And you don't have to, either. This may go back to a conversation I had with Phil in the middle 1980s, when he was asking me why Gronan and I were wasting our time playing with trains. He wanted to know what we saw in it; after you put the track down on the floor, and ran the train around the circle a few times, what was left? I told him about what we call 'operations', where we
simulated the operations of a real railroad on our miniature version. I told him that it was a lot like what we did when we played with our little lead soldiers - we were simulating warfare with them just as we were simulating the transport business with our models. Phil was astonished - he had no idea, the last time he'd run a toy train was back in the Lionel days.
One of the most popular operating simulation systems - the set of rules, if you will - is called the 'card order' or 'waybill' system. Here's a link to the book that I first read about it in (I hope!); you can also do a Google search to get lots of references to it:
https://books.google.com/books?id=or...system&f=false
The basic premise of the system is that every freight car on the railroad is represented by a card; every possible cargo that the industries on the railroad ships via rail is also represented by a card. At the beginning of the simulation session - the game, if you will - the cargo cards are either at the industries, waiting to be picked up, or on the cars already loaded from the previous session. (You can see where this is going, I'm sure!) The train is sent out, with loads and empties, and drops off and picks up the various cargos. (There's lots more on this in the book, of course.) I used to use paper clips and such in my early days, but there is now some very good computer software that does all of this.
What Dave did was substitute ships and their captains for the freight cars, and create all the various cargos that one would find all along the coasts of the Five Empires. A ship would arrive in Jakalla from Bey Sy, unload the cargo it was delivering, and then the ship would be free to load another cargo; the ships were all given with what they could carry, and so it was very easy to match everything up. The cargoes also indicated how long the voyage might take, so the time element was also factored in to the system. So, players in Jakalla can go down to the waterfront, and be told by the GM that there are ships going to where ever, and with whatever cargo aboard.
Adventures ensue.
It's brilliant. The system pretty much runs itself once you get it going, and it runs alongside Phil's larger meta-game that uses Tony Bath's book. It would work in any setting, and really provide a lot of stuff for players to get involved with.
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