For anyone looking to do FFF starship economics on a broad-scale (or even a simplified 50 Fathoms format), you may want to take a look at this:
email@example.com wrote:My gut instinct tells me to freeform the economics (i alrady cut starting cash bigtime) and handle the restricting access to availability issues more often than by coin in hand. I think many jobs will be priced in KEF's, with 1 KEF (or "keffer") being "keep 'em flyin'" or the amount needed to run the ship and pay bills for the duration of the job. you would need two half-KEF jobs to break even but one job at "1 KEF plus 200 credits" shows a profit. Thus we can let KEF stay just as a variable, not worrying whether that means 300 credits or such. Traits which affect your ships operating expenses increase the keffers needed to break even.
Like I said... an elegant solution to starship/tradin' economics.
I'm really impressed with some of the ideas that come out of the Serenity community - too bad there aren't more Savages amongst 'em.
[EDIT: Point in case - later in the same thread, another BDG comes up with an idea that's basically a Savaging of the KEF model... use a deck of cards to spice things up!]
Lynn LeFay@wavesintheblack.aimoo.com wrote:The KEF model is nice.
I've done the bigtime cost stuff in other games, and it's about as fun as balancing my checkbook (as if I ever balance my checkbook).
How about an added random factor? Use a deck of cards. Shuffle and draw. An 8 represents a 1-KEF load (or combination of loads). The lower number cards are each worse, until you get to 2, which would be "Naw, nuthin' shippin' outa this dump for weeks to come." Facecards could be multiple loads. Ace of course would be the best load. Hearts could be passengers, Diamonds could be raw material, Clubs could be livestock or manufactured goods, and Spades could be items of questionable legality.
Alternately, you could make number cards and face cards sort of different. Number cards could represent just stuff, with 6 being a 1-KEF load (+/-100 difference from KEF for every number away from 6). Then face cards could be cargo that was plot-worthy. Kings and Aces could be Big Damn Paydays, where Jacks and Queens could be 'might break even if all goes well'. Of course, all NEVER goes well. Leave the Jokers in. Have 'interesting things' happen when a joker is drawn.
For some reason, a deck of cards just seems apropriate for determinging things for this, as opposed to roling dice. You could make all this a table and role dice to determine the outcome instead, but it'd be fun to flip that card over and find ace of spades... "The head of a major Tong is trying to escape from another Tong's terf, and is willing to pay handsomely". Now THERE's a load generation method for ya!