on a particular world:
Routine, Trader, Persuasion, Int, 1 hour (confrontation, uncertain).
Referee: This task determines the availability of goods for sale on a particular world, or the purchasers for such goods. Price determination is covered in a separate task below. This task varies from world to world, and assumes that the character is a regular trader in the goods in question on those worlds. The task further assumes a network of trade contacts has been built up over time. If a character is visiting a world for the first time, increase the tasks difficulty by one level. Other modifiers to the level of difficulty might be the worlds natural supply and demand for the goods being purveyed.
Pricing of Goods
The characters always fulfill the role of distributors in interstellar trade. They do not manufacture products, nor do they sell to the ordinary consumer. Rather, they buy from the manufacturers or other distributors, and then sell to retailers, who sell the goods at their List Price.
Characters pay 50% of the List Price when they buy the goods; they receive 80% of the list price when they sell goods. For example, take a product with a retail List Price of 5KCR per ton. Most products are not sold by the ton to their final consumer; the price represents the value of a quantity of these goods that require a ton of cargo space. It would cost a character who wanted 100 tons of these goods, 2.5KCR per ton (50%), for a total of 250KCR in expenditures.
When the character sold these goods, he would receive 4KCR per ton (80%), for a total income of 400KCR for the cargo. Note that a distribution network is necessary for both the purchase and the sale of the goods, and that these prices apply only to wholesale quantities. A character, even an interstellar trader, will be unable to purchase only one of an item for the 50% bargain price.
Actually, things arent quite that simple. There are a number of other modifiers which come into play depending on the world where the trade takes place. Non-Industrial worlds, lacking local manufacturing facilities, must import certain goods, and are therefore willing to pay a premium for them. On High Import worlds, multiply the List Price for applicable goods by two or three, depending on how far that world is from a major manufacturing center.
Other worlds do produce their own goods. Some of these products are consumed on the world itself, but it is often better for the inhabitants if the remainder of the goods are traded for goods from other worlds which are not abundant locally. In order to encourage this export trade, the price modifiers for the local goods range from .9 down to .5 their price on a typical world.
The Referee must decide, based on the characteristics of a particular world, which pricing schemes are in effect for specific types of goods.
Complete examples can be found in the following tables. The examples show the buying and selling prices for goods costing 4000CR per ton on the different types of worlds. Referees should compute the expenditures and incomes for trade in other goods according to their ordinary List Price.
Expenditure and Income Chart
When buying:
Ordinary Source Local Price/ CR Cost/ Buyers Final Cost/
List Price World Metric ton Metric ton Discount Metric ton
4KCR HvyExp 50% 2KCR 50% 1KCR
4KCR Lt Exp 90% 3.6KCR 50% 1.8KCR
4KCR Average 100% 4KCR 50% 2KCR
4KCR Lt Imp 200% 8KCR 50% 4KCR
4KCR Hvy Imp 300% 12KCR 50% 6KCR
When selling:
Ordinary Market Local Price/ Selling Price/ Sell for Final Price/
List Price World Metric ton Metric ton % of List Metric ton
5KCR Hvy Imp 300% 15KCR 80% 12KCR
5KCR Lt Imp 200% 10KCR 80% 8KCR
5KCR Average 100% 5KCR 80% 4KCR
5KCR Lt Exp 90% 4.5KCR 80% 3.6KCR
5KCR HvyExp 50% 2.5KCR 80% 2KCR
Lt Imp Light Importer
Hvy Imp Heavy Importer
Average Average
Lt Exp Light Importer
Hvy Exp Heavy Exporter
Tech Level Effects
Subtract the Market worlds TL from that of the Source world, and multiply the result by 10%. Take this TL modifier and multiply it by the Selling Price, then add the result to the Selling Price.
Note that a high Source TL and a low Market TL are advantageous. A low Source TL and a high Market TL, on the other hand, generally indicates a loss of revenue; possibly to the point where there is no demand for the low tech goods at the Market TL.
Price Task Rolls
Characters who find goods available on a world, or who have a network of possible customers for goods, must determine the Actual Value of such goods; once that is done, they will still have an opportunity to haggle over price.
To estimate the Actual Value of goods:
Routine, Trader, INT, 1 minute (uncertain).
Referee: If the result of the uncertain task is :
No Truth: The character is convinced he knows the value of the goods to within 40%; roll 8D-8 to determine the actual percentage (with a minimum of 1%).
Some Truth: The character is convinced he knows the value of the goods to within 20%; roll 4D-4 to determine the actual percentage (with a minimum of 1%).
Total Truth: : The character is convinced he know the value of the goods to within 10%; roll 2D-2 to determine the actual percentage (with a minimum of 1%).
In addition, 1D is rolled to determine whether the characters estimate is higher, or lower than the Actual Value.
Whether the character will be able to buy the goods at a cost of their estimated worth, or whether more must be paid, depends on the next task.
To haggle for the best price with a buyer or seller:
Routine, Bargain, Persuasion, INT, 5 minutes (confrontation, uncertain).
Referee: The Bargain skill levels of both the character and his adversary must be taken into account as DMs for this task, countering one another. Only the characters Bargain skill level is known; the adversarys appropriate modifiers being kept secret by the Referee.
When Buying:
No Truth: Indicates the character will receive no discount.
Some Truth: The character will receive a discount of up to 20% on the Final Cost;
roll 4D-4 to determine the actual percentage (with a minimum of 1%).
Total Truth: : The character will receive a discount of up to 40% on the Final Cost; roll 8D-8 to determine the actual percentage (with a minimum of 1%).
When Selling:
No Truth: Indicates the character will be receiving no premium.
Some Truth: The character will be able to sell the goods for up to 120% of the Final Price ; roll 4D-4 to determine the actual percentage (with a minimum of 1%) which is added to 100.
Total Truth: : The character will be able to sell the goods for up to 140% of the Final Price; roll 8D-8 to determine the actual percentage (with a minimum of 1%) which is added to 100.
Here and There
Looking at the Expenditures and Income chart for goods, it appears that good profits can be made with a minimum of work. Unfortunately, the only way to conduct interstellar trade is by transporting goods from one world to another. This cost quickly raises the expenditures for a merchant.
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