Credit, Debt, and Travel Restrictions Kurt Feltenberger (26 Nov 2014 19:49 UTC)
Re: [TML] Credit, Debt, and Travel Restrictions Bruce Johnson (26 Nov 2014 22:22 UTC)
Re: [TML] Credit, Debt, and Travel Restrictions Richard Aiken (27 Nov 2014 07:01 UTC)
Re: [TML] Credit, Debt, and Travel Restrictions Phil Pugliese (27 Nov 2014 07:11 UTC)
Re: [TML] Credit, Debt, and Travel Restrictions Richard Aiken (27 Nov 2014 07:46 UTC)
Re: [TML] Credit, Debt, and Travel Restrictions Ian Whitchurch (27 Nov 2014 12:57 UTC)
Re: [TML] Credit, Debt, and Travel Restrictions Richard Aiken (27 Nov 2014 13:34 UTC)
Re: [TML] Credit, Debt, and Travel Restrictions Phil Pugliese (27 Nov 2014 21:36 UTC)
Re: [TML] Credit, Debt, and Travel Restrictions Timothy Collinson (27 Nov 2014 21:58 UTC)
Re: [TML] Credit, Debt, and Travel Restrictions Evyn MacDude (30 Nov 2014 05:50 UTC)
Re: [TML] Credit, Debt, and Travel Restrictions Richard Aiken (30 Nov 2014 08:24 UTC)
Re: [TML] Credit, Debt, and Travel Restrictions Phil Pugliese (01 Dec 2014 17:28 UTC)
Re: [TML] Credit, Debt, and Travel Restrictions Ian Whitchurch (01 Dec 2014 19:31 UTC)

Re: [TML] Credit, Debt, and Travel Restrictions Phil Pugliese 01 Dec 2014 17:28 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'.