ancient discussion: http://www.1km1kt.net/forum/viewtopic.php?f=14&t=3126
<h1 align="Center"> <b><big>TRADE IN TRAVELLER</big></b></h1><p
align="Center"><b><big>some simple rules for quick play & associated notes</big></b></p><p align="Center"><b><big>By Mike Bourke 2001</big></b></p><p align="Center"></p><p align="Justify"><b>Key Assumptions:</b></p><p align="Justify"> · If a planet produces something and the product is not rare, production can be measured in millions of tons per month, minimum.</p><p align="Justify"> · Trade comes in several forms:-</p><p align="Justify"> a) Trade of Industrial Products to High-tech worlds.</p><p align="Justify"> b) Trade of Industrial Products to Low-tech worlds.</p><p align="Justify"> c) Trade of Handicrafts to other worlds.</p><p align="Justify"> d) Trade of Raw Materials to other worlds.</p><p align="Justify"> · Tech levels are significant. Without the associated technical infrastructure, industrial products have limited portability. Exceptions can be made by special design.</p><p align="Justify"> · a price of 1$ US for a commodity is equivalent to a price of 1 credit for the equivalent product from a traveller-tech world.</p><p align="Justify"> · a ton is roughly equivalent to a tonne (near enough for game purposes)</p><p align="Justify"> · the laws of supply & demand are still valid principles.</p><p align="Justify"> · labour is expensive, but not as expensive as interstellar shipping. The latter makes "Taiwanese Shoe Factories" impractical except in special circumstances.</p><p align="Justify"> · HIGHLY- SKILLED Labour is even more expensive. This equates to the economic situation of the early 1970s, prior to the oil shortage, ie the model that prevailed at the time of publishing of the original game system.</p><p align="Justify"></p><p align="Justify"><b>1. Purchasing Commodities</b></p><p align="Justify"> There are 3 critical determinations to be made when purchasing commodities. These are (1.1) availability (1.2) restrictions & headaches, and (1.3) cost per unit.</p><p align="Justify"></p><p align="Justify"><b>1.1 Availability</b></p><p align="Justify"> · If a product is manufactured by an industrialised world, it's generally available for purchase. As much as is wanted, within reason. For comparison purposes, in 1978 the US produced 9.15 million passanger cars & 3.7 million commercial vehicles, 7.8 million TV sets & 9,262,000 tons of fertalisers. Even if only 0.1% is available at any given time, that's still values in the thousands of tons. And that's only one country of relatively low tech level (compared to the Traveller universe). Side Comment: It's my opinion that Traveller looked at the amounts of cargo / systems that could be placed in orbit in the late 60s and took its cues from that. Hence, cargoes are available in hundreds to thousands of tons per year and a 400-ton freighter becomes a significant ship. This mandates that every world is self-sufficient and that only luxury goods can be traded. It also makes it almost impossible to get enough gear into space to colonise another planet - you would dump the colonists virtually bare-handed, their first task would be to strip the ships that conveyed them for parts and tools, and they would probably fall back to a stone-age or medieval culture (at best) before beginning to repeat the technological history of earth. This does not fit the look and feel of either Traveller or the established campaign.</p><p align="Justify"> · If a product is manufactured by a low-tech world, we're talking about handicrafts and cottage industries. Divide the population by 5,000, x the number of such items one craftsman could make in a year, x the average weight of each item in tons to get the annual production (this assumes only 1 in 20 craftsman produce this specific item) eg. Fancy tribal masks weighing 2kg each from a world of population 1.25 million, each one taking 2 months to hand-carve and decorate: 1,250,000 / 5,000 = 250 people available for making these things, each making 6 per year, each weighing 2/1000ths of a tonne, = 3 tonnes per annum. If no-one's been there for 2 years, that's 6 tonnes of the things.</p><p align="Justify"> For a more general case, assume that the average handcrafted item weighs 1kg (some are lighter and some heavier), that it takes 1 week per item (some are faster and some slower) and divide the population by 1,000. The general calculation for "handcrafted artifacts" is therefore approximately</p><p align="Justify"> total population X years since pickup / 96,000 = tonnes available.</p><p align="Justify"> · If a product is MINED by a low-tech population, treat the results as handicrafts but multiply by 100 to get the annual production in tons.</p><p align="Justify"> · If a product is MINED by a high-tech population, treat the results as per manufactured goods - there will be millions of tons per year. As a guideline, consider the following: in 1977, South Africa produced 16,695,000 tons of iron ore, 58 tons of platinum, and 1.56 tons of diamonds. For a high-tech planetary operation, multiplying these numbers 600-fold is not unreasonable.</p><p align="Justify"> · MODIFIERS: As implied above, if the item in question is very rare, it will probably be relatively scarce, with only about 50 tons available at any given time (eg Diamonds), much less if it's from a low-tech world. The referee should treat the values provided as MAXIMUMS and allow for spoilage, rotting, local calamities / adverse environmental conditions, etc. It's reasonable to roll 90+d20 to get the % of normal available.</p><p align="Justify"> · PLOT HOOKS: If a low-tech planet has an exceedingly rare mineral, it's likely that someone has set up an illegal mining operation. Or they may have "hired" the natives and be treating them as little better than slave labour. Or they might simply be polluting the place something rotten because they don't live there. Just look at all the fuss in PNG over the last few years. Of course, if they are up to something rotten, they won't take kindly to strangers passing through.</p><p align="Justify"> · RECOMMENDED READING:</p><ul><li><p align="Justify"> Recent news articles regarding PNG.</p></li><li><p align="Justify"> 'The Moat In Murchison's Eye' by Larry Niven & Jerry Pournelle (sequel to 'The Mote In God's Eye').</p></li></ul><p align="Justify"> · SUMMARY: Except on a low-tech world or when dealing with a particularly rare commodity, the referee doesn't have to worry about availability for a ship the size of a small freighter. There's more than enough production capacity.</p><p align="Justify"></p><p align="Justify"><b>1.2 Restrictions & headaches</b></p><p align="Justify"> This is where the referee has the most opportunity for fun - and has the greatest number of decisions to make. Several subjects fall into this category - security (general), security (specific), bureacracy, corruption, strange trade practices, competition, deceptions, frauds, and assorted other forms of trickery and treachery. In general, these are dependant on social sophistication and local politics, and the details given below should be used as guidelines only.</p><p align="Justify"> · SECURITY (GENERAL): Is there any reason why this commodity is restricted in general? Cargo that usually falls into this category include advanced military tech and contraband of all forms - anything from biotech to addictive drugs can fall into this category. It should include anything the referee concedes has to exist in the campaign universe but that he doesn't want floating around.</p><ul><li><p align="Justify"> IMPLICATIONS: If the party get their hands on any such, they can expect to be able to sell it for 10-1000 times the usual price - with 10-1000 times the degree of risk. If the party are legitimately contracted to deliver such cargo, they can expect to encounter lots of trouble along the way, as there's almost certainly someone who doesn't have it and wants it. They can also expect security vettings before getting such a contract - even being under consideration for such a contract will cause people to start asking hard questions, spying on the crew, etc. Guarantees will be especially stiff and insurance will probably be refused. There would need to be compelling reasons why the PCs got such a contract - consider the situation analagous to a private yacht being asked to courier the latest top-secret Missile for the USAF, or being asked to convey a ton or so of uncut heroin, just because they happen to be going in the right direction.</p></li><li><p align="Justify"> PLOTLINES: These are abundant and fairly obvious. Probably the most obvious is that we get hired to ship something that just happens to contain contraband - and someone (not us) finds out what we're carrying.</p></li><li><p align="Justify"> REQUIRED BACKGROUND INFORMATION: The referee should immediately determine the 5 most common types of contraband, where it comes from, why it's so undesirable, what the street price is, who controls the source, how it's distributed, what the penalties are, etc.</p></li><li><p align="Justify"> RECOMMENDED READING: The Lensman Series by EE Doc Smith.</p></li></ul><p align="Justify"> · SECURITY (SPECIFIC): Are the any places where this cargo is illegal? This can be for any of several reasons - it might be illegal to export it to certain places according to the local laws, or according to Imperial Law, or it might be illegal at out proposed selling place, according to local or Imperial Law. For example, I imagine that shipping explosives to the Imperial Capital is illegal - it's not the cargo or the destination but the combination that matters. For example, 2, any Moslem worlds might have a thing about alcohol - simply having some on board might get us into trouble. For Example, 3, in 'The Mote In Gods Eye' there is a variety of coffee that is brewed specifically for the Emperor and is illegal for anyone else. The reasons can be practical, social, religious... you name it. They DON'T have to make sense.</p><ul><li><p align="Justify"> IMPLICATIONS/PLOTLINES: This is a good way to get the party into trouble if not abused. It's also a good tactic for a rival or an enemy to use on the party if we step on someone's toes.</p></li><li><p align="Justify"> REQUIRED BACKGROUND INFORMATION: For every world that he generates, the referee should decide if ANYTHING is contraband IN ADVANCE and determine IN ADVANCE how reasonable it is to give the party the chance to know or find out about it.</p></li><li><p align="Justify"> RECOMMENDED READING: The (original) Foundation Series by Isaac Asimov, esp. the first two novels.</p></li></ul><p align="Justify"> · BUREAUCRACY & CORRUPTION: The higher the tech level of the world, the higher the level of bureacracy. This should be modifed appropriately for local politics. In game terms, these come down to two things: time and money. It costs x credits for landing fees, trade permits and whatever, and y hours/days in time spent filling out paperwork & waiting for it to be processed. Corruption just means that payment of a (possibly smaller, possibly not) amount "directly" to certain officials can trade money for time. For simplicity, the following lumps both arrival and departure into the one lump sum of time and money. As a rule of thumb:</p><p align="Justify"> LAW LEVEL (scale 1-10) x TECH LEVEL = BUREACRACY LEVEL (BL).</p><p align="Justify"> LOW-TECH WORLDS:</p><p align="Justify"> d10 x BL / 200, round up = FEES & FINES (10-100 {d10x10} credits per).</p><p align="Justify"> BUREACRACY LEVEL / 20 - FEES & FINES = TIME (10 hours per), 6-10 hours per day. This might be time spent buttering up the chief of the tribe or whatever.</p><p align="Justify"> HIGH-TECH WORLDS:</p><p align="Justify"> d6+2 x BL / 100 = FEES & FINES (100-1000 {d10x100} credits per).</p><p align="Justify"> BUREAUCRACY LEVEL / 20 - FEES & FINES = TIME (d20+20 hours per), 8 hours per day. This could be anything from port inspections to paperwork to flight plans.</p><p align="Justify"> APPLYING SKILLS: (1) BUREACRACY / ADMIN: Skill-Law Level (scale 1- 10) is the target. Roll for F&F and TIME seperately. Divide margin of success by 4 and reduce the amount required accordingly. Only possible on high-tech worlds. (2) BRIBERY: Skill-Law level is the target. ROLL for TIME only. Divide margin of success by 4; spending 100x the result in bribes (hi tech) or 5 x the result (low- tech) will save that many hours of paperwork, inspections, tribal ceremonies, whatever.</p><p align="Justify"> example: TL 8 world (High-tech), Law Level 7 (Medium-High), gives Bureacracy Level 56. d6+2 roll gives 3. Multiply by 56 / 100 = Fees & Fines rating of 1.68. d10x100 gives conversion, roll of 6 means 600 credits x 1.68 or 1008 credits. Time factor = 56/20 - 1.68 = 1.12; d20+5 roll gives 21 hours per, or 23.5 hours, ie 3 working days spent on the paperwork. A PC attempts to use admin skill to reduce this; he has a base skill roll 12. 12 minus the tech level of 7 gives 5/- required. The character roills a 2, ie succeeds by 3. He can choose to reduce the fees & fines or the time factor by 3/4 ie by 0.75. He chooses the time factor, which drops from 1.12 to 0.37; at 21 hours per, this means the paperwork is done in only 21 x 0.37 = 7.77 hours, ie 1 day.</p><p align="Justify"> limits: TL 12, LL 10 -> BL 120; max F&F rating of 5.76 -> max 5760 credits. max time (from minimum F&F rating) 2.4 -> maximum of 96 hours = 12 working days. Maximum reduction due to skill = succeed by 18 on a tech level 1 world = -4.5 rating. Note that on a TL 12 world, the maximum success can be 8 (requires base skill of 20 & roll of 1), ie -2 rating.</p><ul><li><p align="Justify"> IMPLICATIONS/PLOTLINES: These rules are set up so that the process doesn't have to be roleplayed every time, but that doesn't mean they must NEVER be played. Fighting off a rampant bureaucracy is something that everyone has to cope with at some point. Because bargaining time with local chiefs (and cutting through tribal politics) is considered "low-tech bureaucracy" by the system, there is obviously scope for roleplay there as well. I would recommend doing it once for each type of world (high / low tech)- in close succession, so that the contrasts stand out - and then never bothering again unless there's some specific reason for it. What they DO do each time is determine how long the ship has to stick around at any given location, ie how long the referee has to involve us in whatever plot he has running in the local system, and how long we have to get ourselves into trouble.</p></li><li><p align="Justify"> REQUIRED BACKGROUND INFORMATION: The system assumes that for any given world interacted with, the referee has determined population size, political system, tech level, and law level. Note that this system also lets him determine Bureacracy Level and Fees & Fines in advance. Then it's just a matter of applying PC skill rolls and determining the final result.</p></li><li><p align="Justify"> SUGGESTED REFEREE PREPARATIONS: I suggest that the referee generate 50 or so random star systems in advance, including how many systems can be reached 1 jump from here (but not which systems they are), and whenever he needs one in a hurry, he just pulls one out at random.</p></li></ul><p align="Justify"> · STRANGE TRADE/SOCIAL PRACTICES: For the most part, these can get dropped in from time to time as reminders of the Bureaucracy. These are social / religious obligations that help to characterise a world and the trade process. Often they are the result of archaic laws that are still on the books - but unlike a human judge, automated systems don't distinguish between an out-of-date piece of local nonsense and an important matter. They just advise that there has been a violation of such-and-such a statute at a certain time and place. Categories include: Taboos (a particular colour, or type of clothing, or substance, or social/religious activity, is taboo); Mandates (a particular colour, type of clothing, or substance, or social/religious activity is mandatory); Behaviour (there is a strange way of doing a routine activity or a strange perception of it).</p><p align="Justify"> For example: An item of green clothing must be visible at all times; Red must never be worn; Braid & Decorations are forbidden to anyone except the local politicians; Mention of Plums is a forbidden topic; Before any agreement can be finalised the parties must exchange rare gifts; It is forbidden to wear a hat on Tuesdays; Trade is considered vulgar and must be conducted anonymously; You must always wear a Shamrock in public; Trade is considered vile, and therefore the parties do not trade, they offer gifts (one party gives a gift of cash which they happen to have on hand, the other gives a gift of trade goods which they happen to have too much of); Trade stakes the other parties reputation on your honesty and therefore it is necessary to make love to the other party or their wife (as the case may be) - and if you don't have a wife you have to provide one or hire one.... and so on.</p><ul><li><p align="Justify"> IMPLICATIONS/PLOTLINES: The obvious plotline is for the party to run afoul of one of these, but that should happen very rarely. These should be used to lend colour & flavour to a planet (and therefore only one to a system)! They also pay lip service to the elements of Bureacracy etc that were shuffled out of the mix in the previous subsection by throwing the interesting bits back into play. A less obvious but better plotline is for the party to have to live up to all these bizzare local customs. Note that not every world will have these, but a large number will have something.</p></li><li><p align="Justify"> REQUIRED BACKGROUND INFORMATION: For every world generated, the referee rolls 2d6. If the result is higher than the tech level then there is a peculial local custom, which he can then invent. If it's not, then there isn't. This system means that the more primitive the world, the more likely it is to have some strange social pattern or custom.</p></li><li><p align="Justify"> READING: Citizen Of The Galaxy by Robert A. Heinlein.</p></li></ul><p align="Justify"></p><p align="Justify"> COMPETITION: To date, we seem to be the only trading ship in service, wherever we go. This seems unlikely, to say the least. The basic principles of trade are that you go where the market is for whatever you have on board. It takes 4 weeks to go anywhere, therefore I recommend the following tables be applied every 3 days we are in a given system (d20 rolls):</p><p align="Justify"> 1-4 A A ship is inbound to buy & sell;</p><p align="Justify"> 5-8 B A ship is leaving the system having bought and sold (ignore and reroll if we've been in-system for a week);</p><p align="Justify"> 9-12 C A ship is expected within the month to buy and sell;</p><p align="Justify"> 13-16 D A ship was due to arrive within the last month to buy and sell, but has not yet arrived;</p><p align="Justify"> 17-18 E The regular trade ship is more than 2 months overdue</p><p align="Justify"> 19 F The regular trade ship is more than 6 montths overdue</p><p align="Justify"> 20 G A ship is buying and selling right now (ignore & reroll if we've been in-system for a week)</p><p align="Justify"></p><p align="Justify"> There are too many variables to construct a simple table of effects & consequences (I know; I tried). The things that have an impact are (1) what we were doing when they arrived; (2) local attitudes; (3) local production capacity; (4) local demand; (5) the style of the other ship (shoot the competition?) (6) the tech level of the world (7) the level of local bureacracy; (8) degree of similarity cargo manifest.</p><p align="Justify"> Selling: If we happen to have the same cargo and the demand is enough for us both to sell our stock, there will be no impact. If the system only has enough money/trade goods for one purchase, it will come down to local customs, level of bureacracy, and what they want more urgently. It follows that the lower the tech level of the system, the greater the potential impact on selling.</p><p align="Justify"> Buying: If we happen to want to buy the same cargo and the demand is high enough for us both to buy as much as we want, there will be no impact. Otherwise, there are all sorts of possibilities - the other ship could try to find some flaw in our dealings with the bureaucracy to slow us down, they could attack us to eliminate the competition, they could simply try and outbargain us. The lower the tech level of the system, the greater the potential impact on buying.</p><p align="Justify"> It's also worth remembering two other possibilities: the ships trade with each other; or the two cargoes combined can be worth more than the sum of their parts eg machine parts and power supplies.</p><p align="Justify"></p><p align="Justify"> NB: So far it has been IMPLIED in Blair's traveller, but not stated outright, that an agricultural world is a low-tech world. This is unrealistic. A high-tech ag world would use hi-tech tractors, fertilisers, genetically-modified crops, you name it. A low-tech world might or might not accept fertilisers and high-yield seed, depending on local customs and politics. They certainly couldn't use tractors, though SOME parts might be useful - a couple of horses can pull a stainless-steel super-tough plough with a little modification to the hitching assembly. You could have offered the combined total of 20th century human knowledge on a CD-ROM library to a 19th century native of (say) Tahiti, but without the power supply, the computer and peripherals, and the training in how to use it, all they are good for are as fancy decorations. When I talk about low-tech, I DON'T mean farming or mining worlds, I mean worlds where they have not had an industrial revolution, or have lost that knowledge for whatever reason. Including BY CHOICE.</p><p align="Justify"></p><p align="Justify"> · DECEPTIONS, FRAUDS, TRICKERY & TREACHERY: In any given transaction there is always the chance for skullduggery by a third party. Interferance can be deliberate, inadvertant, bureacratic, political, legal or illegal dirty tricks. EG a world has a taboo on green (don't ask why, they just do. As a result, a company who's logo is green won't sell very many parts). These dirty tricks can be by a rival, a salesman, a manufacturer, or a bureaucrat or politician. They can be legitimitely intended or the result of mistaken identity. If the trading roll succeeds by 5 or more there is a 1-in-20 chance of a dirty trick or deception that we spot, and no chance of one we don't. If the trading roll fails, the referee should roll 1d20. If he gets less than the amount we failed by, there is a Flaw in the deal (a Fly in the ointment) that was not spotted. Otherwise, forget about it.</p><p align="Justify"></p><p align="Justify"><b>1.3 Cost Per Unit</b></p><p align="Justify"> · Take any 20th century equipment price list (US$). Locate the entry for what is the 20th century equivalent to the predominant tech level of the galaxy. That gives the base price in credits. Add 20% for each tech level higher. Add 30% for each tech level lower (Don't believe me? Mobile phones originally cost $1000+ each, US, and were rare as hen's teeth. These days they cost about $100 Australian and the cost is hidden in a usage plan - permitting them to be advertised as "free" or "$1" when you dign up for 12 months with "X" provider. Froggy are now throwing in a VCR if you sign up with Orange through them, plus $12 a month for 12 months for the phone).</p><p align="Justify"> · Make a trading skill roll and determine the degree of success. (d12+10 - success) / 10 = multiple of base cost per unit.</p><p align="Justify"> example: buying a consignment of generic machine parts. 20th century equivalent = $14,000 automobile. Tech Level 9 parts, galactic average is TL 8, so add 20% to get 16,800 credits. Most cars weigh roughly 1 ton so that's the price per ton. Characters make a trading roll and succeed by 5. Referee rolls 9 on d12. The machine parts cost (9 +10 - 5) / 10 = 1.4 x 16,800 = 23,520 credits per tonne. THE REFEREE SHOULD NOTE THE BASE PRICE OF 16,800 CREDITS / TON, IT GETS USED WHEN SELLING THE PARTS.</p><p align="Justify"> · The referee should modify the d12 roll as he sees fit. For example, if the warehouses are stocked to the brim with the stuff (whatever it is) then he would be justified in lowering his d12 roll by 1, 2, or even 3. If there is a lot of local demand for it, he should add 1 or 2. If there is known to be a lot of demand elsewhere, he could justify adding 1. The rule of thumb is that oversupply reduces the d12 roll and a shortage (or high demand) increases it. Of course, by the time the goods reach their destination, the level of demand may have changed dramatically....</p><p align="Justify"></p><p align="Justify"><b>2. Selling Commodities</b></p><p align="Justify"> There are 2 critical determinations to be made when purchasing commodities. These are (2.1) restrictions & headaches, and (2.2) sale price per unit.</p><p align="Justify"></p><p align="Justify"><b>2.1 Restrictions & Headaches</b></p><p align="Justify"> These were detailed in section 1.2 on the assumption that when you sell, you will probably also buy.</p><p align="Justify"></p><p align="Justify"><b>2.2 Sale Price Per Unit</b></p><p align="Justify"> · This should be based on the BASE PRICE noted in section 1.3.</p><p align="Justify"> · The MARKET PRICE for goods is (d12+5 / 8) x Base Price (per unit). Note that the system is weighted such that the Market Price is more likely to be HIGHER than the base price than LOWER. This is because there will always be overheads to be covered by the market price. In fact, it's possible for the market price to be as high as it can get and for the trader to STILL take a SUBSTANTIAL loss - depending on salary levels, fees & licences at the time of purchase, fees& licences at the time of sale, maintenance and running costs of the ship, and on the purchase price of the goods. The system has deliberately been set up in such a way as to make it harder to minimax the system.</p><p align="Justify"> · The referee should modify the d12 roll according to local demand - minus 1 or 2 for low or very low demand, plus 1 or 2 for high or very high demand. He should also take into account Tech Levels and whether or not a difference in tech levels will help or hinder the use of the item - if it's a standalone product, then it will increase the die roll (+1 per Tech Level difference), if not then UNLESS THE INFRASTRUCTURE REQUIREMENTS ARE ALSO BEING SOLD (eg the power supply etc) it will gut the level of demand - minus three per difference in tech levels. He should also apply common sense, bearing in mind the population level of the planet - a high-tech industrial planet with a population in the billions will quite happily buy fertiliser etc - there would have to be enough flower shops and home gardens to make it worthwhile.</p><p align="Justify"> · The PRICE OFFERED is based on the MARKET PRICE and a trading roll. For every point of success, increase the Market price by 5%. Example: a trader makes his roll by 8. This increases the Price Offered to 140% of the Market Price.</p><p align="Justify"> For a critical success, add an extra 10%. (The reverse applies to failures, which reduce the price offerred). NOTE THAT THIS IS THE RESULT OF ATTEMPTS TO HAGGLE - the characters can accept the Market price and be done with it. Lower profits, lower risk.</p><p align="Justify"> · Characters can also seek to obtain a LEVERAGED PRICE. This means that they are setting a higher price per unit than the price offered, and will therefore sell less of the commodity. For every 5% above the price offered OR the market price, whichever is LOWER, reduce the amount sold by 5%. For every 5% above the higher of the price offered & the market price, reduce the amount sold by an ADDITIONAL 5%. Example: the machine parts listed in section 1.3 had a base price of 16,800 credits per ton. However, the pruchaser paid substantially more than that - 23,520 credits before any overheads are taken into account. He determines to sell for no less than 28,000 credits a ton. The market price is determined as 11/8 x base price = 23,100 credits. The trader makes his roll by 3, so the price offered is 15% higher than the market price, or 26,565 credits. This is not an unreasonable price - a profit of 3045 credits per ton - but the trader wants more. 28,000 is roughly 105% of 26,565. By demanding thsi price, he reduces the amount he sells to 100-5 (from the lower end) -5 (from the higher end) = 90% of his cargo. If he really wants to sell the other 10%, he can wait a week and make a fresh roll - against whatever the market price is at the time, probably less because he's just satisfied the most urgent demand - or he can dump it or he can take it with him and try to sell it elsewhere.</p><p align="Justify"> · When trying to sell at a Leveraged Price, AT THE REFEREE'S DISCRETION, and only where the demand is VERY HIGH or more, the trader may attempt a second roll. For every additional 1% of his cargo he tries to sell, he must succeed on his roll by 1 more. Or, to put it a better way, if the referee permits, the trader can make a trade roll to try and sell more of his cargo - for every point by which he succeeds, he sells an extra 1%. Example continued: If the trader in the example makes a second roll against his trading skill and the referee permits it, a success will sell some additional cargo. Because his sales are down to 90% of his cargo, he must succeed by ten to sell the lot at the higher price. Every 1% of cargo disposed of in this way requires an extra day's trading.</p><p align="Justify"> · When the first roll is used up, the character can attempt still a third roll, but the time penalties and success requirements are doubled. Example continued: Assuming that the trader in our example succeeded by 7, he will then have disposed of 97% of his cargo. To sell the additional 3% will take 6 days and a success by 6 on his trading roll.</p><p align="Justify"> · It's almost certain that EVENTUALLY all the cargo will be sold - by which time the trader will certainly have made a net loss, because he has been delayed substantially, when he could have been out there, lining up his next deal.</p><p align="Justify"></p><p align="Justify"><b>3. Concluding Comments:</b></p><p align="Justify"> These rules are more complex than was originally intended. A lot of that was the result of striving to meet 2 objectives:</p><p align="Justify"></p><ol><li><p align="Justify"> Keeping trade realistic enough that characters could take a loss and not know it until they got to the point of selling their merchandise, while still permitting trade to be successful overall for the most part - enough for trade to flourish in an interplanetary environment.</p></li><li><p align="Justify"> Giving the referee control over the things he SHOULD have control of, without letting them interfere with the overall process. I wanted something fairly quick and fairly realistic and the two are diametric opposites.</p></li></ol><p align="Justify"> This system should be simple enough that the players don't get away with anything they shouldn't and realistic enough that they can plan in character. The fact that it also incorperates a number of plot hooks is a bonus.</p>