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Worlds of Design: Creativity and the Game Designer
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<blockquote data-quote="dragoner" data-source="post: 7949402" data-attributes="member: 6943731"><p>It is a hard cover of Classic, The Traveller Book. I went back to Classic for this game due to two reasons: first it is the simplest of systems, so the easiest to modify with as few rules changes as possible; second, its personal combat is a chaotic, simultaneous, no initiative, deadly and fast. Marc Miller being a Vietnam veteran who had seen real combat only a few years earlier, I suppose he meant it that way. Space combat is fast too. I like the limited design of the ships, as that mirrors reality, right now we have 2.5 designs for rocket engines, and even those are very similar. Changing to a percentage, such as a engine taking up 17% of the isn't as realistic as saying here are your engines, this table gives performance per tonnage. I like designing spacecraft, doing one right now, though I like the limitations vs endless permutations. Certain simple features, such as no armor, and the pseudo newtonian movement, fast and deadly; with a few of my own tweaks to make them fusion rockets, is good enough.</p><p></p><p>I have seen Brilliant Lances, and also played 2300 back in the day, some questions I always had was that if you had a faster than light missile, how would you see it, and the FTL ship you were shooting it at? Was the board game version Star Cruiser? I do own most of the Traveller stuff on PDF, with a lot of Classic and Mong 1e in hard copy; I loved playing High Guard ships and Trillion Credit Squadron too, we called it dice rolling madness. Great games, except portability to RPG's wasn't so good. I do think that a civilian ship probably wouldn't stand a chance vs a purpose built military vessel, but the game makes a small allowance for it, to give the players a fighting chance. I haven't run a trader campaign in a while, their ship right now is a Panther from Terran Trade Authority that I made a deck plan for, it's more of an NPC, as it's run by a rogue AI.</p><p></p><p>Lists make for great inspiration on what to do, The Traveller Book has one on page 55:</p><p></p><p>TYPICAL ACTIVITIES</p><p>I. Arrive in star system.</p><p>A. Scan area for potential</p><p>danger, problems, and other data.</p><p>B. Set course in system.</p><p>C. Possible ship encounter.</p><p>II. Local gas giant.</p><p>A. Achieve orbit.</p><p>B. Refuel.</p><p>C. Set course to major world</p><p>or out system.</p><p>III. Local major world.</p><p>A. Achieve orbit.</p><p>B. Proceed to orbital starport</p><p>(unstreamlined ships) or surface starport</p><p>(streamlined ships).</p><p>C. Arrival on planet.</p><p>1. Unload high passengers.</p><p>2. Unload mail.</p><p>3. Unload middle passengers.</p><p>4. Unload cargo.</p><p>5. Unload low passengers.</p><p>6. Conclude low lottery.</p><p>D. Refit and maintenance.</p><p>1. Refuel from starport.</p><p>2. Renew ship life support.</p><p>E. Commodity activity.</p><p>1. Sell speculative cargo.</p><p>2. Buy speculative cargo.</p><p>F. Ship business.</p><p>1. Pay berthing costs.</p><p>2. Pay bank payment.</p><p>3. Pay maintenance fund.</p><p>4. Pay crew salaries.</p><p>G. Miscellaneous activity.</p><p>1. Patron encounters.</p><p>2. Planetary exploration.</p><p>3. Local areas of interest.</p><p>4. Hire new crew members.</p><p>H. Prepare for departure.</p><p>1. Load cargo.</p><p>2. Load low passengers.</p><p>3. Load middle passengers.</p><p>4. Load high passengers.</p><p>5. Load mail.</p><p>6. Collect income for all</p><p>aspects of current trip.</p><p>IV. Departure.</p><p>A. Lift-off.</p><p>B. Achieve orbit.</p><p>C. Set course outsystem.</p><p>D. Possible ship encounter.</p><p>E. Jump.</p><p></p><p>Note: This list is primarily of</p><p>interest to merchants. Not all events</p><p>on this list are explained in this</p><p>chapter on travelling. Other relevant</p><p>chapters include Worlds, Encounters,</p><p>and Trade and Commerce.</p></blockquote><p></p>
[QUOTE="dragoner, post: 7949402, member: 6943731"] It is a hard cover of Classic, The Traveller Book. I went back to Classic for this game due to two reasons: first it is the simplest of systems, so the easiest to modify with as few rules changes as possible; second, its personal combat is a chaotic, simultaneous, no initiative, deadly and fast. Marc Miller being a Vietnam veteran who had seen real combat only a few years earlier, I suppose he meant it that way. Space combat is fast too. I like the limited design of the ships, as that mirrors reality, right now we have 2.5 designs for rocket engines, and even those are very similar. Changing to a percentage, such as a engine taking up 17% of the isn't as realistic as saying here are your engines, this table gives performance per tonnage. I like designing spacecraft, doing one right now, though I like the limitations vs endless permutations. Certain simple features, such as no armor, and the pseudo newtonian movement, fast and deadly; with a few of my own tweaks to make them fusion rockets, is good enough. I have seen Brilliant Lances, and also played 2300 back in the day, some questions I always had was that if you had a faster than light missile, how would you see it, and the FTL ship you were shooting it at? Was the board game version Star Cruiser? I do own most of the Traveller stuff on PDF, with a lot of Classic and Mong 1e in hard copy; I loved playing High Guard ships and Trillion Credit Squadron too, we called it dice rolling madness. Great games, except portability to RPG's wasn't so good. I do think that a civilian ship probably wouldn't stand a chance vs a purpose built military vessel, but the game makes a small allowance for it, to give the players a fighting chance. I haven't run a trader campaign in a while, their ship right now is a Panther from Terran Trade Authority that I made a deck plan for, it's more of an NPC, as it's run by a rogue AI. Lists make for great inspiration on what to do, The Traveller Book has one on page 55: TYPICAL ACTIVITIES I. Arrive in star system. A. Scan area for potential danger, problems, and other data. B. Set course in system. C. Possible ship encounter. II. Local gas giant. A. Achieve orbit. B. Refuel. C. Set course to major world or out system. III. Local major world. A. Achieve orbit. B. Proceed to orbital starport (unstreamlined ships) or surface starport (streamlined ships). C. Arrival on planet. 1. Unload high passengers. 2. Unload mail. 3. Unload middle passengers. 4. Unload cargo. 5. Unload low passengers. 6. Conclude low lottery. D. Refit and maintenance. 1. Refuel from starport. 2. Renew ship life support. E. Commodity activity. 1. Sell speculative cargo. 2. Buy speculative cargo. F. Ship business. 1. Pay berthing costs. 2. Pay bank payment. 3. Pay maintenance fund. 4. Pay crew salaries. G. Miscellaneous activity. 1. Patron encounters. 2. Planetary exploration. 3. Local areas of interest. 4. Hire new crew members. H. Prepare for departure. 1. Load cargo. 2. Load low passengers. 3. Load middle passengers. 4. Load high passengers. 5. Load mail. 6. Collect income for all aspects of current trip. IV. Departure. A. Lift-off. B. Achieve orbit. C. Set course outsystem. D. Possible ship encounter. E. Jump. Note: This list is primarily of interest to merchants. Not all events on this list are explained in this chapter on travelling. Other relevant chapters include Worlds, Encounters, and Trade and Commerce. [/QUOTE]
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