Merchants and Adventuring Freelance Traveller (22 Apr 2014 16:26 UTC)
Re: [TML] Merchants and Adventuring Douglas Berry (22 Apr 2014 17:19 UTC)
Re: [TML] Merchants and Adventuring Jeffrey Schwartz (22 Apr 2014 17:21 UTC)
Re: [TML] Merchants and Adventuring Evyn MacDude (22 Apr 2014 18:44 UTC)
RE: [TML] Merchants and Adventuring Anthony Jackson (22 Apr 2014 17:59 UTC)
Re: [TML] Merchants and Adventuring David Shaw (22 Apr 2014 18:48 UTC)
Re: [TML] Merchants and Adventuring Timothy Collinson (23 Apr 2014 17:00 UTC)
Re: [TML] Merchants and Adventuring Ian Whitchurch (23 Apr 2014 22:44 UTC)
Re: [TML] Merchants and Adventuring Timothy Collinson (09 Jun 2014 02:31 UTC)
RE: [TML] Merchants and Adventuring Steve Ellis (09 Jun 2014 02:31 UTC)

Merchants and Adventuring Freelance Traveller 22 Apr 2014 16:26 UTC

Somehow, most published adventures seem to be designed for a mixed
party, with most characters having military backgrounds. Even the
canonical merchant career seems to have a not-insignificant amount of
combat-related skills. I would think, however, that a merchant's
mindset, even if he has combat skills, would be significantly different
from that of an ex-military character's, and a merchant would evaluate a
patron contract with a different mental model for risk/reward balancing.

Given that, and staying with the fundamental "problem" that Traveller
economics don't work UNLESS the merchant goes adventuring...

What sort of adventures would, in fact, 'appeal' to a merchant mindset?

(The best sort of responses would be actual adventures or seeds, that I
could pull into Active Measures and Getting Off the Ground, but ordinary
discussion is good, too.)

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