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<blockquote data-quote="pemerton" data-source="post: 8270333" data-attributes="member: 42582"><p>Here's how a "heist" occurred and resolved in our Classic Traveller game, over about 4 sessions:</p><p></p><p style="margin-left: 20px">* A poor roll by the relevant player when the PCs' vessel jumped out of the Ashar system lead to a misjump and the PCs arriving at an unplanned, unknown world;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* After some activity on that world, the PCs jumped towards home and arrived in the Novus system, where they encountered a strange alien vessel (this was a GM stipulation);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* They entered and explored the vessel - as set up by the GM, this was an Alien-type scenario that took about two sessions;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Also as per GM stipulation, there was an Imperial Naval cutter that had also noticed the alien vessel and wanted to interdict the PCs' and board and inspect the alien vessel;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* The players, as their PCs, decided that they wanted the alien vessel and did not want the Navy to inspect it, let alone take possession of it;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* The passage of time was basically under GM stipulation, and at an appropriate point pacing-wise the Naval vessel arrived;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* The PCs persuaded (via the reaction system) the Navy Commander to join them in a week-long winery tour on the world's surface while they discussed the finer points of salvage and interdiction laws;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* While the more socially-oriented PCs managed the winery tour, the more technically-oriented ones refuelled the PCs' main vessel, used a (very) heavy duty cable to transfer power from their main vessel to the alien vessel (one of the social PCs made a check to ensure that the Naval authorities did not notice this was going on; I don't think any check was required to succeed in the technical aspect of the plan, given the relevant skills of the technical PCs);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Then, when all the PCs were back on board the two vessels with the Commander also on board the alien vessel, they jumped to the next system they wanted to head to.</p><p></p><p>I think that a BitD-type approach would handle this more tightly than Traveller did. A lot of the outcomes in Traveller depend upon GM decision-making; BitD would have <em>clocks </em>(for the approaching Navy cutter; maybe for the winery tour vis-a-vis refuelling etc), and would have tighter rules for establishing stakes and consequences of the necessary checks.</p><p></p><p>I'm not planning on shifting my sci-fi game from Traveller to BitD or a sci-fi variant; I really like Classic Traveller and am enjoying the campaign we're playing. But I think it's helpful to be realistic about what various systems do and how they work.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8270333, member: 42582"] Here's how a "heist" occurred and resolved in our Classic Traveller game, over about 4 sessions: [indent]* A poor roll by the relevant player when the PCs' vessel jumped out of the Ashar system lead to a misjump and the PCs arriving at an unplanned, unknown world; * After some activity on that world, the PCs jumped towards home and arrived in the Novus system, where they encountered a strange alien vessel (this was a GM stipulation); * They entered and explored the vessel - as set up by the GM, this was an Alien-type scenario that took about two sessions; * Also as per GM stipulation, there was an Imperial Naval cutter that had also noticed the alien vessel and wanted to interdict the PCs' and board and inspect the alien vessel; * The players, as their PCs, decided that they wanted the alien vessel and did not want the Navy to inspect it, let alone take possession of it; * The passage of time was basically under GM stipulation, and at an appropriate point pacing-wise the Naval vessel arrived; * The PCs persuaded (via the reaction system) the Navy Commander to join them in a week-long winery tour on the world's surface while they discussed the finer points of salvage and interdiction laws; * While the more socially-oriented PCs managed the winery tour, the more technically-oriented ones refuelled the PCs' main vessel, used a (very) heavy duty cable to transfer power from their main vessel to the alien vessel (one of the social PCs made a check to ensure that the Naval authorities did not notice this was going on; I don't think any check was required to succeed in the technical aspect of the plan, given the relevant skills of the technical PCs); * Then, when all the PCs were back on board the two vessels with the Commander also on board the alien vessel, they jumped to the next system they wanted to head to.[/indent] I think that a BitD-type approach would handle this more tightly than Traveller did. A lot of the outcomes in Traveller depend upon GM decision-making; BitD would have [I]clocks [/I](for the approaching Navy cutter; maybe for the winery tour vis-a-vis refuelling etc), and would have tighter rules for establishing stakes and consequences of the necessary checks. I'm not planning on shifting my sci-fi game from Traveller to BitD or a sci-fi variant; I really like Classic Traveller and am enjoying the campaign we're playing. But I think it's helpful to be realistic about what various systems do and how they work. [/QUOTE]
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