Are there any resources in 1.0 or 2.x about trading Like Traveller cargo tables Or how to use persuasion to broker deals and such Was this ever dealt with in TW2k
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Teg's crew had some tables in Tw2K13s equipment section.
Here's a quick "white board alfa build."
First the items' Availability Ratings will be needed. I use the following modified availability ratings...
VERY COMMON: EASY SCROUNGING roll.
COMMON: ROUTINE SCROUNGING roll.
UNCOMMON: AVERAGE SCROUNGING roll.
SCARCE: DIFFICULT SCROUNGING roll.
RARE: FORMIDABLE SCROUNGING roll
EXTREMELY RARE/EXPERIMENTAL: IMPOSSIBLE SCROUNGING roll.
If I were running it, I would do it like this...
1) determine the availability. Very Common items would be worth 40% of their value when being sold to a merchant because they need to make a profit when they resell the item. This percentage of value goes up by 10% for each additional AVAILABILITY of the item (ie common 50%, uncommon 60%, scarce 70%, rare 80%, experimental 90%).
You then roll against an AVERAGE: PERSUASION or a DIFFICULT: ADMINISTRATION to get the shown amount.
A failed roll that exeeds your raw PERSUASION score (the 1 to 10 skill level). Results in a refusal to buy.
A failed roll that misses by less than your Raw (1-10) PERSUASION skill gets you a lowball offer of HALF value (ie a common item would value at 25% and a rare one at 40%).
A successful roll would see you get the asking price.
An OUTSTANDING SUCCESS would see you get your raw PERSUASION SKILL (the 1-10, not the asset) x 5% more than the base value.
That's a quick trade rule for you. I have to go offload...
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It's an interesting question. The encounter tables in the BYB give us merchant caravans, suggesting that there is still semi-regular trade in at least six commodities (1d6: 1 = scrap metal, 2 = machinery, 3 = food, 4 = wool, 5 = clothing, 6 = furnishings). I'd want a little more variety, but it's a start, and it's better than the fuel ore, organics, and equipment of TradeWars 2002!
This feels like something that actually would integrate well with 4e's hexbashing. Generate trade surpluses and deficits for each settlement, add a possibility of salvageable goods or other resource sources for hexes without settlements, and you're most of the way to a procedurally-generated economy. Then plot your trade routes along the most efficient paths, adding premium pricing for faster methods of delivery and high-risk (i.e., marauder-infested) hexes.
- C.Clayton A. Oliver • Occasional RPG Freelancer Since 1996
Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog.
It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't.
- Josh Olson
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Originally posted by Tegyrius View PostIt's an interesting question. The encounter tables in the BYB give us merchant caravans, suggesting that there is still semi-regular trade in at least six commodities (1d6: 1 = scrap metal, 2 = machinery, 3 = food, 4 = wool, 5 = clothing, 6 = furnishings). I'd want a little more variety, but it's a start, and it's better than the fuel ore, organics, and equipment of TradeWars 2002!
This feels like something that actually would integrate well with 4e's hexbashing. Generate trade surpluses and deficits for each settlement, add a possibility of salvageable goods or other resource sources for hexes without settlements, and you're most of the way to a procedurally-generated economy. Then plot your trade routes along the most efficient paths, adding premium pricing for faster methods of delivery and high-risk (i.e., marauder-infested) hexes.
- C.
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Originally posted by Tegyrius View PostIt's an interesting question. The encounter tables in the BYB give us merchant caravans, suggesting that there is still semi-regular trade in at least six commodities (1d6: 1 = scrap metal, 2 = machinery, 3 = food, 4 = wool, 5 = clothing, 6 = furnishings). I'd want a little more variety, but it's a start, and it's better than the fuel ore, organics, and equipment of TradeWars 2002!
This feels like something that actually would integrate well with 4e's hexbashing. Generate trade surpluses and deficits for each settlement, add a possibility of salvageable goods or other resource sources for hexes without settlements, and you're most of the way to a procedurally-generated economy. Then plot your trade routes along the most efficient paths, adding premium pricing for faster methods of delivery and high-risk (i.e., marauder-infested) hexes.
- C.
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Originally posted by swaghauler View PostI am really surprised there isn't more of that in Twilight v4. MUTANT: YEAR ZERO is very heavy on scavenging. Sadly, I have yet to receive my Twilight V4 boxed set, so I cannot make a comparative analysis of what is needed to port Mutant stuff to Twilight. They use different generations of the Year Zero engine with MUTANT being a dice pool system like Shadowrun while Twilight uses the more advanced FORBIDDEN LANDS version. I'll have to dig deeper into the PDF to see.
Originally posted by Heffe View PostI read TradeWars 2002 and felt myself literally aging in real-time. Thanks for that callback, Teg. :P
- C.Clayton A. Oliver • Occasional RPG Freelancer Since 1996
Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog.
It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't.
- Josh Olson
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Originally posted by Tegyrius View PostI'd expect some of the classic Traveler material would be adaptable, too, as it's built for hexcrawling on the interstellar scale. Substitute "village" for "planet" and drive on!
Remember the first time you had a high-speed connection to your favorite BBS after upgrading to a 2400-baud modem
- C.
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Originally posted by swaghauler View PostI remember reading a list of items in 2013. I don't remember if it was in equipment or encounters.
Originally posted by Twilight: 2013, page 315Green: Pre-war consumer gear or supplies, Common handcrafted tools or art, Common bulk materials or natural resources
Regular: Civilian weapons, Small arms ammunition, Military-issue personal gear, Fresh food, Uncommon bulk materials or natural resources
Experienced: Alcohol fuel, Civilian ground vehicles, Military small arms, oeDumb support weapon ammunition, Consumer electronics, Basic pharmaceuticals, Prewar long-duration rations
Veteran: Petroleum fuel, Military support vehicles, Large cargo vehicles, Guided weapon ammunition, Military electronics, Specialty pharmaceuticals, Body armor, Precious metals
Elite: Aviation-grade petroleum fuel, Combat vehicles, Civilian aircraft, Unique art objects, Classified or experimental electronicsClayton A. Oliver • Occasional RPG Freelancer Since 1996
Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog.
It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't.
- Josh Olson
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Originally posted by Tegyrius View PostThe Post-Apocalyptic Economy section on page 202 briefly touches on trade goods in the abstract. The list you may be thinking of is on page 315 under Trade Contacts, describing the sort of goods that each level of trader may have access to:
- C.
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