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Traveller salvage question
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<blockquote data-quote="Kobold Stew" data-source="post: 8709847" data-attributes="member: 23484"><p>You appear to have decided that making the ship operational will take credits. That can be tough in many traveller games -- ships are ridiculously expensive. So my first question is is this a necessary constraint; does it add fun to the challenge? </p><p></p><p>Secondly, do the Vargr know about the ship? I assume no, and if that's true, then I suspect the players can make a claim on the area with the miners, and "discover" the ship they know is already on the claim. If the area is claimed already, then the challenge becomes gaining control of that one Vargr's stake; it need not be a conflict with everyone. </p><p></p><p>I expect Vargr belters will not have centralized authority -- there will be a loose agreement for registering claims, mutual assistance, etc., but most asteroids/ships will be functionally independent, and if anyone gets testy, everyone agrees to form a posse, with the claim of the initiator being forfeit and auctioned off. Something like that. Everyone's trigger happy, but there are repercussions if you start anything. </p><p></p><p>Given all that, the players can arrive and (a) engage with locals or (b) look for the wreck. Their responsibility is to stake a claim on the ship before anyone else (I imagine there's someone buying up stakes and trying to unionize the belters, or somesuch; they've got a big ship and so are a threat in multiple ways, but could have a lead.) Once they find the ship, they then either secure a claim or they try to make off without going through the expected procedures. The former requires some deception and social stuff; the latter requires making the ship combat-ready quick. There's a choice for them. </p><p></p><p>What ship are they in? Can they tie the ships together and jump away (a reduced distance, obviously)? Or jury-rig their power plant to the new ship, and leave the ship they are in as a wreck instead? That would provide a temporary solution to the MCr problem, even if it means they've got an extra drive in the cargo bay, etc. (And is the ship theirs once they get it?). For me as a player trying to get out of system with two ships connected by a power cable or whatever seems much more engaging that being told they need to order 16MCr worth of parts.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8709847, member: 23484"] You appear to have decided that making the ship operational will take credits. That can be tough in many traveller games -- ships are ridiculously expensive. So my first question is is this a necessary constraint; does it add fun to the challenge? Secondly, do the Vargr know about the ship? I assume no, and if that's true, then I suspect the players can make a claim on the area with the miners, and "discover" the ship they know is already on the claim. If the area is claimed already, then the challenge becomes gaining control of that one Vargr's stake; it need not be a conflict with everyone. I expect Vargr belters will not have centralized authority -- there will be a loose agreement for registering claims, mutual assistance, etc., but most asteroids/ships will be functionally independent, and if anyone gets testy, everyone agrees to form a posse, with the claim of the initiator being forfeit and auctioned off. Something like that. Everyone's trigger happy, but there are repercussions if you start anything. Given all that, the players can arrive and (a) engage with locals or (b) look for the wreck. Their responsibility is to stake a claim on the ship before anyone else (I imagine there's someone buying up stakes and trying to unionize the belters, or somesuch; they've got a big ship and so are a threat in multiple ways, but could have a lead.) Once they find the ship, they then either secure a claim or they try to make off without going through the expected procedures. The former requires some deception and social stuff; the latter requires making the ship combat-ready quick. There's a choice for them. What ship are they in? Can they tie the ships together and jump away (a reduced distance, obviously)? Or jury-rig their power plant to the new ship, and leave the ship they are in as a wreck instead? That would provide a temporary solution to the MCr problem, even if it means they've got an extra drive in the cargo bay, etc. (And is the ship theirs once they get it?). For me as a player trying to get out of system with two ships connected by a power cable or whatever seems much more engaging that being told they need to order 16MCr worth of parts. [/QUOTE]
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