So, 2 weeks into an RT game, and I havent yet set a formal Endeavor, but the characters are definitely going to make money. The reason is that they took a more Traveller approach of saying "Lets go out into the unknown and find someone to trade with".
So rather than split that into a 3 stage Endeavor of
1. Forge a passage across the Damocles Gulf
2. Discover profitable Worlds & trade
3. Profit! (Survive the return journey and cash in)
I've gone with more of a freeform approach in which profitable opportunities exist and they can seize them as and when they wish. For instance, a xenos world has a tea-analogue called salva, but they havent quite figured out how much it would be worth to them. I dont want some NPC telling them "Stock up on this and get monopoly rights as it'll sell like hotcakes" which is what an Endeavour seems to require- I want them to judge the opportunities themselves.
But... has anyone else had this problem? That the Endeavors are too structured and possibly too artificial? Do you find yourself as the GM having to spell out to the players what hoops they must jump through to be successful or are you using the players instinctive actions and choices and comparing them to an Endeavour plan held only in your head?
SJE