Perhaps, one is warm up for the other.
Maybe I am thinking of a new project.
Or two.
A website dedicate to games of all favors and varieties, from video games to good old D&D.
Aw geeze. I screwed up. I bought 660 side arms at 15 each only to realize I can only sell them for a maximum of 20 each. That is hardly worth the effort. We made 13200, but I have to pay the crew 1,188 or 132 each leaving 12,012. That was a great roll, but poor effect.
When I created 3 new ships, I did so without access to e036. I was working from memory. So, let's rewrite the whole scenario using my house rules. The table at the end also addresses e001, which now gives you a choice of what ship to start with.
"When trading in an old ship, you may transfer any gear or cargo from one ship to another, however, you may not remove the ship's guns, boats, boat guns, hypercharges, or permanently installed stasis units in the pilot's area. Items in the cargo hold count as cargo not equipment. If you are missing equipment, the ship is not sale-able and you will have to purchase these items either before going to the dealer (a die roll) or purchase them at the dealer's price.| Antelope | Alicorn | Blockade Buster | Buffalo | |||||
| Price | Interest | Price | Interest | Price | Interest | Price | Interest | |
| Starting Ship | 120000 | 300 | 160000 | 400 | 256000 | 640 | 300000 | 750 |
| Full Purchase | 180000 | 0 | 240000 | 0 | 384000 | 0 | 450000 | 0 |
| Financed | 120000 | 300 | 160000 | 400 | 256000 | 640 | 300000 | 750 |
| Fin. w/Trade | 60000 | 150 | 100000 | 250 | 196000 | 490 | 240000 | 600 |
Building Worlds is specifically meant for world building and is totally rule set agnostic. That means it should rejuvenate your eyes, giving the reader fresh insight in to their current campaign or a new one they are planning.