From: Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior)
Subject: Trade System: Creating Trade Tables
Date: 23 Jun 1996 19:13:08 GMT

Expanded Trade Rules

Interstellar trading has been part of Traveller since the beginning. The original system described in Book 2 of Classic Traveller provided for specific trade goods with individually varying values. The later Book 7 (Merchant Prince) system changed this to generic goods differentiated only on their sourceworld.

Being Nicholas van Rijn fans, my group preferred the original system. Using an idea from FASA's Merchant Class Ships, we created a trade system based on unique trade tables for every world. These tables allow individual economies to appear, without slowing down the game session. (All the world of creating a table is done between sessions, just as with animal encounter tables.)

Enhanced Trading

The successful trader buys low and sells high. Anything else leads to bankruptcy.

That said, the purpose of trading in Traveller is to have fun. Trading should never be a mechanical process of rolling dice and calculating financial statements. If trading is not a core element in the current adventure, then use the basic trade rules (ie. Merchant Prince/MegaTraveller). These enhanced rules are intended to add greater flavour, variety, and most importantly chances for adventure.

Trading Process

The mechanics of trading are handled by tasks. However, the referee should strive to integrate these into the adventure, rather than making them simple die-roll hurdles to be overcome.

Task Difficulty

The ease with which goods can be moved is governed by the size of the economy. To reflect this, many tasks have a difficulty of "", which means that the task difficulty is based on the population code as follows:

Lo Difficult
ModRoutine
Hi Simple

Any of the following steps can be turned into an adventure:

  1. Find a possible cargo
  2. Negotiate a price
  3. Load the cargo
  4. Jump to another system
  5. Find a potential buyer
  6. Negotiate a price
  7. Unload the cargo
  8. Collect payment

Finding a possible cargo

The first step is to find a decent cargo. This system assumed that there are many possible cargos, but the players are looking for something with extraordinary profit potential. As well, regular shipments of standard items will, in settled space, probably be carried by a regular freighter with a contract (ie. a subsidized liner). Thus, what the players are picking up are the fortuitous crumbs of trade that slip between the megacorporations' fingers.

To find a potential cargo:
. Trading, Streetwise. 3 hours.
Referee: Several characters can pool their efforts. Use the highest skill in each category for the success roll, but total all skills for the time roll. (The extra help means several leads can be followed up simultaneously.)

Notice that finding a cargo will, on average, occupy a single individual for most of a week. If a cargo is not found, or if the players do not like the one they do find, another attempt can be made with the usual penalties for retrying.

If the players find a cargo, choose one from the world's trade table.

Negotiating a price

Once a cargo is found, then a price must be negotiated. While this will, in many cases, be the lowest one possible, circumstances might warrant paying a bit more. Possibly the players feel sorry for a real hard-luck case. Possibly they want to cement an ongoing business arrangement. Possibly they learn that the seller has a cousin in the starport engineering department.

Canny players will want to investigate the goods (and the seller) before making a deal. Possibly the goods are defective, or stolen. Possibly...

To investigate the goods:
Routine. Admin/Legal, appropriate skill. 15 minutes. (uncertain)
Referee: An appropriate skill is one that relates to the goods being bought. Gravitics for grav modules, Prospecting for ores, and so on.

Actual Value Tables

StableStandardVolatile
RollValueRollValueRollValue
275%240%210%
380%350%320%
485%470%440%
590%580%560%
695%690%680%
7100%7100%7100%
8105%8110%8120%
9110%9120%9140%
10115%10130%10160%
11120%11150%11200%
12125%12170%12300%
13130%13200%13400%
14140%14300%14600%
15150%15400%15800%

The markets for different commodities vary, to reflect this there are three actual value tables. Most goods use the standard table. Goods with stable markets are indicated by an "S" following their price; these goods use the stable table. Goods with volatile markets are indicated by an "V" following their price; these goods use the volatile table.

Rather than a task, a simple die roll is used to set a price. Roll two dice, modify the total by all appropriate factors, and find the percentage value on the correct actual value table. Multiply the base cost by the indicated amount. The Bargaining skill of the players' negotiator is a negative modifier (tends to lower cost); the Bargaining skill of the seller' negotiator is a positive modifier (tends to increase cost).

Loading the cargo

This is relatively straightforward, unless the cargo has special requirements or is illegal. In each case the referee must adjudicate the requirements. Don't be afraid to use a bit of humour; after all, players who have bought 2000 live rabbits without the cages deserve everything coming to them!

One enhancement I use is to make the players pack their cargo hold. To do this I use deck plans and cardboard templates. After a couple of days spent loading sacks of grain (by hand - because the low-tech cargo robot kept tearing the sacks) my players invested in a couple of standard shipping containers.

Jumping to another system

Covered in other rules (specifically Starship Operators Manual).

Finding a potential buyer

Posting a notice on the starport computer net will probably find a buyer, but a better price can be obtained with a little salesmanship.

To find a potential buyer:
. Trading, Streetwise. 3 hours.
Referee: Several characters can pool their efforts. Use the highest skill in each category for the success roll, but total all skills for the time roll. (The extra help means several leads can be followed up simultaneously.)

Notice that selling a cargo will, on average, occupy a single individual for most of a week. If a buyer is not found, or if the players do not like the one they do find, another attempt can be made with the usual penalties for retrying.

Negotiating a price

Once a buyer is found, then a price must be negotiated. While this will, in many cases, be the highest one possible, circumstances might warrant paying a bit more. Possibly the players feel sorry for a real hard-luck case. Possibly they want to cement an ongoing business arrangement. Possibly they learn that the buyer has a cousin in the starport engineering department.

Canny players will want to investigate the buyer before making a deal. Do they always pay on time?

To investigate the buyer:
Routine. Admin/Legal, Streetwise. 15 minutes. (uncertain)

The markets for different commodities vary, to reflect this there are three actual value tables. Most goods use the standard table. Goods with stable markets are indicated by an "S" following their price; these goods use the stable table. Goods with volatile markets are indicated by an "V" following their price; these goods use the volatile table.

Rather than a task, a simple die roll is used to set a price. Roll two dice, modify the total by all appropriate factors, and find the percentage value on the correct actual value table. Multiply the base price by the indicated amount. The Bargaining skill of the players' negotiator is a positive modifier (tends to increase price); the Bargaining skill of the buyer's negotiator is a negative modifier (tends to decrease price).

Unloading the cargo

As with loading, this is relatively straightforward, unless the cargo has special requirements or is illegal. In each case the referee must adjudicate the requirements. Illegal cargos should certainly be role-played!

Collecting the payment

Again, this should be relatively straightforward. However, don't neglect the fun of individual planetary currencies. Difranian marks are probably not legal tender off-planet, so the players may be forced into buying another speculative cargo*


Example Trading Session

The players' starship is grounded at Genese on Echiste, a water-world in Lanth/Spinward Marches. While the engineer overhauls the jump drive, the purser heads into town to look for a profitable cargo.

Echiste is a low population world, making this a Difficult task (11+). The purser has Trading-3 and Streetwise-3. The referee rolls a 5 for success; only her high skills let the purser find cargo here. The time roll is 16 (less 6 for skills) for a total of 30 hours. The purser is in a hurry, working 10-hour days, so it will be three days before she finds a cargo.

Rather than simply rolling the dice and announcing the result, the referee describes the startown district and general flavour of Genese , giving a brief but vivid description of how weary the purser is trotting after leads, visiting grungy warehouses, and so forth. The referee rolls for encounters, and on the third day gets a street gang. Sensing an opportunity for adventure, he improvises.

"On your way back from talking to M. LeFarge, one of seedier local sashimi brokers, you see a scruffy man, mid-forties, ringed by leather-clad young punks. 'Donnez moi, gramps,' snarls the leader as he swings a chain."

The purser is feeling heroic. "I pull out my deck-sweeper, fire a round into the ground, then cover the gang. 'Another day, boys,' I smile. 'You're up past your bedtime.' I jerk the muzzle down the passage."

The referee quickly rolls a morale check for the gang. They fail. "They glare at you, but back away. 'Another day, midons,' growls the leader, 'another day.' They rumble down the passage, making out like they were leaving anyway.

"Their victim breathes a sigh of relief. 'Merci beaucoup, madamoiselle, je pense que j'ai morte.' He notices your shipsuit. 'Ah, vous etes une voyageur! Please to excuse my manners. I am Jean-Guy Morseau, a simple coureur des fonds waylaid while peddling my poisson-fue. I have much for to thank you; this trip I capture deux - 'ow you say, two? But of course, I must buy you a drink. Come, ma cousine has a little bistro' He leads you off."

The contact is made. Poisson-fue is a delicacy, live animals bringing a premium price on Regina. And who better to teach the players how to keep one alive than Jean-Guy?


Creating a Trade Table

As a minimum, every world should have a trade table. Particularly detailed worlds can have a trade table for every country, or even for every major city.

  1. Select the table size.
  2. For every entry in the table, determine the general good category.
  3. For every entry in the table, determine specific good characteristics.

As always, rolling the dice is a substitute for imagination. At any time feel free to select a result, or to make one up completely.

The universe is full of unique products. Many of these are suitable for but a single planet, or are not worth the cost of transporting them to another star. However, the vagaries of history and economics can lead to bizarre situations. For example, in the 19th century laundry was shipped from California to Hawaii, while during the Roman Empire urine (used for fulling togas) was shipped from Spain to Italy! Part of the fun of Traveller is devising logical explanations for apparently bizarre circumstances.

  1. Select the table size

    In general, larger economies will produce a greater variety of exports. This is reflected in the table size. Note that the population is that of the economic unit referred to by the table: thus, most cities will have smaller table than countries. (But a big city on a high population planet will have a larger economy - and thus a larger table - than an entire low population world.)

    The number of dice thrown for a trade table is the population number of the planet (or country). Thus, a table for a population 1 world is numbered from 1-6, while a table for a population 4 world is numbered 4-24.

  2. Determine the general good category

    There are several ways of categorizing goods. I selected the system used in Grand Survey, mainly because DGP included tables to determine if a particular resource was present on a world, then expanded it to include the MegaTraveller categories. These categories are:

    Spread the categories throughout the table. Place the most common categories in the centre (they will be rolled more frequently).

  3. Determine specific good characteristics

    Use the following checklist to detail the specific characteristics of a trade good.

    1. Select a good from the appropriate table.

      Note: Not all goods on a resource table are equally likely. Strike a balance between goods being common enough to be available and unusual enough to be available to a tramp trader.

    2. Copy the good type, resale DMs, and density to the trade table.
    3. Roll for lot size.
    4. Roll on the actual value table for the base price. Use the same dice roll, including the purchase DMs, to calculate the base cost. (The base cost will always be lower than the base price - otherwise the good wouldn't be an export!) multiply these amounts by the lot size to get the cost and price per lot.
    5. Determine any special handling requirements.
    6. Name the good. Be creative: this is where you make the item come alive for your players. "Poisson-fue", "braidbark", and "breadroot" evoke images of exotic life forms; "grapple grommets", "QS12a Gravitron Units", and "fusion coupler gaskets" imply essential industrial components.

Costs and prices should be given in terms of lots.

Lot volumes should be in cubic metres/kilolitres, but the increments should fit into standard shipping containers. (25kL and 50kL seem reasonable - roughly 2 and 4 displacement tons.)

I think I'll use kilolitres, just because you can write "kL" in ASCII, while without superscripting "m3" looks a bit odd.

Although I'm still working on converting my current table to ASCII, I'll describe the format here. Each item is actually a column on the table:

Good Type: A nice generic type of good. For example, grain, rice, manoc, potatos and corn are all "bulk carbohydrate".

Lot Number: Expressed as a dice throw for the trade table. Eg. "4D".

Lot Size: Given as a number or a formula - must be resolved into a number for the trade table. Eg. "1D x 50".

Base Price: This is given in credits per kilolitre, because the lot size may change. Must be multiplied by lot size for trade table.

Purchase DMs: As given in the Book 2 system. Could also expand to include other world trade codes, starport types, etc.

Resale DMs: As per Book 2.

Handling: A list of handling requirements and probabilities (from MT), to be rolled and determined when the table is being created. Eg. "Fla 6+, Exp 4+".

So, as an example, an entry might be:

Good TypeNumberSizeBase PricePurchase DMsResale DMsHandling
Bulk Carbohydrate5D1D x 5020A-2, Na+1, I+2A-2Fla 6+, Exp 4+

Lets say that this is a good found on an agricultural world. The referee copies the good type to the trade table.

He then rolls for the lot size, getting 4 x 50 = 200 kL as the base lot size (8 displacement tons). He copies the number and lot size to the trade table: 5D x 200 is the lot entry on the trade table (indicating 5D worth of 200 kL lots).

He rolls for price and gets a 10. Looking up 8 (10 - 2) on the actual value table yields 110%, so the lots cost 200kL x 110% x 20Cr = 4800Cr each ==> this is the base cost.

Looking up 10 on the actual value table yields 130%, so the lots will sell for an avergae of 200kL x 130% x 20Cr = 5200Cr each ==> this is the base price.

He copies the resale DMs directly to the trade table.

He then rolls 2D for each of the handling codes, getting 7 and 2 respectively. This good is flamable but not explosive. (How can bulk carbohydrate explode? Ever see a grain silo blow up?)

His 5-year-old neice comes up with the name "purple gumroot".

So, the final entry for the trade table is:

Purple Gumroot (bulk carbohydrate)4800Cr/5200CrA-2Fla5D x 200


Joseph Heck (joe@mu.org) 21 August 2000
http://traveller.mu.org/house/trade.html