Back in Black
The Ancient Faith is the Orthodox faith, which will endure as long as mankind endures. The Far Future is the Classic Traveller role playing system, and the game universe which I've created. This blog is where those two come together.
Maps, Rules and other Information
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Monday, April 28, 2014
Firefly and Classic Traveller with Andy Slack!
Over at the Halfway Station, Andy shares the story of a Classic Traveller adventure that shares more than a little in common with Firefly (AKA the closest Traveller has ever gotten to the big screen). Check it out!
Back in Black
Back in Black
Foodrunner - Amber Zone Reviews #5
Check out the series introduction here.
Location: Roup, Regina 0407 Spinward Marches (C-77A9A9-6)
Patron: A businessman and freight shipper (“a middle aged, rather vulgar person”)
Mission: The PCs are hired to crew an armed merchantman, delivering a special cargo to the Scout base, but not to the Scout service. The cargo is foodstuffs and wine. Once delivery is completed, they must return to the point of origin and deliver the cash that they receive for the food.
Complications: The ship is, well, substandard. It will need lots of work and money to get it into regulation trim. It will likely break down on the PCs during the trip. The group that the PCs are supposed to meet will not be the only ones trying to get their hands on the food. Multiple groups, all armed, will descend upon the landing field. The description presents a picture of a large, multi-sided brawl or more likely gunfight on the landing field – with no cover. If their contact does not deliver the payment, the PCs won't get paid either.
Payoff: the PCs will be given title & ownership of the merchantman as payment. This will be a mixed blessing, given the state the ship is in.
Strong Points: The ship is a modified Type A, with improved performance envelope, if it runs. The adventure can start more than one jump from the target, allowing for a lot of little adventures in emergency repair, or other space-based activities. The PCs have the option to take off into the wild blue yonder with a ship and a large sum of cash – starting a new campaign to avoid the repo men and bounty hunters. The big fight on the landing field will be a very exciting one.
Weak Points: The white elephant of a ship, unless the players want the challenge of constantly repairing their ship. Even repaired, the ship does not hold much cargo. Traveller's combat rules aren't really set up to handle a scrum involving possibly more than 100 people. If the PCs don't come armed, they are likely to get swamped. They can't just retreat to the ship and wait it out. If they do, the cash will vanish.
What I'd change: Nothing. I don't think this is a great scenario, but it is sound enough to work as it is.
In My Traveller Universe: The adventure could start anywhere, but the delivery should be to one of the Independent worlds. I'd substitute Mercera (Gelderon 0703) for Roup. It is simple to make Mercera's poor atmosphere the reason for food being in such demand, instead of overcrowding – everyone lives high in the mountains, because that's where the oxygen is.
Map of the landing field
Map scale is 30 meters/hex. The X is the meeting point with the contact. The building icon is the Scout shack, the circle/triangle is the PC's ship. The black lines are the fence around the field.
This map was created me, using Hexographer (www.hexographer.com). It can be used or modified without restriction.
Thursday, April 24, 2014
Salvage on Sharmun - Amber Zone Reviews #4
Check out the series introduction here.
Amber Zone: Salvage on Sharmun By Jeff May
Location: Sharmun (no known location in the 3rd Imperium) Classified as a Red Zone by the TAS
Patron: Kinson, a retired Scout
Mission: Kinson hires the PCs to assist him in recovering a strongbox which was aboard a ship on which he served long ago. The ship crashed on Sharmun and Kinson believes it has not been discovered by the locals. The ship would now be considered salvage.
Complications: Sharmun's two main societies are mutually antagonistic and rabidly xenophobic. Any contact with either one will be likely to trigger a nuclear war between them. Both sides will attack the PCs on sight. Both sides have rudimentary space craft and might detect the PCs' ship. The crash site is close to population centers. The ship is under water, submerged in a lake (where have I heard this before?) and the PCs will have to force their way into it. Proximity to the population center increases the risk of discovery, with the enormous consequences.
Payoff: Kinson is after the payroll which is in the strongbox. The box contains about 5 MCr in cash. The PCs will get a split of the total.
Strong Points: The big challenge in this is getting the job done without detection, as detection means starting a WAR. The PCs need to have stealth and espionage, combat, and technical skills available. The setting could be used to get up lots of other adventures, like signs that some of the ship's crew survived and are hiding out on Sharmun. The PCs will have the tech edge, but the locals have numbers, and this should be emphasized. Everyone they might encounter is likely to be armed, or can quickly summon those who are, and no one's going to be shy about opening a can o' firefight. I think it makes an adventure better when “mow down everyone with automatic fire” is not an available option – the players have to think their way out of problems. Hand to hand combat is more likely, as it is quieter and less likely to raise an alarm. Also, Kinson can be a one-off NPC, or be fleshed out into a recurring ally.
Weak Points: Who wants to have a nuclear war on their conscience? That's a severe repercussion. On the flip side, depending on the PC's equipment, this mission could be very easy. A group with access to Battle Dress and grav belts would be able to zip in and out under cover of darkness, without detection. Also, TL-7 weaponry is unlikely to be much of a threat to PCs in heavy armor.
What I'd change: I would reduce the severity of discovery to a conventional war. I might bring in some of the Victor's forces, or establish Collective patrols to increase the risk. There might be rebels against the Collective busting into the camp to the west, whom the PCs might help, quietly.
In My Traveller Universe: I actually lifted Sharmun whole, and imported it into my Traveller Universe, because I meant to play this Amber Zone myself. It is located in Gelderon subsector 0509.
Map:
Amber Zone: Salvage on Sharmun By Jeff May
Location: Sharmun (no known location in the 3rd Imperium) Classified as a Red Zone by the TAS
Patron: Kinson, a retired Scout
Mission: Kinson hires the PCs to assist him in recovering a strongbox which was aboard a ship on which he served long ago. The ship crashed on Sharmun and Kinson believes it has not been discovered by the locals. The ship would now be considered salvage.
Complications: Sharmun's two main societies are mutually antagonistic and rabidly xenophobic. Any contact with either one will be likely to trigger a nuclear war between them. Both sides will attack the PCs on sight. Both sides have rudimentary space craft and might detect the PCs' ship. The crash site is close to population centers. The ship is under water, submerged in a lake (where have I heard this before?) and the PCs will have to force their way into it. Proximity to the population center increases the risk of discovery, with the enormous consequences.
Payoff: Kinson is after the payroll which is in the strongbox. The box contains about 5 MCr in cash. The PCs will get a split of the total.
Strong Points: The big challenge in this is getting the job done without detection, as detection means starting a WAR. The PCs need to have stealth and espionage, combat, and technical skills available. The setting could be used to get up lots of other adventures, like signs that some of the ship's crew survived and are hiding out on Sharmun. The PCs will have the tech edge, but the locals have numbers, and this should be emphasized. Everyone they might encounter is likely to be armed, or can quickly summon those who are, and no one's going to be shy about opening a can o' firefight. I think it makes an adventure better when “mow down everyone with automatic fire” is not an available option – the players have to think their way out of problems. Hand to hand combat is more likely, as it is quieter and less likely to raise an alarm. Also, Kinson can be a one-off NPC, or be fleshed out into a recurring ally.
Weak Points: Who wants to have a nuclear war on their conscience? That's a severe repercussion. On the flip side, depending on the PC's equipment, this mission could be very easy. A group with access to Battle Dress and grav belts would be able to zip in and out under cover of darkness, without detection. Also, TL-7 weaponry is unlikely to be much of a threat to PCs in heavy armor.
What I'd change: I would reduce the severity of discovery to a conventional war. I might bring in some of the Victor's forces, or establish Collective patrols to increase the risk. There might be rebels against the Collective busting into the camp to the west, whom the PCs might help, quietly.
In My Traveller Universe: I actually lifted Sharmun whole, and imported it into my Traveller Universe, because I meant to play this Amber Zone myself. It is located in Gelderon subsector 0509.
Map:
Thursday, April 17, 2014
Asteroid P-4836 - Amber Zone Reviews #3
Check out the series introduction here.
Amber Zone: Asteroid P-4836 by Loren K Wiseman
Location: The Rabwhar planetoid belt (Lunion Subsector, Spinward Marches), owned and operated by Sternmetal Horizons, LLC.
Patron: An anonymous business factor for an unnamed business that is in competition with Sternmetal Horizons
Mission: The PCs are to infiltrate Sternmetal's research facility situated on the planetoid identified as P-4836. Once inside the facility, they are to locate a specific computer and extract a specific packet of data. Then they must exit the facility without their actions being detected.
Complications: The biggest factors are the base security and the remoteness of the target. There is simply no way to approach this facility without being seen – it's a private asteroid housing highly secretive research. Objects in space have near unlimited line-of-sight in all directions. Lastly, the PCs must pull off the entire operation without ever being noticed. At all. The second they're spotted, they have failed.
Payoff: The factor offers MCr 1 for the data, provided that Sternmetal is unaware of its theft.
Strong Points: This is a mission to throw a PCs with lots of high skill levels; this is a very tough mission, which relies on stealth instead of firepower. It can work well as a solo adventure. There are plenty of challenges in pulling off a job like this.
Weak Points: The mission could fail at many points – as soon as the base personnel suspect the PCs of malfeasance, the game is up. The description specifically includes the possibility that the target data is not in fact on the station at all. Sternmetal cannot even suspect that they have been burgled, the steal has to be perfect, or it fails completely. The factor's company cannot use data that is known to be stolen against the company they stole it from without facing a huge legal action.
What I'd change: I would reduce the size and armament of the base security force, and possibly change the mission to destroying Sternmetal's computer to take the target data out of the big picture. That would be an easier objective to reach. I would also correct a number of obvious spelling and punctuation errors in the article as printed.
In My Traveller Universe: I would set this adventure in the Verrazano belt (Solaris-Litton 0409) part of the Republic of Tamarkand. The system government is listed as family/clan, so I'll say that means that the belt is worked by independent mining clans, and the research facility is on a rock the company owns. This may give players a few more options for how to approach the facility without arousing suspicion.
Amber Zone: Asteroid P-4836 by Loren K Wiseman
Location: The Rabwhar planetoid belt (Lunion Subsector, Spinward Marches), owned and operated by Sternmetal Horizons, LLC.
Patron: An anonymous business factor for an unnamed business that is in competition with Sternmetal Horizons
Mission: The PCs are to infiltrate Sternmetal's research facility situated on the planetoid identified as P-4836. Once inside the facility, they are to locate a specific computer and extract a specific packet of data. Then they must exit the facility without their actions being detected.
Complications: The biggest factors are the base security and the remoteness of the target. There is simply no way to approach this facility without being seen – it's a private asteroid housing highly secretive research. Objects in space have near unlimited line-of-sight in all directions. Lastly, the PCs must pull off the entire operation without ever being noticed. At all. The second they're spotted, they have failed.
Payoff: The factor offers MCr 1 for the data, provided that Sternmetal is unaware of its theft.
Strong Points: This is a mission to throw a PCs with lots of high skill levels; this is a very tough mission, which relies on stealth instead of firepower. It can work well as a solo adventure. There are plenty of challenges in pulling off a job like this.
Weak Points: The mission could fail at many points – as soon as the base personnel suspect the PCs of malfeasance, the game is up. The description specifically includes the possibility that the target data is not in fact on the station at all. Sternmetal cannot even suspect that they have been burgled, the steal has to be perfect, or it fails completely. The factor's company cannot use data that is known to be stolen against the company they stole it from without facing a huge legal action.
What I'd change: I would reduce the size and armament of the base security force, and possibly change the mission to destroying Sternmetal's computer to take the target data out of the big picture. That would be an easier objective to reach. I would also correct a number of obvious spelling and punctuation errors in the article as printed.
In My Traveller Universe: I would set this adventure in the Verrazano belt (Solaris-Litton 0409) part of the Republic of Tamarkand. The system government is listed as family/clan, so I'll say that means that the belt is worked by independent mining clans, and the research facility is on a rock the company owns. This may give players a few more options for how to approach the facility without arousing suspicion.
A Guide for the Social Climbing Traveller
A character I rolled up, a while back, who we will
call Max served honorably in the Army and mustered out as a Major
after a long service. When he went home, though, he found that his rank
and service did not matter and everyone still treated him as his social
standing of 3 deserved. So he decided that he wanted to move up in the
world. Now, how does he make that happen?
As there are no rules statements at all in the experience section of LBB3/TTB concerning Social Standing [SOC], I assume that the writers had one of two intentions:
As there are no rules statements at all in the experience section of LBB3/TTB concerning Social Standing [SOC], I assume that the writers had one of two intentions:
- No character's SOC would ever change outside of character generation.
- SOC change was not quantifiable and had to be handled all within the setting of the game.
Character Experience and Development in Traveller
In this post I will
discuss the topic of experience in Traveller, and ways to have
characters grow in the absence of meta-game processes like XP and
levels. I think that it is worthwhile for me to repeat what The
Traveller Book says on the subject of experience. To paraphrase, the
primary means of experience is the player's ability to play the role
that they have assumed. That's right, Traveller experience is in the
realm of the players, not the characters.
The format given in TTB for character improvement represents a major effort of study, akin to a tech school education which assumes, rather than states, that the character is out of circulation for four years to devote themselves to study. For simple skill progression, that route is slow but steady and preserves game balance. Still, there are ways to model in-game growth and development of the character that does not require the long term hiatus. I am going to discuss Education, Contacts, Reputation and Grants.
This is what real experience looks like. PC's know about more things than just the skills listed on the character sheet. If a PC has been visiting planet Snog regularly for years, he is more likely to know about the local flora, fauna and society than someone who is visiting Snog for the first time. Therefore, positive dm's to the regular visitor. This kind of in-game knowledge can benefit EDU, SOC, Admin, Broker, Streetwise, or any other socially-related skill rolls. Here are some other examples: a Police character could more easily detect a swindle or con, or tell how local law enforcement are likely to react to the PC's activities. A Merchant Captain would be in a better position to know the economic condition of a planet or region, a Navy Captain would know about Naval Base security protocols, or recognize the class of ship the scanners just detected.
Both the players and the referee should keep notes of the character's experiences and the types of information with which they come into contact. Anything could be useful again in the future, as the referee might employ them as plot points or hooks. The character sheet should have space on it to note the subjects with which the character is familiar.
Contacts
The format given in TTB for character improvement represents a major effort of study, akin to a tech school education which assumes, rather than states, that the character is out of circulation for four years to devote themselves to study. For simple skill progression, that route is slow but steady and preserves game balance. Still, there are ways to model in-game growth and development of the character that does not require the long term hiatus. I am going to discuss Education, Contacts, Reputation and Grants.
Education
I mentioned in my
House Rules page that Education (EDU) is meant to model both formal
and informal schooling. That is to say, if there isn't a specific
skill to cover the situation, just about any knowledge task can
default to EDU. Any time a player has to determine if his character
knows some bit of in-universe information, roll 2D (or 3D) vs EDU,
and apply modifiers based on the obscurity of the information sought.
This is what real experience looks like. PC's know about more things than just the skills listed on the character sheet. If a PC has been visiting planet Snog regularly for years, he is more likely to know about the local flora, fauna and society than someone who is visiting Snog for the first time. Therefore, positive dm's to the regular visitor. This kind of in-game knowledge can benefit EDU, SOC, Admin, Broker, Streetwise, or any other socially-related skill rolls. Here are some other examples: a Police character could more easily detect a swindle or con, or tell how local law enforcement are likely to react to the PC's activities. A Merchant Captain would be in a better position to know the economic condition of a planet or region, a Navy Captain would know about Naval Base security protocols, or recognize the class of ship the scanners just detected.
Both the players and the referee should keep notes of the character's experiences and the types of information with which they come into contact. Anything could be useful again in the future, as the referee might employ them as plot points or hooks. The character sheet should have space on it to note the subjects with which the character is familiar.
There
are at least two ways in which a character can be said to be familiar
with a subject: background experience and current study. Background
experience comes from character generation & prior careers. Use
some common sense – what kinds of things would be likely
experiences for a person in the Navy or the Scouts? This gives the
players an opportunity to flesh out their character's back story –
what happened during their time in their prior career? Tell stories
about your character; anything that can be justified by story that
won't be a stealth skill-level or otherwise game unbalancing should
be allowed. A Navy veteran may have seen, served on or helped build
the latest TL-15 Imperial Battlecruiser, but that may not mean they
can scratch-build a Black Globe, or give them Naval Architect skill
(see Book 6).
While
short-term reading programs (what better way to spend a week in
jump-space?) will not lead to new skills or skill levels, studying a
topic “just in case” or out of curiosity can add to the list of
specific subjects known. The referee should set up some parameters
for how much time is needed to grasp the subject matter, and can
require some INT or EDU rolls to confirm that the character has
really gotten it down. This should lead to the referee and the
players doing some real-world research, and learning a few new things
themselves! Of course, the referee is always free to decree that the
character's information was wrong or out-of-date to keep things
surprising, but this should be rare, or the players will feel
cheated.
Another
advantage of this kind of detailed record keeping is that it gives
the game setting more detail and depth, which always makes it more
interesting to the players and the referee. A planet that has known
social oddities, animal life and even a planetary history is a far
more interesting setting for an adventure than a planet which is only
a string of digits in the UPP. (See my post on planet-building for
more on that topic).
Contacts
Characters
interact with others (NPC's) all the time. Most encounters are
routine and not memorable, but sometimes enough of an impression is
made that one party or the other will remember it. Any time a very
positive or very negative reaction is rolled on the reaction table,
the referee should take note; maybe that character will appear again
in another setting. Significant and powerful people with whom the
PC's interact could call on them again, or be called upon by them.
Referees should let the players predetermine a number of contacts from their prior career; the number could be based on number of terms or rank or SOC. You can leave contact 'slots' blank, but that leave open the possibility of the player inventing a contact on the fly to have someone to get them out of a tight spot. Of course, this can be turned into another adventure hook, as the contact will some day want a return of the favor.
Referees should let the players predetermine a number of contacts from their prior career; the number could be based on number of terms or rank or SOC. You can leave contact 'slots' blank, but that leave open the possibility of the player inventing a contact on the fly to have someone to get them out of a tight spot. Of course, this can be turned into another adventure hook, as the contact will some day want a return of the favor.
Social
Reputation
Your
players know that they've arrived when the President of planet
Eternia calls them up and asks them for their help. I've written
another post about social standing as a campaign theme, but even if the PC
are not actively social-climbing, there can be numerous social
benefits from successful adventuring. Public honors, awards,
buildings named after them can come from usually more honest
endeavors, and can result in an improved SOC, or more practically, a
reputation. Their names are out there, people (both private and
governmental) know who they are.
Being well-known is no guarantee of an improved SOC, a well-known criminal is still a criminal. Reputation can be both a good thing and a bad; a PC with a good reputation will get more job offers, and the 'man on the street' may react more favorably to them, but they may also have to deal with the likes of tabloid journalists, or the supporters of the other side of the PC's last conflict.
Being well-known is no guarantee of an improved SOC, a well-known criminal is still a criminal. Reputation can be both a good thing and a bad; a PC with a good reputation will get more job offers, and the 'man on the street' may react more favorably to them, but they may also have to deal with the likes of tabloid journalists, or the supporters of the other side of the PC's last conflict.
Grants
Money
is always a good reward for adventuring, but not if it just
accumulates as a number on the character sheet. The referee should
not just offer the characters money as reward for services; sometimes
the wealth should be in the form of something that can be used later
as a story device: real estate, vehicles/vessels or even shares in
the business the PC's have helped. There is an article in JTAS issue
#6 describing how to model a planetary stock market. If the PC's own
stock in a corporation, they will be interested in seeing that
corporation succeed. Maybe that means doing criminal stuff to their
competition, or defending the corporation from other criminals'
stuff. PC stockholders are motivated troubleshooters.
Not
everyone is going to be awarded a knighthood and a fief, but
governments or private entities can grant land. In the Social
Climbing post I mentioned some published articles that give
guidelines for property ownership. A landowner PC is now involved
with the culture of the world and its politics, and this opens a
whole new avenue of adventure possibilities, just as business
ownership does.
Lots
of players want their characters to buy a starship, and earning the
money for one can be a great campaign, but even being granted one
opens up all manner of new possibilities. Now that the PC's have one,
why should they not try to raise a whole fleet?
Real
estate ownership, starship possession and business investments create
associations with the planet from which the grants came, and make
them more real. A more developed setting is one that the players are
going to care more about, and this makes the story, and the whole
game more fun.
In
conclusion, people play Traveller to have fun, and have fun by
telling stories. The player's experience at playing the role,
combined with the character's in-game experience of the people,
places and things in the game world combine to reinforce the
storytelling. Meta-game processes like 'experience points' do not add
to either the players' or the characters' experience and can become a
distraction by making the accumulation of XP the goal instead of the
story.
Wednesday, April 16, 2014
Prayers for those who Travel
At every Matins (Morning Prayers) and Vespers (Evening Prayers) service at our parish at the time when we pray for various
needs, along with prayers for "all the poor and the sick and suffering
of our community", prayers are offered for "all travellers". For my
part as I pray, that includes all who enjoy my favorite RPG.
There is also this, a part of the Great Litany, a prayer office used during penitential seasons:
That it may please Thee to preserve all who travel by land, by water, or by air, all women in child-birth, all sick persons, and young children; and to show Thy pity upon all prisoners and captives; We beseech Thee to hear us, good Lord.
From the Propers of the Mass for Pilgrims and Travelers:
O hold thou up my goings in thy paths, that my footsteps slip not: incline thine ear to me, and hearken unto my words: shew thy marvelous loving-kindness, thou that art the Savior of them which put their trust in thee, O Lord.
(from Psalm 17)
There is also this, a part of the Great Litany, a prayer office used during penitential seasons:
That it may please Thee to preserve all who travel by land, by water, or by air, all women in child-birth, all sick persons, and young children; and to show Thy pity upon all prisoners and captives; We beseech Thee to hear us, good Lord.
From the Propers of the Mass for Pilgrims and Travelers:
O hold thou up my goings in thy paths, that my footsteps slip not: incline thine ear to me, and hearken unto my words: shew thy marvelous loving-kindness, thou that art the Savior of them which put their trust in thee, O Lord.
(from Psalm 17)
Who are the Whisperers?
THE WHISPERERS
an In-My-Traveller-Universe Phenomenon
Drive hand Gionetti dropped his spanner into the tool box and sat down on the deck with a weary sigh. Finally the induction loop was back into spec. He had worked on it for more than two shifts, long after the rest of the drive crew had hit the rack. Drowsy enough to fall asleep right there in the drive room, Gionetti suddenly jerked upright. A voice had spoken softly in his ear. Twisting around expecting to see his supervisor, he saw no-one. The drive room was as brightly lit as ever, and he was clearly alone. He ducked his head to look under a relay assembly, for someone hiding behind it, but there was no one. He shook his head and got up, then bent to collect his tool box. The voice was suddenly there again, seemingly right in his ear, but he couldn't understand the words. Startled, Gionetti ran from the drive room, leaving his tool box open on the deck plates. None of his mates were going to believe he had heard the Whisperers.
Who or what are the Whisperers? Are they even real? No one knows for sure, but the phenomenon of mysterious voices heard in noisy engine rooms, empty corridors and even in vacc-suits has been reported all over known space for centuries.
Details vary; some people claim to have heard distinct words, while others hear only the sound of indistinct soft voices. Most times the people who hear the Whisperers are alone, but occasionally two or even three people hear the voices at the same time.
Some claim that hearing the Whisperers is a portent of an ill-fated or doomed voyage. Others claim that the voices are not harbingers of doom, but protectors warning of danger. May ship captains have a 'whisper check', a set of diagnostics and sensor scans preset for when the Whisperers make themselves known. Some captains claim that the voices have led them to the source of the potential danger, which they otherwise would not have discovered in time. The argument goes on whether the voices are beneficial or baneful; many space disasters are catastrophic so no one can tell if the Whisperers were heard before the calamity or not.
Many claim that the Whisperers are ghosts of those who died in space, and claim that they are seeking revenge against who or whatever killed them (this view tends to be more strongly held in Navy circles). Others say that the ghosts are lost and seeking a ride back to their homes where they can find rest (more commonly held among merchants and civilian liners).
There are claims made that some have seen as well as heard the Whisperers, but very few believe this to be true. The great majority of people who claim to have heard the Whisperers attest that there was nothing and no one to be seen when the incident occurred. Still, recordings circulate from time to time on the data networks claiming to be captured images of the Whisperers, but most every one of them eventually is proven to be a forgery.
So what can a Traveller referee do with the Whisperers? Decided how real the Whisperers are, and where they came from, and what they are trying to do. Scare the players, give them subtle warnings, give them something to chase or investigate, or add them as color in the background of your campaign. Are they Guardian Angels warning of danger? Demonic tricksters frightening the unwise? Are they auditory hallucinations or simply superstitions? Whatever you decide, give the players just enough to get them interested and wanting to know more, then let them decide how to proceed.
an In-My-Traveller-Universe Phenomenon
Drive hand Gionetti dropped his spanner into the tool box and sat down on the deck with a weary sigh. Finally the induction loop was back into spec. He had worked on it for more than two shifts, long after the rest of the drive crew had hit the rack. Drowsy enough to fall asleep right there in the drive room, Gionetti suddenly jerked upright. A voice had spoken softly in his ear. Twisting around expecting to see his supervisor, he saw no-one. The drive room was as brightly lit as ever, and he was clearly alone. He ducked his head to look under a relay assembly, for someone hiding behind it, but there was no one. He shook his head and got up, then bent to collect his tool box. The voice was suddenly there again, seemingly right in his ear, but he couldn't understand the words. Startled, Gionetti ran from the drive room, leaving his tool box open on the deck plates. None of his mates were going to believe he had heard the Whisperers.
Who or what are the Whisperers? Are they even real? No one knows for sure, but the phenomenon of mysterious voices heard in noisy engine rooms, empty corridors and even in vacc-suits has been reported all over known space for centuries.
Details vary; some people claim to have heard distinct words, while others hear only the sound of indistinct soft voices. Most times the people who hear the Whisperers are alone, but occasionally two or even three people hear the voices at the same time.
Some claim that hearing the Whisperers is a portent of an ill-fated or doomed voyage. Others claim that the voices are not harbingers of doom, but protectors warning of danger. May ship captains have a 'whisper check', a set of diagnostics and sensor scans preset for when the Whisperers make themselves known. Some captains claim that the voices have led them to the source of the potential danger, which they otherwise would not have discovered in time. The argument goes on whether the voices are beneficial or baneful; many space disasters are catastrophic so no one can tell if the Whisperers were heard before the calamity or not.
Many claim that the Whisperers are ghosts of those who died in space, and claim that they are seeking revenge against who or whatever killed them (this view tends to be more strongly held in Navy circles). Others say that the ghosts are lost and seeking a ride back to their homes where they can find rest (more commonly held among merchants and civilian liners).
There are claims made that some have seen as well as heard the Whisperers, but very few believe this to be true. The great majority of people who claim to have heard the Whisperers attest that there was nothing and no one to be seen when the incident occurred. Still, recordings circulate from time to time on the data networks claiming to be captured images of the Whisperers, but most every one of them eventually is proven to be a forgery.
So what can a Traveller referee do with the Whisperers? Decided how real the Whisperers are, and where they came from, and what they are trying to do. Scare the players, give them subtle warnings, give them something to chase or investigate, or add them as color in the background of your campaign. Are they Guardian Angels warning of danger? Demonic tricksters frightening the unwise? Are they auditory hallucinations or simply superstitions? Whatever you decide, give the players just enough to get them interested and wanting to know more, then let them decide how to proceed.
Tuesday, April 15, 2014
A Cool Medical Device for Your Game
I came upon this article "College Student Invents Gel that Halts Bleeding"
today while doing some reading on a higher education blog. This is
impressive, not only because of the results the inventor is getting, but
because he is not even 21 years old yet. I have no idea if or when this
substance will be commercially available in real life, but in a role
playing game, whether science fiction (like Traveller) or modern (like
Spycraft) there's no reason for it to not exist.
My first thoughts on how to apply the gel, from a rules/mechanics perspective: application of the gel stops bleeding (no medical skill required), so it halts hit point/vitality/wound level losses due to bleeding. The gel may even add back a small amount (~1 h.p.). In games with descriptive instead of quantitative measures of injury, use of the gel can add a bonus to any later attempts at healing, or shorten recovery periods as the body does not have to replace as much blood volume as it might have otherwise. The gel may also lower the chance for subsequent infection.
I think this gel should be on the expensive side, or it comes in one-use quantities, so that the system's damage & healing rules are not unbalanced. This gel is not "magical healing" but a helpful on-the-spot expedient when more competent medical care is not available.
My first thoughts on how to apply the gel, from a rules/mechanics perspective: application of the gel stops bleeding (no medical skill required), so it halts hit point/vitality/wound level losses due to bleeding. The gel may even add back a small amount (~1 h.p.). In games with descriptive instead of quantitative measures of injury, use of the gel can add a bonus to any later attempts at healing, or shorten recovery periods as the body does not have to replace as much blood volume as it might have otherwise. The gel may also lower the chance for subsequent infection.
I think this gel should be on the expensive side, or it comes in one-use quantities, so that the system's damage & healing rules are not unbalanced. This gel is not "magical healing" but a helpful on-the-spot expedient when more competent medical care is not available.
Prayers and Blessings for Travellers in space
This week,
as our parish priest was blessing two new Bibles we got ourselves for
Christmas, he pointed out to me the following in his prayer book. Prepared
(perhaps) against the day when Jump Drive is invented, the Church has
already established a prayer blessing Travellers in space, and a rite
for the blessing of a space craft:
A blessing for space Travellers
O God who has created the heavens and the earth; guide and preserve those who penetrate the vastness of outer space; and grant that we who learn from their explorations may come to perceive the majesty of thy creation and turn to thee for grace to use that knowledge for the good of all mankind. Through Jesus Christ, our Lord. Amen.
Blessing of space craft
O God the king and Lord of all, who hast created all things in the Universe: graciously hear our prayers and bless this craft now prepared for journeys of they servants in space. Be present with those charged with its navigation, protect them in all perils; prosper them in their course, and bring them to their destination; and at length, conduct them in safety to the haven where they would be. Through thy Son, Jesus Christ our Lord, who liveth and reigneth with Thee and the Holy Ghost, ever one God, world without end. Amen.
In my Traveller universe, Christian chapels are a common sight at most class A & B starports. Priests, monks and nuns serve at these chapels to minister to the spiritual needs of travellers, and to serve as conduits of communication between the planetary diocese and the parent jurisdiction. Travellers may ask a blessing for themselves or the ships in which they travel.
The referee must determine based on government code and cultural factors how much autonomy the Church has on a world.
Startport Chapel Present (2d)
A 3+
B 4+
C 7+
D 8+
E 9+
A blessing for space Travellers
O God who has created the heavens and the earth; guide and preserve those who penetrate the vastness of outer space; and grant that we who learn from their explorations may come to perceive the majesty of thy creation and turn to thee for grace to use that knowledge for the good of all mankind. Through Jesus Christ, our Lord. Amen.
Blessing of space craft
O God the king and Lord of all, who hast created all things in the Universe: graciously hear our prayers and bless this craft now prepared for journeys of they servants in space. Be present with those charged with its navigation, protect them in all perils; prosper them in their course, and bring them to their destination; and at length, conduct them in safety to the haven where they would be. Through thy Son, Jesus Christ our Lord, who liveth and reigneth with Thee and the Holy Ghost, ever one God, world without end. Amen.
In my Traveller universe, Christian chapels are a common sight at most class A & B starports. Priests, monks and nuns serve at these chapels to minister to the spiritual needs of travellers, and to serve as conduits of communication between the planetary diocese and the parent jurisdiction. Travellers may ask a blessing for themselves or the ships in which they travel.
The referee must determine based on government code and cultural factors how much autonomy the Church has on a world.
Startport Chapel Present (2d)
A 3+
B 4+
C 7+
D 8+
E 9+
What Gamers need to know about Surveillance
Most gamers at some point have found themselves involved in spying on someone, or breaking into a secured area to do something, or stopping NPC's from doing the same to the PC's interests. I certainly have, from Top Secret to Traveller to Twilight:2000. Yet upon some reflection on this subject I have realized that for the vast majority of my games, whether as a player or as a GM, my handling of reconnaissance and surveillance has been rather awful. My players and my characters have walked blindly into military bases and corporate buildings as casually as walking into the mall, without being detected or stopped. The level of ineptitude is completely unrealistic and has robbed many games of a dramatic tension that would have made for a much better story.
So I've done some looking about in the
RPG books that I have, trying to find the surveillance and
reconnaissance rules I've been missing. To my surprise, it's not that
I was ignoring them, there just weren't many to find.
- GURPS book Espionage: almost no discussion of surveillance
- Original Top Secret: has an Observation skill but no mechanics for using it
- James Bond RPG: no rules for surveillance
- Traveller: BK4/Mercenary has recon rules, but its use is limited to mostly a DM on surprise rolls prior to combat.
- D&D: none that I could find.
I recently purchased a copy of the original Spycraft rules (a D20 system) from DriveThruRPG.
Finally, a rules set that addresses surveillance, both in interpreting
photo/video data, and eyes-on intelligence gathering. It would not be
difficult to incorporate the following information into the rules for
the surveillance skill in Spycraft.
It may not be a surprise to my
faithful readers that I got onto thinking about this subject as a
result of some articles from STRATFOR that I've read. Http://www.stratfor.com/weekly/detecting-terrorist-surveillance
is one such article, if you want to read more, search their site on
the terms “protective intelligence” “attack cycle” and
“situational awareness” - all of these are concepts that anyone
can put into practice in their own life for their own safety.
Here's another article from The Art of Manliness on Developing Situational Awareness, including a clip from The Bourne Identity. Jason Bourne could fit easily into a Traveller game as an NPC.
Without getting into game mechanics, here are some thoughts on how to incorporate information-gathering activities into a game. The Stratfor article puts it this way: "Surveillance can be defined as 'watching someone while attempting not to be caught doing so'".Countersurveillance (CS) is the reverse, attempting to catch others watching you or your things.
What is Surveillance and How do you do it?
Surveillance has two components, which I'll call the what and the how. The 'What' part is determining the appropriate target to be watched - you have to know where your opponents are before you can watch what they're doing. Beyond simply saying "that building over there" the agents need to know the target's significance, its strengths and weaknesses in resisting penetration, and what specific security measures are being employed. Another part of the 'what' is finding a good location from which to observe the target. This is known as a 'perch' in intelligence lingo. A good perch allows clear visual access to the target while being difficult to spot from the target. A car parked on an entrance road where there are no other cars present is not a good perch, but a car in the middle of a full parking lot can be one.The 'how' part is getting your agent's eyes or detection gear on the target without being noticed. Two related concepts that are critical to the 'how' of setting up good surveillance are described by Stratfor and others as cover for action and cover for status. Cover for status addresses the question of the agent belonging in the environment. In other words, does the agent appear to observers to have a reason for being where he is? Is the agent dressed in a way that stands out or in a way that blends in? Think of plain-clothes detective work. Similarly, cover for action is the plausibility of the agent doing what he is doing. Someone sitting in a parked car, holding binoculars while looking at your building is going to draw attention unless there is some other good reason in that environment for the person to be doing that. An agent dressed as a delivery guy moving packages in and out of a delivery truck has both cover for status and cover for action.
If either of these are not thought out or done well, then the agent will stick out as being 'out of place' and the enemy will attempt to 'blow their cover' by challenging the agent's right to be there. Of course this could be a ploy to draw attention away from the spy who does have good cover. It should be hard for the agents to tell, at least initially, if their cover is blown. Keep in mind that surveillance & CS tasks are uncertain; the PCs should not automatically know whether their efforts are successful or when/if they have been spotted.
A psychological phenomenon that comes into play while conducting surveillance is called “Burn Syndrome”. It is a reflex to 'break cover' as a result of the perception of being spotted. The GM can require some kind of determination task from the agent if he thinks he has been spotted. Failing this means that the agent did something that breaks his cover for status or action, and the enemy is alerted, whether or not the agent had been spotted previously.
Good surveillance takes time, so don't let the PC's sit for just ten minutes and then tell them everything they want to know. It could take hours or even days to properly evaluate a target - learning guard schedules or employee break times, identifying the guards who are slack or those who are super-vigilant, spotting all of the mechanical security devices.
Have lots of uncertain task rolls for Observation/Vision/Surveillance or however the skill is described in your game system. Never let them think they know everything, and make your own rolls for the NPCs conducting security & CS for the location. If you put some thought to a location's security measures and give a compelling reason why it is vital for the PC's to get into the location, a stakeout by itself can be a tense, interesting game session that may even challenge the player's nerves, let alone their PC's.
Image courtesy of Flickr http://www.flickr.com/photos/igoussev/3457787302/
Why are there no Experience Points in Traveller?
I have played Traveller
for probably 30 years now, most of that time using the Classic
Traveller rules set, so in this essay I am speaking specifically about
CT. During that time I've also played lots of other games that use
class/level systems and games that use point-buy systems. Traveller uses
neither, and I think that is a good thing. Traveller's game philosophy
is reflected in its experience rules. Traveller keeps the focus of the
game on the story, and off the meta-gaming elements like XP.
Marc Miller, the creator of the Traveller game, laid out the philosophical basis for the experience rules in The Traveller Book: “Experience gained as the character travels and adventures is, in a very real sense, an increased ability to play the role which he or she has assumed.”
Marc Miller, the creator of the Traveller game, laid out the philosophical basis for the experience rules in The Traveller Book: “Experience gained as the character travels and adventures is, in a very real sense, an increased ability to play the role which he or she has assumed.”
Several Travellers walk into a bar IMTU
Bar Fight
Bil Gunderson, Senior Purser of the
Liner Sunset over Litton sat back in
his chair and looked across the table at his new assistant Purser, Holden
Cass. Cass was gazing around the
starport tavern, obviously much impressed with the buzz of activity around
him. "So, things don't get this
exciting where you're from, do they, Cass?"
Startled,
Cass looked at him sheepishly.
"Well, I guess not. Mostly
I'm just trying to figure out where all these folks are from." He gestured at the array of military and
civilian uniforms to be seen around the room.
"Oh,
now, that's easy. Pay attention and I'll
point out a couple," Gunderson edged forward in his seat and pointed his
mug at two men in tan jumpsuits standing by the bar. “See those two?
They’re Corellian League traders. The one on the left is wearing the
League
crest on his collar, and neither of them has spoken two words to anybody
but
themselves or an order to the bartender.
Leaguers keep to themselves. As
far as I can tell, it isn’t arrogance, they just don’t like to get
involved.”
“Over
there, on the other hand, are some Dothan Alliance navy types. Tall one seems to be a non-com from the way
he’s acting. Dothans can get really
aggressive, and don’t mind invading your space.
Look ‘em in the eye and deal straight, and they’ll respect you. Dothan space is a safe place to run cargoes,
they deal with pirates really hard, and so they’re all right with me.”
“Speaking
of navies, here come some Kassiran Marines,” Bil indicated a troop of four men
and two women in matching grey-and-green dress uniforms. “They’re not a bad lot, just don’t talk
politics. Their gripe with the Stedhard
Alliance goes way back, and you’re either with them or against them. Just hope there aren’t any Stedmonts here
too, or there may be a fight.”
“What
about that fellow there?” Holden asked.
“From the uniform, he’s Navy, but I’m not sure whose.”
Bil
glanced at the man, seated comfortably a few tables away. “Why, that should be the easiest for you to
remember. He’s a Talaveran. They’re the only ones who use gold on black,
and that patch on his shoulder is another dead giveaway. The Empire’s got the biggest navy in space,
and they won’t let you forget it.
Imperials are easy to get along with, though. And they’re just as tough on piracy as the
Dothans, so we’ll be visiting the Empire quite often.”
Just
then another group of spacers arrived, pushing their way through the
crowd. They wore gray and blue uniforms,
and scowls on their faces. Cass watched
in surprise as they appropriated at table in the middle of the room, physically
removing the two people sitting there.
The leader of the gang shouted for a waiter over the rumble of
conversation.
Bil snorted in disgust. “Lycoskys.
Now there are some folks you want to remember. Remember to avoid, that
is. The Lycosky Trade Protectorate is the biggest
shipping outfit in space, and everybody knows it, especially them. They
seem to think that no one else knows has
a right to ship cargo. I’ve heard more
stories than I could count of independents and other national shippers
getting
harassed, threatened and worse by LTP crews.
They’re just plain arrogant, and act like nobody can touch ‘em. Which
unfortunately is almost true. Complain to the captain, and he defends
the
crew. Complain to the LTP ambassador and
he defends the captain. These guys can
just about get away with murder. Just
look at that.” He pointed to the rowdy
gang of men. They had stopped a woman
dressed in the uniform of the Morgenstern line.
Cass couldn’t quite make out what they were saying, but it was obviously
derogatory. The woman snapped a reply
and started to walk away. One of the
crewmen jumped up and grabbed her by the arm.
She slapped him, and he wound up like he was going to hit her in return,
when the man in the Talaveran navy uniform stopped him. Cass hadn’t
noticed him getting up, but he
was boldly stepping between the two, pushing the crewman back. The
Talaveran said something Cass couldn’t
hear, but the man’s arm pointing towards the door made it obvious.
The
rest of the LTP crew was standing now, crowding around the lone Imperial,
making threatening noises. The Talaveran
stood his ground, repeating his command for them to leave. “Oh, this is going to get ugly,” Bil
muttered.
Suddenly
the Kassiran Marines appeared behind the Talaveran. The marine sergeant pushed one crewman back,
and repeated the order for them to leave.
The crewman pushed back, making more threats, which were plainly
audible. Everyone else in the room
seemed to have stopped talking to watch the fireworks.
Cass
turned
back to his mentor. “Say, Bil, shouldn’t we call… “ He was talking to
an empty chair. Gunderson had already stood up and was
marching resolutely to join the Talaveran officer. Cass jumped up and
hustled after him. By the time he and Bil reached the Lycosky’s
table the Dothan spacers had joined in as well. All talk had ceased throughout the bar, as everyone waited to see what would happen.
The leader of the LTP gang flinched first. It dawned on his arrogant mind that the mix of uniforms arrayed against his crew had them outnumbered, and that most of the men and women were combat-trained. He spat a curse. “Come on, guys. Let’s find someplace else. The service is too slow around here.” With this weak excuse, he turned toward the exit and gave one of his men a shove towards the door. The Dothans stepped aside and let the crewmen file out sullenly. As soon as the last blue-and-gray uniform disappeared from sight, the bar erupted in cheers and laughter.
The leader of the LTP gang flinched first. It dawned on his arrogant mind that the mix of uniforms arrayed against his crew had them outnumbered, and that most of the men and women were combat-trained. He spat a curse. “Come on, guys. Let’s find someplace else. The service is too slow around here.” With this weak excuse, he turned toward the exit and gave one of his men a shove towards the door. The Dothans stepped aside and let the crewmen file out sullenly. As soon as the last blue-and-gray uniform disappeared from sight, the bar erupted in cheers and laughter.
Two hours
later, Bil and Cass finally tore themselves free from their roomful of new
friends. At the door, they stopped and
rendered salutes (as best they could in a somewhat drunken state) to the
Talaveran officer. Commander Bradford
Norris smiled and returned the salute much more crisply. Jeannie Thermopolis, the Morgenstern crewman,
removed her arm from around his shoulders but simply waved good-bye. Then she went back to smiling at Norris.
I wrote this probably ten years ago, to put some detail into my Traveller universe. It's just a snippet, but I've kept it unlike some other ideas that I've discarded over time. Check out my Traveller map and see if you can find all the places that are referred to in the story.
I wrote this probably ten years ago, to put some detail into my Traveller universe. It's just a snippet, but I've kept it unlike some other ideas that I've discarded over time. Check out my Traveller map and see if you can find all the places that are referred to in the story.
A Failure of Diplomacy
Diplomacy Failure
The Lykosky Trade Protectorate
ambassador to the Court of Talavera arrived at the Imperial Minister
of Trade’s office, in response to an insistent summons to
appear.
Ambassador Langstrom strode
confidently into the Minister’s office. He strode confidently
everywhere he went; it was his considered opinion that it projected
an aura of strength, both his own and that of the LTP.
Trade Minister Lord Marcus Allerton,
Count of Upper Columbia, Valadon stood up and waited unsmilingly as
the ambassador settled himself into the comfortable chair on the
other side of the desk. Ambassador Langstrom was not a very large
man, and the arrogant smirk he usually wore (which the ambassador had
made part of his ‘confident’ image) actually underscored his
average size and appearance.
Once he was situated, Langstrom leaned
forward resting one elbow on his knee, and asked with total
innocence, “What can I do for you, Minister? I must admit I’m
very surprised by your insisting to see me on such short notice.”
The Trade Minister’s face hardened.
“For openers, Julius, you can drop that stupid smirk. There are no
reporters here, and you do not impress me. What you can do is start
explaining what your people have been up to.”
If Langstrom was upset by Allerton’s
presumptive use of his first name, his smirking face never showed it
for a second. “Explain? I have no idea what you’re talking
about, Marcus.”
Allerton, ignoring the impolite use of
his first name, opened a drawer in his desk and withdrew a
stack of computer file chips. Then he pulled out another, and a
third. “These,” he began, the tone of his voice going very flat,
“are official complaint reports that have been coming in from
ports all over the Empire. They are complaints about your
company’s ships, their crews and their activities. Fourteen
significant violations of the Restricted Materials Act, eleven cases
of LTP ships jumping the docking queues resulting in five
near-collisions, nineteen disturbances, no, fights involving
LTP crewmen, several of which resulted in Imperial subjects or third party
shippers requiring hospitalization.” Allerton’s voice began to
rise. “Last but not least, twenty-three complaints of
intimidation in word or actions directed against Imperial or third
party shippers. Your boys have been seriously misbehaving and
what I want you to explain is who the hell your people think
they are and what your government is going to do to put a stop
to this! Am I understood Mister Ambassador?”
Langstrom’s smirk began to fade as
Allerton read the list, but he composed himself quickly. “Every
organization has a few problem employees, Marcus and after all the
time the LTP has been providing shipping service to the Empire, I’m
sure that - "
Allerton pounded on his desk, cutting
him off mid-sentence. “This stack of complaints has appeared on my
desk just in the last two weeks! If you’d like, we can pull
out the records and see how much crap your people have been pulling
all year! Or how about the last two years? Your shippers have never
been well behaved but we were willing to pass it off as the
occasional crank. But this looks like an almost intentional effort
to set off an international incident.”
“I can’t imagine what you think
this is going to accomplish, but let me remind you that the LTP
operates in our space by the consent of the Emperor, and that consent
can be withdrawn at His Majesty’s leisure.” Allerton held up his
hand in a rebuking gesture as Langstrom opened his mouth to complain.
“And before you start sputtering about how much we need you for
our economy, let me remind you of all the Imperial battle squadrons
patrolling your space right now. We both know your government
is terrified that the Unionists will swallow you whole. That’s why
you invited our navy to maintain a presence in your space. Suppose
we withdrew our naval forces? Nobody else has the capability to
defend your systems. The Dothans would like to try but they don’t
have the tonnage to stop the Unionists, and the Americans are your
other major competition, so they’d probably be happy to see you get
taken out of the market. I’d be really interested to see how cocky
one of your Strassencruzer super carriers is when it gets
radar-locked by a Unionist battleship. You may think we need you,
Mister Ambassador, but the truth is that you need us.
Do you know what percentage of your GNP comes from trade with or
through the Empire? Twenty-two point six percent this year, and it’s
been going up the last nine years running. If you lose that, where
are you going to pick up that much business? The only other polity
large enough to take up that volume of trade is the Union, and you
don’t want to think about that.”
Langstrom sat back, his mouth agape,
and had absolutely nothing to say. Allerton sat back as well, lacing
his fingers under his chin. “If you want to play hardball, Mr.
Ambassador, we are the wrong people to play with. Now you go back to
your embassy, and do whatever diplomatic thing you need to do to make
it clearly understood that this adolescent behavior is not going to
be tolerated any more.” With that, Allerton made a dismissive hand
gesture, indicating that the meeting was over. Langstrom rose,
collected his note case and left without saying a word, walking too
quickly to radiate much confidence.
* Author's note to Traveller players- ways this story can be mined for adventure ideas.
* Author's note to Traveller players- ways this story can be mined for adventure ideas.
- The PC group can be free traders harassed by LTP employees as they go about their business.
- The PC group can be an LTP crew, and see how much crap they can get away with.
- They could be Talaveran customs officers tasked with enforcing the rules with these jerks.
- The LTP is trying to provoke something, but what, and to what end?
- What if some third party is trying to cause friction between the Empire and the Protectorate?
- Espionage, revenge, law enforcement, cut-throat trade competition or just trying to get by without getting squashed.
Sunday, April 13, 2014
The Religion Index - a way to bring religion into the game
In my post on the Religious landscape of my Traveller universe, I mentioned the Religion Index, which I now present here for
consideration. My intent is to describe the social attitude towards religion (principally towards Christianity) on a given world. The separation of light-years from other
worlds, even in the same star nation, means that each planet’s
society is a mostly closed system; so each planet's society will have its own RI code, and codes could vary a lot across the star nation.
While the explanations mention the force of law, I am not equating Law Level with religious tolerance. Even a militantly religious (or irreligious) society could have an otherwise low Law Level, however harsh the punishments might be for a religious infraction.
I do not have a method for randomly determining the Religion Index; the referee can start every planet with a RI code 0 and develop from there, as it serves the needs of the campaign.
While the explanations mention the force of law, I am not equating Law Level with religious tolerance. Even a militantly religious (or irreligious) society could have an otherwise low Law Level, however harsh the punishments might be for a religious infraction.
I do not have a method for randomly determining the Religion Index; the referee can start every planet with a RI code 0 and develop from there, as it serves the needs of the campaign.
Friday, April 11, 2014
The Ship in the Lake - Amber Zone # 2
Amber Zone: The Ship in the Lake by Loren Weisman
Location: Cocta, (Mowbrey 2414) Foreven Sector C-5677BA-A – this data gotten from the Traveller Wiki, no location or UPP is given in the Amber Zone.
Patron: Sternmetal Horizons, LLC
Mission: Locate a sunken wreck of a transport ship, sunk in a lake to the north of the settled area. Retrieve from the wreck a field report on the mineral assets of the planet. Sternmetal wants to know if there are resources worth developing on Cocta.
Payoff: CR 2 million for the report, CR 100,000 for the verified location of the wreck.
Complications: There is an active rebellion operating in the region of the wreck; the rebels are accused of causing the shipwreck. The government holds tight restrictions on the importation of weapons, so the patron has smuggled some on-planet for them, but they will run afoul of the government if this becomes known. The party is saddled with a local guide when outside the settled area, who will likely report the illegal weapons. The wreck is in deep water and will require special equipment to recover.
Strong Points: This is a straightforward mission, the PCs will not be thrown by any big surprises. The actual recovery operation will not be too complex; the threat level will come from the rebels; the referee can decide on the appropriate intensity of attacks to provide sufficient tension. This setting has potential for several follow-on adventures, such as protecting the mining operation and countering the rebels, or even aiding them with the goal of setting up a puppet government for Sternmetal to control.
Weak Points: The local guide has to be bought off (could be costly) or eliminated (a most disagreeable option) if the PCs want to avoid official trouble with the restricted weapons they have been given. The setup is a bit nonsensical; why hasn't Stermetal contacted the local government and worked directly with them? A positive report will mean an economic boost for the government (the introduction says the government wants this). Why then is the government not cooperating with Sternmetal, who will likely help them suppress the rebels as part of the deal?
What I'd change: The government's approach to the PC's and their weapons – eliminate the need for the guide, or give the PCs permission to bring their own guns with them. I would instead say that Sternmetal is prohibited by Imperial law from getting directly involved, so the PC's mission is skirting the law, which both Cocta and Sternmetal want to keep quiet from Imperial representatives on-planet. I might explore the reasons behind the rebel's actions. What are their goals? Maybe the Coctan government is corrupt or oppressive, or threatening the pristine wilderness with development.
In My Traveller Universe: I'd place this Amber Zone on Rogel (Dothan-Talavera 0106) D-553602-11 Pr 2 million people. Small and unimportant, but right next door to the Empire, so they're dependent upon Imperial tourism. It's a J-1 stop that can be easily skipped over by J-2 ships.
Location: Cocta, (Mowbrey 2414) Foreven Sector C-5677BA-A – this data gotten from the Traveller Wiki, no location or UPP is given in the Amber Zone.
Patron: Sternmetal Horizons, LLC
Mission: Locate a sunken wreck of a transport ship, sunk in a lake to the north of the settled area. Retrieve from the wreck a field report on the mineral assets of the planet. Sternmetal wants to know if there are resources worth developing on Cocta.
Payoff: CR 2 million for the report, CR 100,000 for the verified location of the wreck.
Complications: There is an active rebellion operating in the region of the wreck; the rebels are accused of causing the shipwreck. The government holds tight restrictions on the importation of weapons, so the patron has smuggled some on-planet for them, but they will run afoul of the government if this becomes known. The party is saddled with a local guide when outside the settled area, who will likely report the illegal weapons. The wreck is in deep water and will require special equipment to recover.
Strong Points: This is a straightforward mission, the PCs will not be thrown by any big surprises. The actual recovery operation will not be too complex; the threat level will come from the rebels; the referee can decide on the appropriate intensity of attacks to provide sufficient tension. This setting has potential for several follow-on adventures, such as protecting the mining operation and countering the rebels, or even aiding them with the goal of setting up a puppet government for Sternmetal to control.
Weak Points: The local guide has to be bought off (could be costly) or eliminated (a most disagreeable option) if the PCs want to avoid official trouble with the restricted weapons they have been given. The setup is a bit nonsensical; why hasn't Stermetal contacted the local government and worked directly with them? A positive report will mean an economic boost for the government (the introduction says the government wants this). Why then is the government not cooperating with Sternmetal, who will likely help them suppress the rebels as part of the deal?
What I'd change: The government's approach to the PC's and their weapons – eliminate the need for the guide, or give the PCs permission to bring their own guns with them. I would instead say that Sternmetal is prohibited by Imperial law from getting directly involved, so the PC's mission is skirting the law, which both Cocta and Sternmetal want to keep quiet from Imperial representatives on-planet. I might explore the reasons behind the rebel's actions. What are their goals? Maybe the Coctan government is corrupt or oppressive, or threatening the pristine wilderness with development.
In My Traveller Universe: I'd place this Amber Zone on Rogel (Dothan-Talavera 0106) D-553602-11 Pr 2 million people. Small and unimportant, but right next door to the Empire, so they're dependent upon Imperial tourism. It's a J-1 stop that can be easily skipped over by J-2 ships.
This
map was created by me,using Hexographer (www.hexographer.com)
It may be used or modified without restriction.
Rescue on Ruie - Amber Zone # 1
Amber Zone: Rescue on Ruie by Jeffery May from JTAS # 1
Location: the country of Nebelthorn, a small dictatorship on the planet Ruie (obviously). Ruie is a industrialized but pre-spaceflight balkanized world with a near Earth-normal conditions. The environment is not a factor in the scenario.
Patron: An Imperial corporation official, whose son is in trouble on Ruie.
Mission: The son's been arrested and sent to the cooler. The corporate man wants his son busted out. Nebelthorn is not under the Imperium so he's resorting to clandestine methods. The objective is simple – get into the prison and extract the son.
Payoff: the corporate man offers the group a used free trader (a 37 MCr value!) with which to make their escape.
Complications: The son is not being held at a county jail, he's in a maximum security prison doing hard time. Guards and active defenses are in use.
Strong Points: This scenario will appeal to those who like lots of action over puzzle-solving or social interacting. The goal is clear and the potential payoff is huge. This could be the start point for a mercenary campaign – the group establishes their cred by busting open the prison.
Weak Points: Did I mention that this is a maximum security prison they're breaking into? Unless they bring a huge gang they're going to be horribly outnumbered. It will be a tough job for the Referee to provide a balanced adventure here that the PCs can survive. The guards will have no reason to hold back against the PC's and as this is a maximum security prison the guards should not be incompetent. There is also the fact that what the PCs are doing is a crime, possibly an Imperial crime. It is a blatant violation of their national sovereignty. There should be some kind of repercussion from this action, the Nebelthornian government is going to complain loudly to the Imperials. They'll know it was the Imperials because they know who the target is and target's father is. From there Imperial investigators can trace the PCs. The scenario states that the son was fairly convicted of a crime, and while the sentence might seem harsh, it is legal. This just makes the PCs' assault all the more criminal.
What I'd change: I'd make the prison a lesser security facility, and confirm that the son had faced a kangaroo court instead of a legitimate trial. I might change the payoff to a smaller ship, or travel vouchers, or a chunk of cash, depending on whether the PC group could actually crew a starship.
In My Traveller Universe, I'd put it on Latoria [Weitzlar subsector 0405]. Latoria is balkanized, TL 9 and near enough to either the United Planets or the Union to fit the general outline of the scenario.
Location: the country of Nebelthorn, a small dictatorship on the planet Ruie (obviously). Ruie is a industrialized but pre-spaceflight balkanized world with a near Earth-normal conditions. The environment is not a factor in the scenario.
Patron: An Imperial corporation official, whose son is in trouble on Ruie.
Mission: The son's been arrested and sent to the cooler. The corporate man wants his son busted out. Nebelthorn is not under the Imperium so he's resorting to clandestine methods. The objective is simple – get into the prison and extract the son.
Payoff: the corporate man offers the group a used free trader (a 37 MCr value!) with which to make their escape.
Complications: The son is not being held at a county jail, he's in a maximum security prison doing hard time. Guards and active defenses are in use.
Strong Points: This scenario will appeal to those who like lots of action over puzzle-solving or social interacting. The goal is clear and the potential payoff is huge. This could be the start point for a mercenary campaign – the group establishes their cred by busting open the prison.
Weak Points: Did I mention that this is a maximum security prison they're breaking into? Unless they bring a huge gang they're going to be horribly outnumbered. It will be a tough job for the Referee to provide a balanced adventure here that the PCs can survive. The guards will have no reason to hold back against the PC's and as this is a maximum security prison the guards should not be incompetent. There is also the fact that what the PCs are doing is a crime, possibly an Imperial crime. It is a blatant violation of their national sovereignty. There should be some kind of repercussion from this action, the Nebelthornian government is going to complain loudly to the Imperials. They'll know it was the Imperials because they know who the target is and target's father is. From there Imperial investigators can trace the PCs. The scenario states that the son was fairly convicted of a crime, and while the sentence might seem harsh, it is legal. This just makes the PCs' assault all the more criminal.
What I'd change: I'd make the prison a lesser security facility, and confirm that the son had faced a kangaroo court instead of a legitimate trial. I might change the payoff to a smaller ship, or travel vouchers, or a chunk of cash, depending on whether the PC group could actually crew a starship.
In My Traveller Universe, I'd put it on Latoria [Weitzlar subsector 0405]. Latoria is balkanized, TL 9 and near enough to either the United Planets or the Union to fit the general outline of the scenario.
Introducing the Amber Zone Reviews
What are Amber Zone Reviews?
Amber Zones are adventure scenarios published in GDW's Journal of the Travellers' Aid Society, the official gaming support magazine for Traveller. JTAS, as it was known, was published between 1979 and 1985, for a total of 24 issues, then the title was absorbed into GDW's newer magazine, Challenge. Each Amber Zone gave the referee a basic layout for the adventure, but always left a lot of room for creative interpretation. Lots of Traveller players read JTAS, so this bare-bones approach allowed the referee to still surprise the players with the way he filled in the details.
I plan to bring out an Amber Zone Review weekly until I run out of them. These reviews will be taken (roughly) in the order the scenarios were published. I will explain the basic situation, and consider the aspects of the scenario listed below. I will try to give enough detail so that the reader will know what the scenario is about, but I will also specifically not spoil all the surprises.
Amber Zone: The title of the adventure as it appeared in JTAS, and its author.
Location: planet name and text description (not UPP) of the local conditions
Patron: who brings the PCs into the Zone
Mission: what they're asked to do
Complications: who and what may stop them
Payoff: what motivates them to do it. Usually but not always this will be money.
Strong Points: What I see as being the 'good stuff' for the adventure; challenges, surprises, opportunities to develop campaigns
Weak Points: things like poor logic, railroading the characters into a certain action, assumption that the characters are criminals, setups for failure
What I'd change: how I would modify the adventure to amend weak points or expand upon strong points
In My Traveller Universe: Where I would place the adventure in My Traveller Universe, and what groups would be involved.
Amber Zones are adventure scenarios published in GDW's Journal of the Travellers' Aid Society, the official gaming support magazine for Traveller. JTAS, as it was known, was published between 1979 and 1985, for a total of 24 issues, then the title was absorbed into GDW's newer magazine, Challenge. Each Amber Zone gave the referee a basic layout for the adventure, but always left a lot of room for creative interpretation. Lots of Traveller players read JTAS, so this bare-bones approach allowed the referee to still surprise the players with the way he filled in the details.
I plan to bring out an Amber Zone Review weekly until I run out of them. These reviews will be taken (roughly) in the order the scenarios were published. I will explain the basic situation, and consider the aspects of the scenario listed below. I will try to give enough detail so that the reader will know what the scenario is about, but I will also specifically not spoil all the surprises.
Amber Zone: The title of the adventure as it appeared in JTAS, and its author.
Location: planet name and text description (not UPP) of the local conditions
Patron: who brings the PCs into the Zone
Mission: what they're asked to do
Complications: who and what may stop them
Payoff: what motivates them to do it. Usually but not always this will be money.
Strong Points: What I see as being the 'good stuff' for the adventure; challenges, surprises, opportunities to develop campaigns
Weak Points: things like poor logic, railroading the characters into a certain action, assumption that the characters are criminals, setups for failure
What I'd change: how I would modify the adventure to amend weak points or expand upon strong points
In My Traveller Universe: Where I would place the adventure in My Traveller Universe, and what groups would be involved.
Monday, April 7, 2014
Another Career option for Classic Traveller - School
A new Prior Service career for the more intellectually inclined adventurer. I posted it on the Citizens of the Imperium discussion board a while back.
Classic
Traveller
New
Prior Career: School
The
School career represents the pursuit of higher education wit the goal
of learning a specific skill or to enter a specific profession. Most
people who follow this path go into normal careers, but every once in
a while, a highly trained and education professional chooses a life
of adventure rather than a normal career.
I
used the College rules from High Guard as the basis. The admission,
success, honors and education rules are directly from Book Five.
There are five skill tables, but unlike the
other prior careers, in School everyone can use Table 1 and 2 but the
player must decide what kind of school the character will go for at
the time of the admission roll. Skills can only be rolled for on table
1, 2 or that school's table. The success roll if made gives the
character +1 EDU,
representing their overall studies. If the success roll is missed, do
not roll for Honors. In subsequent terms, the character may transfer
up (TS>C>PS) but this must be announced before making the
success roll.
Skill
acquisition goes as follows:
Term
1 roll 1d on the Personal Development table and 1d on the appropriate
school table. Receive Skill-2 in the skill rolled on the school
table. Honors students get Skill-3 instead of Skill-2.
Subsequent
terms are resolved the same as term one, but the student gets only
one skill roll, or two if they make the honors list. Instead of
rolling, the player can choose +1 in an existing skill or they can
roll and take Skill-1 in a new skill. Note also the increasing
penalty towards retention in school after the second term.
Career:
School
Admission
– 9+ DM +2 if Edu 9+
Success
– 7+ DM +2 if Int 8+
Honors
– 9+ DM +1 if Edu 9+
Retention
– 6+ DM -1 per term past 2
Skill
Tables
Roll Personal Social Trade School College Professional
Development Skills School
1 +1
Edu Forgery Mechanical Admin Medical
2 Jack-o-T Carousing Gravitics Broker Engineering
3 Carousing Gambling Robotics Trader Science
4 +1
Int Streetwise Computer Survey Legal
5 +1
End Vehicle Electronics Navigation Science
6 Brawling +1 Soc Liaison Commo Pilot
If any skill is 3+ already, you may choose Instruction instead of rolling.
Mustering
Out Tables
Roll Benefits Cash
1 Low
Passage 1000
2 Equipment 2000
3 +1
Int 2000
4 Credentials 3000
5 Credentials 4000
6 High
Passage 5000
7 +1
Soc 5000
DM
+1 if any skill at Skill-5
Notes
on Skills
All
skills are from CT books 1-8 with the exception of Science. Science
is a cascade skill which the player can select. Any branch of science
not covered by another held skill can be specified.
Notes
on Benefits
Credentials
means that the character is formally recognized by a relevant
professional or trade organization. This includes formal degrees from
an accredited institution and some recognized contribution to the
field such as research or innovative practice. It has no cash value
and cannot be transferred, but a Credentialed character can claim
greater compensation from a patron and get a bonus (Referee's
discretion) on reactions when operating within the character's chosen
field.
Equipment
means the character has been given at no cost a set of standard tools
(or other logical equipment) relevant to the area of highest skill.
For example, a character with Mechanical-3 would receive a standard
Mechanical tool kit. If the highest skill does not have standard
tools, then the player can choose a set for another skill.
All at Sea (or in Space)
A Classic Traveller Guide to Planet-building
Planet-building
with the Classic Traveller System
The
CT planet building system codifies the world by starport size, planet
size, atmospheric composition, extent of oceans (hydrosphere),
population, government, law and technology levels. The first four are
physical and the last four are social characteristics.
I
suppose that Starports can be compared to modern-day airports, if by
air was the only way to get from one country to the next. It's not on
this planet, but in Traveller the starport is likely the first point
of contact between the PCs and a new world. Starports get letter
ratings, with higher letters indicating increasingly primitive
facilities, with X as the worst meaning no landing facilities of any
kind. What can the starport tell us about the planet's inhabitants?
In the design sequence, starport rating has a big influence on
technology rating, so planets with the best ports tend to have higher
tech. Also, better starports have more trade and general contact with
the rest of the universe. Remember, even though planets 1&2 are
right next to each other on the subsector map, they are still 3 or
more light years apart, and very effectively isolated without the
presence of starships, and starports at which to land them.
Not
that long ago, I discovered something new in the Traveller rules. I
was reading Book 3, Worlds and Adventures, and in the section on
world design, lo and behold, there was a chart I had never noticed
before. I have checked The Traveller Book and Starter Traveller (yes,
I own all three rule books – The Traveller Book was a gift from a
friend and Starter Traveller I got for free from Drive-Thru RPG
[www.drivethrurpg.com])
and it wasn't in either of them. The chart gives a semi-random method
for determining the presence of trade routes, based on starport type.
Trade routes can give your PCs a reason to visit a world – there
will be cargo to buy or sell, patrons to find, or pirates to fight.
Somewhere
(I'll remember at some point) I read a suggestion that a planet's
population be multiplied by 4% (or less for lower-tech worlds) to
determine the number of tons of shipping operating to and from that
world. This can be modified based on the starport or tech level, or
whatever. If we assume that this figure covers both freight and
passenger shipping, now you have an idea of how busy the starport is,
and how many ships may be in 'local space' around the planet. This
should be conditional upon the quality of the starport. High levels
of space traffic will necessitate more port facilities. Also, a
planet (particularly balkanized ones, see Government)
may have more than one port, but the one in the UPP rating is the
highest/best/biggest one.
The
next stat in the UPP string is Size. At first glance, all this tells
us is the planet's diameter. Right away, this can tell us two things:
the surface area, and the relative gravity. A few things can be made
of these facts.
Planet
Earth is listed in CT canon as being size 8, and we measure gravity
from Earth's baseline of 1G. Larger planets (size 9+) will have
higher gravity, and smaller worlds will have lower gravity. In the
rules section on personal combat there is a table for gravitational
effects, showing how different planet sizes affect carrying capacity.
Gravity can either be a side-note or a significant plot element,
depending on what the PCs will do there. In my short story Just
Across Town, the planet's lower gravity becomes important as the
protagonists find that they are the strongest people around.
Working
from the assumption that all planets are (roughly) spherical, the
formula [4*Pi*r^2] will give us the planet's surface area in square
km. This will later be affected by the Hydrosphere stat. All other
information about the planet's physical shape are left to the
referee. Yes, I know later works, Book 6 Scouts and
the World Builder's Handbook, go into greater detail,
but I don't think that's needed in most cases, except for PCs on
survey mission. A few questions you should answer are: how hot or
cold is the planet, generally? Is it the only planet in the local
system, or are there others? What kind of matter makes up the planet?
Are there lots of metals, or few? Will plants grow in the soil, or
not? Atmosphere and hydrosphere will influence local flora &
fauna but physical composition can be whatever you want it to be.
Atmosphere
plays a more significant role in the habitable-ness of a world than
size does. Breathing is not optional, so it is important to know what
there is to breathe and how much. The atmosphere table lists varying
densities of atmosphere, interspersed with contaminants and some
alternate compositions. The rules assume that the main components of
the atmosphere are nitrogen and oxygen, unless otherwise specified.
Thin, Standard and Dense atmospheres can be breathed without
assistance, but tainted and exotic atmospheres will need life support
gear of some kind. Consult any basic chemistry book and you'll find
enough compounds to pollute the air and keep things interesting. If
you want to go for the more exotic atmospheres, remember that such
planets will have very different flora and fauna from earthlike
planets. You can't have daffodils growing on a planet where it rains
sulfuric acid.
At
the extreme end of the atmosphere table are the non-breathable ones,
including the insidious
atmosphere which can eat through your protective gear, thereby ending
the adventure and ruining the PC's day. The equipment lists give you
all the gear your PCs will need to handle the atmosphere issues, but
what will they do when the gear breaks or malfunctions? You've got
instant adventure, just take away the oxygen. The absence of oxygen
or the presence of toxic gases is of enormous importance to anyone
spending time out in the open, and while it need not always be a
major element of an adventure, the atmosphere should not be ignored.
Both the Classic Traveller adventure Shadows
and Lois M Bujold's novel Komarr
(part of the Vorkosigan series)
use the atmosphere as a significant device in moving the plot.
Humans
and other carbon-based life forms need water to survive, so it is
important to know how much water a planet has. Again, the rules
assume that the liquid is water, rather than something else. The
hydrosphere table is graduated percentages of the surface covered by
water. This figure includes all oceans, lakes, rivers and ponds. Some
of it, at the poles, will possibly be ice. Or if you've decided the
world is cold enough, all of it can be ice. For each level, the
specific percentage can be +/- 5% of the given value. If the
atmosphere is unusual enough, it might be another liquid, if the
atmosphere is tainted, expect the water to contain the same
contaminant.
Any
settled area is going to need access to water, so plan on having lots
of beachfront property. It almost does not need to be said that the
surface area of the planet will be effectively reduced by the
presence of bodies of water. The nice thing is that when drawing maps
of the planet, just about any arrangement will make sense, so no
great cartographic skill is required. All the dry land can be in one
large mass, or if it fits the adventure better, the planet can be
dotted by volcanic islands. Something to keep in mind is that the
extent of the hydrosphere affects the amount of rainfall, and the
extensiveness of plant (and therefore animal) life.
There
may be plenty of uninhabited planets/moons/asteroids in the universe,
but sooner or later your PCs will want to make contact with other
people. So let's talk about populations. The population table scales
the population in exponentially increasing levels. As such, massively
crowded worlds and frontier outposts with less than twenty people are
all possible. In many cases, there doesn't need to be much
explanation for why people live on this planet. Good starports,
breathable air and decent technology are usually reason enough. On
the other hand, it is quite possible to randomly generate a world the
size of our moon, with almost no atmosphere and no water, that is
never the less home to five hundred million people. THAT takes a
little explaining. The question that instantly comes to mind when
looking at such disagreeable environments is “why does anyone live
there?” You as the referee have to give them a reason to do so.
Alternately, you can just exercise referee fiat and change the
numbers to make it less awful-sounding. I will give my answer to that
question at the end of this essay. For now, the population is there,
so what are they doing? Trade classification can help with this, and
taking into consideration the physical factors of the planet, think
of some Earth society that lives in similar conditions, and you've
got ready-made society characteristics to work with. Cold weather but
breathable air could be turned into Norwegians in space, densely
packed domed cities could be likened to Hong Kong or any other big
city. Let the physical stats guide your decision but don't be afraid
to just make stuff up.
Ah,
government. Where would we be without it? The Government table
lists various government setups in no particular order, including
anarchy, clan/tribe rule, traditional monarchies, straight
democracies and even religious dictatorships. Some of the government
descriptions may sound strange. I am told that Marc Miller, the main
designer of Traveller, studied sociology in college, so his
terminology for these types are technical. 'Charismatic' is the one
that always threw me. To be brief, there are two general kinds of
governments, rule by the one (few) and rule by the many. You can
choose to include details of how the government is set up, division
of powers, etc or you can just decide on how much the government gets
itself involved in peoples everyday life. Here as with populations,
we have a wealth of real-world examples to work with. Not every
planet should be like 20th-century America, nor like 20th-century
Soviet Russia, but those are two possibilities. Any type of
government can be corrupt or honest, effective or incompetent,
massively in debt or fiscally sound. Decide what will work best for
your adventure, and go with it. Keep record of what the government is
like, and decide what that means in terms of that planet's
interaction with the rest of your universe.
Law
level is where most PC groups will at least initially, interact with
the government of a world, by breaking the local laws. The Traveller
book suggests rolling Law Level or less on 2D to see if the PCs have
a run-in with the law. Imagination should be used here as much as
elsewhere. To what extent is law enforcement visible or obvious? Is
enforcement of the stated Law Level strict or lax? What are the
likely consequences of law-breaking? How much do you want this to be
a part of the group's adventure? The threat of fines or imprisonment
can keep rowdy PCs restrained, or alternately, despotic forces can be
used as the 'villain' for the PCs to oppose.
Law
Level descriptions focus on permitted weapons, which brings up an
important point: if the PCs are allowed to carry guns, then so is
everyone else. Don't be afraid to overpower the PCs with well-armed
constabulary. Unlike other RPGs where PCs can get blasted with
dragon fire and walk away with most of their hit points, in
Traveller, even a handgun can be deadly.
Law
level can also reflect that world's attitude towards the PCs. Worlds
with low LL may be more open and welcoming, preferring to use social
pressure (which can itself be quite harsh) rather than laws to keep
the peace. However, once the PCs violate local norms, the response
may be swift and direct. For an example of this, read H Beam Piper's
Lone Star Planet, available
from Librivox or Gutenberg. At the other end, worlds with high LL may
rely on the presence of law enforcement to maintain the peace and as
long as 'no law was broken', PCs can act as they wish. And of course,
don't forget the ever-popular 'police state' setup where the
government itself has become the enemy of the people.
For
a game set in the “Far Future”, Traveller has always been pretty
light on the high-tech goodies. For people who are very familiar with
the Star Trek and Star Wars franchises, this can make Traveller seem
very dated and, well, lame by comparison. Staples of those franchises
like lightsabers, transporter beams (teleporters), instant
communication across light years and simply gigantic space ships are
absent from Traveller. Communication is limited to the speed of
travel, ships have to actually land on planets, and most people are
armed with projectile weapons. I have seen on the Citizens of the
Imperium discussion board numerous discussions of “why do they
still have metal swords in the far future?” and “Why are they
still using projectile guns? “. Let me say again that Traveller
and Star Wars both came out in 1977 – so the two had almost no
direct influence on each other, quite apart from the fact that they
are two different media, with two different purposes. Traveller gets
it inspiration from lots of sources, mostly sci-fi writings from the
1950's through the 1970's. Just to name a few, there's Piper,
(mentioned above), Isaac Asimov, Larry Niven, Andre Norton, E C Tubb,
Poul Anderson, Robert Heinlien, and the list goes on. It seems to me
that most of these writers didn't worry so much about fancy
visually-appealing technological widgets (not so important for print
media) and instead wrote about ordinary (and sometimes extraordinary)
people and the problems they faced. By contrast, the
Star Wars and Star Trek films had to put a lot into visual
effects, because that's what films do. Plus the pace of story telling
is much faster in films or TV shows than in books. That's why even a
regular sized book gets made into a miniseries or gets large parts of
the story cut out. While it may be visually appealing to watch some
bit of technobabble resolve the conflict of the story (yes,
Star Trek: The Next Generation, I'm looking at you),
it's a lot more dull to read about some piece of equipment doing the
hero's job for him. Accuse me of being unfair to films/TV if you
will, I'm just saying that Traveller is a lot closer to sci-fi books
than it is to sci-fi films.
Striker
provides a rule for determining a planet's (or properly a
government's) Gross Planetary Product. This is simply the Gross
Domestic Product in space. This value can influence or be influenced
by the presence or absence of a trade route – it also asks some
useful questions. Why does this planet have all this cash? The
Striker rule also has guidelines for determining the planet's
military budget. I've compared the range in Striker with current
real-world military budgets as a % of GDP [see CIA factbook table
here:
https://www.cia.gov/library/publications/the-world-factbook/fields/2034.html#138]
and it seems to track well with the real world. Even without the use
of the Striker formula, if you take a look at real-world countries
and find one that you want to use as a model, you can give your
players an illustration of how well-off or impoverished a planet is.
Once
you have your planetary population figure, you can use this number to
determine another feature, the inhabited area. Begin with assigning a
population density to the world. For example, the average population
density of the United States is about 32 ppl/km^2, but this figure
varies widely on our planet.
(http://en.wikipedia.org/wiki/List_of_sovereign_states_and_dependent_territories_by_population_density)
The pop density figure should reflect the conditions on the planet,
so look at the atmosphere code. As a guide, the further your planet's
atmosphere code is away from six (Standard) the higher the density is
likely to be. If the air is breathable, the population can afford to
spread out. On the other hand, if the population is confined to
sealed or enclosed spaces, they're likely to be all together in a few
cities, with few if any outlying villages. Decide if this settled
area is all one contiguous blob, or if there are multiple settled
areas with unsettled space in between. How long the planet has been
settled? The longer a population has been there, the more likely they
are to be spread out. Once you're satisfied with the pop density
number, just divide the population figure by the density and you have
the settled area in square kilometers. Most planets will have
significant unsettled and possibly unexplored areas that are prime
adventure locations. Off the radar, outside the comm-sat network,
there could be partisans, pirates, refugees, almost anything.
Sure, planet Zog has a poisonous atmosphere. But, darnit, we're Zoggians and proud of it! All that has to be explained is why someone came there originally. Just about any explanation will do, from mining the resources, to crash-landing there, to wanting to found a colony free from the oppression of whoever was formerly oppressing them.
In conclusion, I realize, that this can, when you look at it all in one go, seem like a lot of work. The great thing is that you don't have to go to this level of detail with every world, unless you want to. Creating UPP's is quick and easy, just a series of dice rolls and a few tables to consult. Most planets in your universe will just be the UPP string and a spot on the map. Once you are familiar with the how of fleshing out the skeleton, the what becomes much easier. As to the when, this level of detail is only needed when your PC group is going to spend an important amount of time on the planet, outside of the spaceport or their own ship. If you want them to have an adventure on this planet, give it as much detail as the adventure needs, and run with it. Feel free to borrow ideas & concepts from other media, or from real life! With practice, creating details based on the UPP can be done on the fly, for when the PC group goes somewhere unexpected. A little imagination can transform a boring string of characters into an exciting, unexpected, mysterious world for your PC group to explore.