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Month Index: November, 1994
From: Michael Sandy <mehawk@?????.?????.com> Date: Mon, 7 Nov 94 23:02 PST Subject: Re: Groundlings and Spelljammers
Details about role of luxuries in corrupting primitive peoples deleted: Excellent points! Actually, I lied about luxuries being the backbone of trade, they are what makes trade a valuable concession, but aren't what makes trade important to the welfare of the kingdom. Bulk goods with reliable markets are what pays for the infrastructure. Cloth, china, woolens, grain. Steel tools. Ideas. These are the really important cargos. For all its expense, a Spelljammer _can_ actually run bulk cargo profitably because of the speed in turnaround time. There are several different types of trading expedition. 1) Beads, whiskey for furs, gold, etc... Raw materials. Explore unknown wilderness and find something neat you can get for nearly free. 2) Marco Polo visits the Orient. All sorts of stuff to buy, the question is, what do you have that they want! 3) The Champagne Cloth fairs of the 12th-13th centuries. You have a valuable product, you advertise, and the buyers come to you. If the route is reasonably politically stable, which is why the fairs ended. In cases 1 & 2you have to establish a base on site to gather the goods while the ship is actually elsewhere. This involves careful politics, although sometimes the involvement of guaranteeing trade can explode into interfering with dynastic succession or worse. The problem of security for the Spelljammer is that you need to land to load the cargo. There are several ways of doing so, each with their own problems. 1) You openly sail or fly into port. If you already have a trading treaty with the port, fine, but sailing into a port on a different continent, where they may not speak the language, or be at war with someone, is another matter. Information about far off nations are likely to be out of date and unreliable to the point of myth. 2) Land in the back country. Secretly buy the stuff you want, pretending to be locals, transport the stuff to the boonies, where it disappears and is mysteriously transmuted into goods that continent has never seen before. Not a terribly secure concept after all, and the time and expense of secretly transporting the stuff to the boonies and from the boonies reduces the whole appeal of the Spelljammer. Plus, an area outside the local power view is _also_ outside their anti-brigand patrols. 3) Land secretly, make secret deal with local ruler, and pretend to everybody else that you are from some undiscovered island fairly close by. Having a powerful patron is great, as long as they _are_ actually as powerful as represented. Now, since tracking large quantities of valuable trade good is fairly easy for local rulers, unless you develop an extensive smuggling network. The local Yakusa/Mafia could be either very useful, very dangerous, or useful until they get you hung. So, the local rulers can probably figure out your landing site, maybe even the time. Unless you control the cargo for a long period of time before it is loaded you are vulnerable to Trojan Horse strategems. If you can buy enough land for a secure landing and loading area, great! If they won't allow you to buy land, don't trade there, I mean it. Make them beg you to come back. Be a lawabiding foreigner in every way, make yourself as nonthreatening as possible, and insist on absolute control of the landing area. Now, the Cresent continent sounds like most of its rivers aren't navigable by sea going vessels. That means the interior has little boat trade with the rest of the continent. A boat is much more efficient than a camel caravan. Every area has its comparative specialization. It may be embroidered cloth here, china there, furniture some other place, mithril weaponry there, (not necessarily enchanted, but great blanks for it) The New World had few domesticatable animals, and fewer domesticatable grains. Trade in agricultural products like potatoes, oranges, chocolate, sugar, cotton could greatly broaden your nation's diet. Likewise, fantastical beasts that have been somehow domesticated would make an awesome profit. Some magic items that are _impossible_ on one continent may be readally available because the appropriate fantastic creatures are extinct here but not there. As to trading relations, remember that the locals you deal with will try to get deals that are extremely profitable in their terms too. They may not consider the long term consequences of a trade system where they have no control over who you trade with, or when or what. Let them get a really profitable deal and they may forget just how inferior their hand is, and how easy it is for _you_ to renegotiate later. Do _not_ try and cut out the ruler unless you have a substitute handy. If you make a deal with a local who has a boss, find out how much autonomy they have. Thus concludes this installment of my advice to groundling Spelljammers. P Profit as you may. Following this advice should keep most of you in the Black. Michael Sandy
Previous Message: Re: Groundlings and Spelljammers
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Month Index: November, 1994
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Groundlings and Spelljammers | RJPugh@???.com | |||
| Re: Groundlings and Spelljammers | Michael Sandy | |||
| Groundlings and Spelljammers | RJPugh@???.com | |||
| Re: Groundlings and Spelljammers | Michael Bauser | |||
| Re: Groundlings and Spelljammers | Michael Sandy | |||
| Re: Groundlings and Spelljammers | Michael Sandy |