GURPS Traveller: Far Trader is a Steve Jackson Games product. It is a source book designed for GURPS Traveller. GURPS Far Trader – Download as PDF File .pdf) or read online. Gurps Far Trader. GURPS Traveller should be looked at similarly. The first book is useless “Far Trader,” is the best treatment of trade I have ever seen in an RPG. Real economic .
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This book is intended for use with GURPS Traveller, but can be used as a sourcebook for any science fiction roleplaying game. Browse our editors’ picks for the best books of the year in fiction, nonfiction, mysteries, children’s books, and much more.
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There was a problem filtering reviews right now. Please try again later. An excellent resource for modelling interstellar trade for any RPG. It tackles various economic and freight related issues, and all of these can be adapted as needed for different settings. Perfect for GMs and players who want more numbers and nuts and bolts to their trading.
One of the archetypal Traveller activities is trading, and if that’s your thing, this book has you covered! As you would expect from Steve Jackson Games, this sourcebook is packed full of great info and thought-provoking ideas. Every Traveller GM should have this book. Good resource for any sci-fi game.
The rest is fine. The so called “Big Picture” introduction Chapter 1 is a disaster. As much as it pains me to say, the guy who wrote this must have a very limited understanding of economics. Now, I’m just gonna pick the most ludicrous assumptions with averse effect on roleplaying trade here: Anyone who has been involved in any international trade knows that international transactions will revolve around the passing of documents of title bills of lading.
While loading the cargo, the shipper will issue a bill of lading to the charterer probably the exporterwho will pass it to his bank. The bank will have a lien in this bill of lading not in a lump of gold locked up in a safeand you cannot collect the delivery without this bill of lading if handing over it, the shipper would be strictly liable for any loss suffered by the owner of the bill of lading.
The intended receiver of the goods probably the importer must accordingly first obtain the bill of lading from the financer. In order to do so, the receiver either pays the agreed upon price up front or, more likely, supply a corresponding bond a letter of credit issued by his own local bank. Already now, the bills of lading are moving towards the encrypted electronic receipts we could expect in a future Imperium rather than the old paper documents.
Not a reserve in “precious metals”. I would personally model the Imperium on the EU, assigning the MoC an active role in preserving the free movement of goods if not capital, services and people within the Imperium. That would remove the stupid discussion on tariffs on transported goods while the importing and exporting jurisdictions would still need to exchange VAT information.
Also, we should frankly assume that the Empire would have a monopoly on negotiating trade agreements fqr import tariffs and other terms on behalf of its member worlds with non-Empire jurisdictions the Vargr or the Zhodani, etc.
Apparently the author doesn’t understand the function of a currency and exchange mechanism. To equate the role of a currency with the convenience of “people” tourists grabbing a pint at a starport stop-over between flights?
Buyers and sellers of goods will agree terms of payments, and these companies will then secure their respective exchange rates at various financial institutions.
As evidenced by the failure of the Euro, a common currency would require a common fiscal policy, and would hardly be practical in a galaxy spanning Empire. Accordingly, I don’t believe the Traveller Imperium could ever have its own consumer currency “money”.
Despite having much more federal authority than the Iridium Throne, not even the EU expect all its member countries to exclusively abide by the Euro we still have the British pound sterling and the Danish Krona, for instanceand its companies may conduct business in whatever currency they please. It’s highly likely, however, that there would be an Imperial Bond a “Special Drawing Right”, for those familiar with Hague-Visby rules in international maritime trade.
But to suggest that there would be “Credit notes minted” page 9 is silly, and does not come close to reflect the function of a currency or the role of a Central Bank. From a roleplaying point of view, we could perhaps fall back upon a simplified Credit system to calculate profits and to readily transfer purchasing power between jurisdictions, but let’s not delude ourselves as to the role of the MoC here.
Tariffs don’t finance anything; they protect the local industry from imports, as imports reduce the taxation of local produce. It would be the local beneficiaries of imports that would pay taxes to finance whatever, but let’s not forget that the safety provided by “the local navy” is equally important to further the exports of the local economies.
Presumably a space port could apply fees for the use of its facilities and to keep space lanes free of obstacles pirates and meteorites. More likely, the local authorities would use income generated from the importing businesses to subsidize such expenditures rather than impose the cost on shipping companies.
F.R.E.E [D.O.W.N.L.O.A.D] GURPS: Traveller – Far Trader [E.B.O.O.K]
In roleplaying terms, the players may have to pay local sales taxes, but for imports from another member world of the Imperium, there ought not be any tariff. In addition, the author also seems lost as to the correlation between interest rates and investments low interest rates fuel investments in shares, commodities and consumer goods! However, despite these shortcomings in the purported economic background, the actual rules mechanics Chapter 2 onwards are still playable.
Although I really can’t see why the author should persist in mote mercantilist discussions on trade imbalances, especially as he has already assumed that all transactions are made in the uniform Credits currency anyway. One person found this helpful. The first times I have watched Firefly I knew what I was watching. I was watching Far Trader. One of the favorite settings in a Traveller campaign is as a the crew of a small wandering trader slipping through the tangled web of the Imperial bureaucracy and the Megacorporations to scrape a living along the frontiers.
You are small but you are free, and the universe is yours so long as your wits and good fortune allow.
Reworking FAR TRADER economics – Steve Jackson Games Forums
Far Trader naturally gives a lot of information on running such a campaign. But it also tells of the general nature of Intersteller Tradrr. The book is quite meaty and uses information based on the details of the real-life distribution industry.
When I was tour-guide at Oregon Maritime Museum, I was able to use tidbits I had learned from far-trader to help give information to the tourists. Which shows how “realistic” it was.
GURPS Traveller: Far Trader
Those who are not detailmongers like me, might find this book annoying. Even then, there is toward the end a relief from that with advice on how to conduct a campaign. If you like to imagine yourself a bold enterprenuer with a keen wit then this is a book for you. The stars are free and the universe belongs to you. For as the book warns you: When I first got hold of this book, I expected something similar to the original “Merchant Prince”, a few essays on trade, enhanced character generation, a few ship listings and maybe an additional trade table or two for the buying and selling of cargo.
Boy, was I surprised when I opened the covers of “Far Trader” and started to read. Detailed essays on finance and trade in the Imperium, an incredibly detailed – almost realistic – economic and trade system, and much more besides. The detail was somewhat overwhelming at first, and somewhat insulted my minimalist sensibilities as a twenty year traveller veteran.
GURPS Traveller: Far Trader
I want to play a merchant! I exclaimed, not read a book on economics! It’s elegant, neat and eminently playable. All the usual stuff is there of course, starship plans, character templates for GURPS and a host of adventure seeds. Production values are fabulous, and the books have a nifty “sidebar” format where a wealth of additional information is presented.
I’m going to give it 5 stars, its a great piece of work – I liked it, but I can imagine that it won’t be for all tastes. Its not really a book you can “dip into” and start using with a cursory read – if you are going to have successful merchant characters you’ll need to read and absorb a fair portion of this book. I’m afraid that the 40 page vignette books of the classic traveller period are long gone, replaced with detail, detail, detail.
But with such quality of content, and production values like these I for one won’t particularly mourn their passing. See all 8 reviews. Pages with related products.
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