Jump Fluctuator
Timothy Collinson
(08 Jun 2024 20:29 UTC)
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Re: [TML] Jump Fluctuator
Jeffrey Schwartz
(08 Jun 2024 21:09 UTC)
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Re: [TML] Jump Fluctuator
Ethan McKinney
(09 Jun 2024 02:14 UTC)
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Re: [TML] Jump Fluctuator
Rupert Boleyn
(09 Jun 2024 08:56 UTC)
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Re: [TML] Jump Fluctuator
Timothy Collinson
(09 Jun 2024 11:16 UTC)
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Re: [TML] Jump Fluctuator
Timothy Collinson
(09 Jun 2024 11:11 UTC)
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Re: [TML] Jump Fluctuator
Timothy Collinson
(09 Jun 2024 11:08 UTC)
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Re: [TML] Jump Fluctuator
Jeff Zeitlin
(09 Jun 2024 19:42 UTC)
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RE: [TML] Jump Fluctuator
ewan@xxxxxx
(10 Jun 2024 21:24 UTC)
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Re: [TML] Jump Fluctuator
Timothy Collinson
(11 Jun 2024 08:06 UTC)
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Re: [TML] Jump Fluctuator
Evyn MacDude
(09 Jun 2024 20:56 UTC)
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Re: [TML] Jump Fluctuator
greg nokes
(10 Jun 2024 16:21 UTC)
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Re: [TML] Jump Fluctuator
Timothy Collinson
(10 Jun 2024 21:15 UTC)
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Jump rules (was Re: [TML] Jump Fluctuator)
Rupert Boleyn
(10 Jun 2024 21:19 UTC)
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RE: Jump rules (was Re: [TML] Jump Fluctuator)
ewan@xxxxxx
(10 Jun 2024 21:56 UTC)
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Re: Jump rules (was Re: [TML] Jump Fluctuator)
David Johnson
(11 Jun 2024 03:04 UTC)
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Re: Jump rules (was Re: [TML] Jump Fluctuator)
Timothy Collinson
(11 Jun 2024 08:30 UTC)
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Re: Jump rules (was Re: [TML] Jump Fluctuator) Rupert Boleyn (11 Jun 2024 21:56 UTC)
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Re: Jump rules (was Re: [TML] Jump Fluctuator)
Timothy Collinson
(12 Jun 2024 10:09 UTC)
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Re: Jump rules (was Re: [TML] Jump Fluctuator)
greg nokes
(11 Jun 2024 16:36 UTC)
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Re: Jump rules (was Re: [TML] Jump Fluctuator)
greg nokes
(11 Jun 2024 16:38 UTC)
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On 11Jun2024 2029, Timothy Collinson - timothy.collinson at port.ac.uk (via tml list) wrote: > This isn't far off what Mongoose offers. It's pretty hard to foul up > the two rolls and I like that one feeds the other. As we don't usually > Jump more than once, or maybe twice, in a session and it only takes a > few moments, we've tended to make a Thing of the two rolls however > 'easy' they are. It's kind of like a ritual and marks the transition to > something new. > (IIRC when we did a bunch of Jumps at the end of TTA to get to > Jesedipere for the showdown, we may have amalgamated them into one. I'd > have to look up whether I made a note of what we did.) In the game I was running using GURPS I was requiring three rolls (mainly to give the pilot something to do), with each one assisting/penalising the next and fumbles on each one having different effects. It was interesting for a little while, but on long trips it became tedious. >> So I'm leaning towards one roll against the worst of Astrogation >> or Ship's Engineering, with a (minor but meaningful) penalty if >> it's one person having to do both, and relevant penalties for dumb >> stuff, etc. If the roll is failed slighty, jump is delayed for >> recalculations (only important if the ship's in a hurry to leave). >> Major failures mean a roll on a misjump table (probably with the >> margin of failure as a 'bonus') for results ranging from more >> variable time to multi-parsec misjumps. No ship destruction or >> 'lost forever' - those should only be by referee choice. Details >> of the checks and tables would depend on the system used. > > I like this approach very much. Allows (some) individual > player-characters to have a sense of making unique contributions > while keeping the focus of play on narrative. > > > Yes, definitely, agreed. The intention is mainly to cut down rolling that doesn't really add anything, especially when there's no actual decision-making attached and it's unlikely that the outcome is changed by said rolling. If one roll (plus a few more on a major failure) can achieve effectively the same outcome as a whole bunch, the latter is just time wasting, I think. -- Rupert Boleyn <xxxxxx@gmail.com>