Credit, Debt, and Travel Restrictions
Kurt Feltenberger
(26 Nov 2014 19:49 UTC)
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Re: [TML] Credit, Debt, and Travel Restrictions
Bruce Johnson
(26 Nov 2014 22:22 UTC)
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Re: [TML] Credit, Debt, and Travel Restrictions
Richard Aiken
(27 Nov 2014 07:01 UTC)
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Re: [TML] Credit, Debt, and Travel Restrictions
Phil Pugliese
(27 Nov 2014 07:11 UTC)
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Re: [TML] Credit, Debt, and Travel Restrictions
Richard Aiken
(27 Nov 2014 07:46 UTC)
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Re: [TML] Credit, Debt, and Travel Restrictions
Ian Whitchurch
(27 Nov 2014 12:57 UTC)
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Re: [TML] Credit, Debt, and Travel Restrictions
Richard Aiken
(27 Nov 2014 13:34 UTC)
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Re: [TML] Credit, Debt, and Travel Restrictions
Phil Pugliese
(27 Nov 2014 21:36 UTC)
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Re: [TML] Credit, Debt, and Travel Restrictions
Timothy Collinson
(27 Nov 2014 21:58 UTC)
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Re: [TML] Credit, Debt, and Travel Restrictions
Evyn MacDude
(30 Nov 2014 05:50 UTC)
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Re: [TML] Credit, Debt, and Travel Restrictions
Richard Aiken
(30 Nov 2014 08:24 UTC)
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Re: [TML] Credit, Debt, and Travel Restrictions Phil Pugliese (01 Dec 2014 17:28 UTC)
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Re: [TML] Credit, Debt, and Travel Restrictions
Ian Whitchurch
(01 Dec 2014 19:31 UTC)
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-------------------------------------------- On Sun, 11/30/14, Richard Aiken <raikenclw@gmail.com> wrote: Subject: Re: [TML] Credit, Debt, and Travel Restrictions To: tml@simplelists.com Date: Sunday, November 30, 2014, 1:24 AM On Sun, Nov 30, 2014 at 12:50 AM, Evyn MacDude <evyn.macdude@gmail.com> wrote: On Thu, Nov 27, 2014 at 4:57 AM, Ian Whitchurch <ian.whitchurch@gmail.com> wrote: > > If we move the Imperium to a "high travel" model by abandoning the KCr 2 > "life support" cost I have always wondered why that was a fixed cost, in my games it is a negotiable chandlery cost with a median Cr500 week starting point. I also use the beltstrike 150 manweeks per ton of stowage. While attempting to organize the chaos of my bedroom, I found my copy (literally "copy," as it was bootlegged off my old GM's original on an Air Force copy machine, waaaayyyyy back in the day) of the 1987 TSR Temple of Elemental Evil module. And I started reading it (for the first time in over 20 years). Keeping in mind that the starship economics of Classic Traveller date from the same dynastic period of RPG development, consider these words of advice to the GM of ToEE, on the subject of character wealth: "You should sharply limit the amount of gear and treasure they can bring to the village (as you will understand when you read the adventure). If your group of players has had exceptional luck, simply engineer a minor encounter or two along the way - light-fingered leprechauns, a thief or two, or perhaps some brigands - to rid them of a few of those cumbersome gems, coins and magical items." As has been said many times before, I don't think a whole lot of economic thinking went into the CT economic rules. They were simply a way to reward PCs with the Referee's right hand, then siphon those same rewards back off with his left hand . . . --Richard Aiken ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Yep, just look at CT 'Twilight's Peak' adventure. The PC's have a 'crippled' (only J1 capability) Far Trader. Why? To reduce the amount of cargo & thus limit the profit potential while still essentially limiting them to the 'Spinward Main'.