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Tension, Threats And Progression In RPGs
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<blockquote data-quote="pemerton" data-source="post: 7731488" data-attributes="member: 42582"><p>We've had a bit of recent discussion about Traveller, prompted by some actual play threads I posted: <a href="http://www.enworld.org/forum/showthread.php?586642-Classic-Traveller-session-report-with-reflections-on-the-system-long" target="_blank">first</a>, <a href="http://www.enworld.org/forum/showthread.php?602671-Classic-Traveller-more-actual-play" target="_blank">second</a>, <a href="http://www.enworld.org/forum/showthread.php?605171-Classic-Traveller-a-dice-driven-game" target="_blank">third</a>.</p><p></p><p>Personally I think that if you reread it with modern sensibilities it's not as "old school" as you'd expect. It has a lot of very tight resolution systems, which on the surface appear to be constrained/regulated only by the fiction, but when you actually play them out are mechanically self-constrained also:</p><p></p><p style="margin-left: 20px">* Jump travel: roll for encounter, roll for misjump, roll for drive failure, arrive at destination, roll for encounter, knock of spent fuel.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Interstellar commerce: roll for goods available, pay for them, arrive at destination (see above sub-system), roll for brokerage service, roll for sale, increase credit tally.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Officialdom: roll (with law level as the DC) for encounter, roll (with Admin as a bonus) to avoid close inspection, if inspected roll Admin to pass the inspection [I've adapted this from Book 7 Merchant Prince, using Admin rather than Legal skill, which seemed redundant], and/or roll for Forgery if you're using forged papers, and/or roll for Bribery if you want to deal with the officials that way.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Vacc suit use: if a tricky manoeuvre is tried, roll to avoid difficulty, and if difficulty occurs then roll to rectify it before disaster ensue [I extended this to include other forms of protective suits].</p><p></p><p>One thing that's missing is a rule for consequences - what happens if the officials don't like your papers? - but with our modern ways we can use "fail forward"-type resolution for that. I've also included a rule written by Andy Slack for his Expanded Universe series in early White Dwarf, where Social Standing is used to modify a check to find out what happens if you're arrested, charged and tried.</p><p></p><p>Another thing that's missing (in my view quite notably) is a good system for planetary exploration. In our second session, the PCs were driving their ATV through a barren world with a corrosive atmosphere, trying to find an enemy base. There are rules for encounters, and for break downs, but no rules with the tightness of the jump travel sub-system, or a 4e skill challenge, for actually determining if/when they get to where they're going. It was a bit unsatisfactory.</p><p></p><p>On the other hand, in our most recent session when they were fleeing that base trying to avoid being hit by fire from a ship in orbit shooting under the guidance of a forward observer, I adapted the small craft escape rules (printed in the Ship's Boat skill entry at least in the early editions of Book 1 - I think my copy is a second printing) and those worked pretty well to give a good resolution.</p><p></p><p>I've also found the "oddball systems" for generating PCs and worlds paint an implicit but interesting picture of the milieu. There are nobles, who galavant about in pleasure yachts; there is also a steady market for low passages (as indicated via the commerce rules), despite the 1-in-12 to 1-in-6 chance of death for an ordinary healthy individual (depending on the quality of onboard medical care). And many worlds have crappy atmospheres and only modest populations. The impression I get from all this is that the world of Classic Traveller is one with a population living mostly in poor conditions, ready to take pretty desparate chances to survive or try and get ahead, while a small elite extracts wealth and leisure time from the system. (Ie it's basically the modern world outside of parts of Australasia, North America and West and Central Europe!) A very non-Star Wars and non-Star Trek implied setting, it seems to me.</p><p></p><p>I think this game is very much worth playing, more-or-less as written but bringing some of those modern sensibilities to bear. I think it's a much more reliable generator of good RPG experiences than D&D 5e, for instance; and mechanically less demanding on both players and GM than 4e, although probably requiring them to work harder to get the fiction going due to the lack of such a clear default setting and starting situation. (The discussions of the game in the late 70s and early 80s show that this latter issue was really a very big difficulty people had with the game.)</p><p></p><p>I think it's a pity that, from the mid-80s on, Traveller seems to have been captured mostly by the GURPS-type crowd, and so has generated a mixture of a more "universal" approach which dilutes many of the tight subsystems into a generic and largely unworkable universal resolution system (I'm thinking MegaTraveller here) while (as best I can tell) pushing actual play into yet another variant on a 2nd ed AD&D-style GM driven scenario-focused game, where the job of the mechanics is mostly to provide a bit of colour that gets incorporated into the GM's narration.</p><p></p><p>That would be drifting towards a sci-fi version of Burning Wheel or similar (that already has a Circles stat which is something like notoriety/social standing, and a Resources stat). Could definitely be interesting, but I think also pretty different from Traveller in its original form. (Which I guess would be the point.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7731488, member: 42582"] We've had a bit of recent discussion about Traveller, prompted by some actual play threads I posted: [url=http://www.enworld.org/forum/showthread.php?586642-Classic-Traveller-session-report-with-reflections-on-the-system-long]first[/url], [url=http://www.enworld.org/forum/showthread.php?602671-Classic-Traveller-more-actual-play]second[/url], [url=http://www.enworld.org/forum/showthread.php?605171-Classic-Traveller-a-dice-driven-game]third[/url]. Personally I think that if you reread it with modern sensibilities it's not as "old school" as you'd expect. It has a lot of very tight resolution systems, which on the surface appear to be constrained/regulated only by the fiction, but when you actually play them out are mechanically self-constrained also: [indent]* Jump travel: roll for encounter, roll for misjump, roll for drive failure, arrive at destination, roll for encounter, knock of spent fuel. * Interstellar commerce: roll for goods available, pay for them, arrive at destination (see above sub-system), roll for brokerage service, roll for sale, increase credit tally. * Officialdom: roll (with law level as the DC) for encounter, roll (with Admin as a bonus) to avoid close inspection, if inspected roll Admin to pass the inspection [I've adapted this from Book 7 Merchant Prince, using Admin rather than Legal skill, which seemed redundant], and/or roll for Forgery if you're using forged papers, and/or roll for Bribery if you want to deal with the officials that way. * Vacc suit use: if a tricky manoeuvre is tried, roll to avoid difficulty, and if difficulty occurs then roll to rectify it before disaster ensue [I extended this to include other forms of protective suits].[/indent] One thing that's missing is a rule for consequences - what happens if the officials don't like your papers? - but with our modern ways we can use "fail forward"-type resolution for that. I've also included a rule written by Andy Slack for his Expanded Universe series in early White Dwarf, where Social Standing is used to modify a check to find out what happens if you're arrested, charged and tried. Another thing that's missing (in my view quite notably) is a good system for planetary exploration. In our second session, the PCs were driving their ATV through a barren world with a corrosive atmosphere, trying to find an enemy base. There are rules for encounters, and for break downs, but no rules with the tightness of the jump travel sub-system, or a 4e skill challenge, for actually determining if/when they get to where they're going. It was a bit unsatisfactory. On the other hand, in our most recent session when they were fleeing that base trying to avoid being hit by fire from a ship in orbit shooting under the guidance of a forward observer, I adapted the small craft escape rules (printed in the Ship's Boat skill entry at least in the early editions of Book 1 - I think my copy is a second printing) and those worked pretty well to give a good resolution. I've also found the "oddball systems" for generating PCs and worlds paint an implicit but interesting picture of the milieu. There are nobles, who galavant about in pleasure yachts; there is also a steady market for low passages (as indicated via the commerce rules), despite the 1-in-12 to 1-in-6 chance of death for an ordinary healthy individual (depending on the quality of onboard medical care). And many worlds have crappy atmospheres and only modest populations. The impression I get from all this is that the world of Classic Traveller is one with a population living mostly in poor conditions, ready to take pretty desparate chances to survive or try and get ahead, while a small elite extracts wealth and leisure time from the system. (Ie it's basically the modern world outside of parts of Australasia, North America and West and Central Europe!) A very non-Star Wars and non-Star Trek implied setting, it seems to me. I think this game is very much worth playing, more-or-less as written but bringing some of those modern sensibilities to bear. I think it's a much more reliable generator of good RPG experiences than D&D 5e, for instance; and mechanically less demanding on both players and GM than 4e, although probably requiring them to work harder to get the fiction going due to the lack of such a clear default setting and starting situation. (The discussions of the game in the late 70s and early 80s show that this latter issue was really a very big difficulty people had with the game.) I think it's a pity that, from the mid-80s on, Traveller seems to have been captured mostly by the GURPS-type crowd, and so has generated a mixture of a more "universal" approach which dilutes many of the tight subsystems into a generic and largely unworkable universal resolution system (I'm thinking MegaTraveller here) while (as best I can tell) pushing actual play into yet another variant on a 2nd ed AD&D-style GM driven scenario-focused game, where the job of the mechanics is mostly to provide a bit of colour that gets incorporated into the GM's narration. That would be drifting towards a sci-fi version of Burning Wheel or similar (that already has a Circles stat which is something like notoriety/social standing, and a Resources stat). Could definitely be interesting, but I think also pretty different from Traveller in its original form. (Which I guess would be the point.) [/QUOTE]
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