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Played some Classic Traveller today
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8098357" data-attributes="member: 82106"><p>This is quite true. In fact the role of combat in Traveler quite reminds me of its contemporary, D&D. You try to AVOID combat, there is no mechanical reward for it, and the likely consequences on your person and your inventory are, to say the least, highly unfortunate. </p><p>There are ways to go a bit against that, Mercenary, and the attendant Striker! supplement/sub-game provide one option. A well enough financed group of Mercs can run around in fairly high tech gear (power armor and plasma/fusion weapons) dealing death on forces in the TL3-8 range with pretty great impunity. Of course, getting yourself into such a gig will require good contacts and some negotiating skills, but you can do a sort of "Schlock Mercenary" sort of thing. Naturally there is always the hazard that someone else will show up with their own TL15 tank or a starship with some nukes onboard or whatever and rain on your day. Still, it is combat with limited risks. Another option of course would be to go up against animals or very low tech persons. Even without high tech battle gear it is unlikely such opposition will fair too well, though again there's always that ambush (predator), or bad luck, etc. to worry about...</p><p></p><p>Honestly, in my campaigns, I seem to recall that overall it was pretty hard for PCs to both stay alive, and solvent, for extended periods of time. As in the real world, the best option is to become someone's minion. The patron system will do that for you , if you want, but then of course your adventuring options get pared down somewhat. Still, the GM can provide if you are willing to go along, and with proper scene framing that CAN work. I have to admit that my understanding of those techniques was less than it is now back in the heyday of my Traveler GMing (the 1980s mostly).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8098357, member: 82106"] This is quite true. In fact the role of combat in Traveler quite reminds me of its contemporary, D&D. You try to AVOID combat, there is no mechanical reward for it, and the likely consequences on your person and your inventory are, to say the least, highly unfortunate. There are ways to go a bit against that, Mercenary, and the attendant Striker! supplement/sub-game provide one option. A well enough financed group of Mercs can run around in fairly high tech gear (power armor and plasma/fusion weapons) dealing death on forces in the TL3-8 range with pretty great impunity. Of course, getting yourself into such a gig will require good contacts and some negotiating skills, but you can do a sort of "Schlock Mercenary" sort of thing. Naturally there is always the hazard that someone else will show up with their own TL15 tank or a starship with some nukes onboard or whatever and rain on your day. Still, it is combat with limited risks. Another option of course would be to go up against animals or very low tech persons. Even without high tech battle gear it is unlikely such opposition will fair too well, though again there's always that ambush (predator), or bad luck, etc. to worry about... Honestly, in my campaigns, I seem to recall that overall it was pretty hard for PCs to both stay alive, and solvent, for extended periods of time. As in the real world, the best option is to become someone's minion. The patron system will do that for you , if you want, but then of course your adventuring options get pared down somewhat. Still, the GM can provide if you are willing to go along, and with proper scene framing that CAN work. I have to admit that my understanding of those techniques was less than it is now back in the heyday of my Traveler GMing (the 1980s mostly). [/QUOTE]
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