Mongoose Traveller
Douglas Berry
(29 Jan 2017 00:44 UTC)
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Re: [TML] Mongoose Traveller
Evyn MacDude
(29 Jan 2017 01:23 UTC)
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Re: [TML] Mongoose Traveller
tmr0195@xxxxxx
(29 Jan 2017 04:16 UTC)
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Re: [TML] Mongoose Traveller
Evyn MacDude
(29 Jan 2017 04:25 UTC)
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Re: [TML] Mongoose Traveller
tmr0195@xxxxxx
(29 Jan 2017 04:58 UTC)
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Re: [TML] Mongoose Traveller
Evyn MacDude
(29 Jan 2017 09:03 UTC)
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Re: [TML] Mongoose Traveller
rupert.boleyn@xxxxxx
(29 Jan 2017 10:25 UTC)
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Re: [TML] Mongoose Traveller Timothy Collinson (29 Jan 2017 11:57 UTC)
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Re: [TML] Mongoose Traveller
rupert.boleyn@xxxxxx
(29 Jan 2017 13:10 UTC)
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Re: [TML] Mongoose Traveller
Timothy Collinson
(29 Jan 2017 19:51 UTC)
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Re: [TML] Mongoose Traveller
rupert.boleyn@xxxxxx
(29 Jan 2017 22:45 UTC)
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Re: [TML] Mongoose Traveller
Timothy Collinson
(30 Jan 2017 22:35 UTC)
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Re: [TML] Mongoose Traveller
Evyn MacDude
(30 Jan 2017 22:50 UTC)
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Re: [TML] Mongoose Traveller
Timothy Collinson
(31 Jan 2017 15:16 UTC)
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Re: [TML] Mongoose Traveller
Bruce Johnson
(31 Jan 2017 22:39 UTC)
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Re: [TML] Mongoose Traveller
Ken Matlock
(31 Jan 2017 22:42 UTC)
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Re: [TML] Mongoose Traveller
Timothy Collinson
(02 Feb 2017 22:02 UTC)
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Re: [TML] Mongoose Traveller
Ethan McKinney
(02 Feb 2017 22:14 UTC)
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Re: [TML] Mongoose Traveller
Timothy Collinson
(03 Feb 2017 08:00 UTC)
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Re: [TML] Mongoose Traveller
Bruce Johnson
(02 Feb 2017 22:22 UTC)
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(missing)
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(missing)
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Re: [TML] Mongoose Traveller
Timothy Collinson
(03 Feb 2017 08:06 UTC)
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Re: [TML] Mongoose Traveller
shadow@xxxxxx
(03 Feb 2017 09:44 UTC)
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Re: [TML] Mongoose Traveller
Bruce Johnson
(03 Feb 2017 17:39 UTC)
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Re: [TML] Mongoose Traveller
Timothy Collinson
(03 Feb 2017 21:56 UTC)
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Re: [TML] Mongoose Traveller
Evyn MacDude
(03 Feb 2017 07:10 UTC)
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Re: [TML] Mongoose Traveller
tmr0195@xxxxxx
(29 Jan 2017 18:11 UTC)
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Re: [TML] Mongoose Traveller
Timothy Collinson
(29 Jan 2017 09:01 UTC)
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Hi there On 29 January 2017 at 10:24, <xxxxxx@gmail.com> wrote: > My irritations are mostly with things that were show-stoppers for me in 1e and are still > there (or are new variations on old problems). What I consider to me stupid skill > listings for chargen are the biggest ones. For example, a spy (corporate or > governmental) is guaranteed to get Gun Combat-1 if they get enough rank, but a cop > might not ever get it. Why in the heck is a Rank 4 spy guaranteed gun skill when no cop > is? Well that's easy. British police (and I'm sure many other countries around the world). Hardly a showstopper for some of us. ;-) > > A Colonist ("You are building a new life on the a recelty settled world that still needs > taming") is extremely unlikely to know how to use a gun unless they're Rank-6, where > it's automatic (apparently colonial leadership is throughh the barrel of a gun). Hah! I can well imagine it is on occasions. I don't disagree with the colonist thing though generally - although you might argue that there was a difference between a worldtamer type and the boots on the ground getting construction/admin etc done. (Although even builders being armed has a very, very long heritage: Nehemiah 4:17-18) >At least, > unlike 1e, corporate managers now don't have guns on their career tables. LOL! There's certainly some managers I've had in the past that make you want to go meetings armed. > > PCs do not, so far as I can tell, start with level-0 in combat skills, so if you didn't get one > in chargen, you're hosed in most campaigns. Hardly. I've run seven adventures (twice over) at the last five TravCons and in all of them bar one, there has only been one shot ever fired. (Dispatching the pouncer in _Into the Unknown_). (It was generating the six scouts for that adventure that made me really understand why scouts have a low survival rate. Of the six, *one* has a (poor) weapon skill.) There was a tiny bit of shooting at the end of Three Blind Mice when the PCs rescued Sina at the starport. (See various After Action Reports in Freelance Traveller for details). I've been running The Traveller Adventure for a little over six months now and not a single shot fired. (Though admittedly they've just blown a hole in the church wall with explosives.) I've also been running some fortnightly lunchtime games (just an hour at a time) for six months and although the PCs raided a warehouse once with weapons, they didn't use them except to knock a guard out IIRC. They did have a bar fight at one point I suppose (and the archaeologist pulled a knife at the end.) Finally at the end of the year, just to give them a bit of a denouement they did have a bit of combat in the desert. The archaeologist was rather pleased when she got a headshot on the chief nasty while the other two more obviously gun oriented PCs only managed to wound opponents. That's it, across a lot of Traveller. Combat really isn't the be all and end all. And I get no shortage of people wanting to sign up to my games - embarrassingly so on occasions. But on your wider point, I've never let the rules bind me on what I'd allow players to "trade" for in character gen as long it's reasonable and becomes part of their character. (Perhaps I'm a bit generous... the last time we met for TTA I let the gun bunny finally achieve Steward 0 after only a few weeks of game time attempting to cook for crew and passengers. But the player had gone to such lengths to describe the efforts her PC had gone to over meals etc and make rolls for how his cooking had gone. (Spectacularly badly on one occasion). I felt I was rewarding the roleplaying rather than being strict about 'advancement' rules in Traveller.) I'm also relatively happy to let them fudge a Mustering Out role to get a second (or third) roll of Weapon to get the skill (once or twice). Many of the characters I've created have got a combat skill that way. > I think the game relies too much on the 'skill packages' idea to cover over these > deficiencies, and to make up for using essentially random chargen while trying to > promote "build a party of characters that completment each other" style play. oooh, thanks for reminding me of the skill packages. I often forget them when I'm putting together a 'set' of characters for TravCon or publication, but I was thinking that maybe this year I'd hand out the Zhodani characters as usual and then let everyone pick one additional psionic Talent from a list that *won't* be the core rulebook Talents. (The hardest bit seems to me to be writing scenes/plots that let them utilize the Talents they have - or should I just be doing the usual kinds of things and letting them come up with the application of skills and Talents to the tasks in hand?) tc