You should listen to Behind the Claw, Felbrigg Herriott's excellent Classic Traveller podcast. I've been following BtC for months now; even putting podcasts onto my media player so I can listen on the go. In fact, you should go listen to an episode or two right now. I'll be here when you get back.
Episode 21, the current episode at the time I wrote this has an added pleasant surprise for me - he reads my blog, from the UK mirror site (ancientfarfuture.blogspot.co.uk), and he's generous with the compliments:
"it's everything you could want in a Traveller blog"
"you'll not regret visiting that site"
"there's enough clever, well-written and insightful content to make sure you never have to listen to this show again"
Well, that's awfully kind of him to say, but I say you should keep listening to Behind the Claw anyway. And in the time it took me to write and post this, he's rolled out episode 22! I'm going to go listen to it now.
Fun bonus: he uses the word "interwebbytubes". I've got to start using that.
Check out Decopedia volumes 1 and 2 from DriveThruRPG - written compilations of the material from the podcast.
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.
Monday, December 21, 2015
Tuesday, December 8, 2015
Medical Skills for Medical Adventures
He's A doctor, yes, but . . . |
He's THE Doctor! |
I've written in other posts about my dislike for "skill bloat", but in this case I see not bloating of skills, but subdividing medical specialties to give characters distinct roles.
Monday, December 7, 2015
Gear for TAS Wardens
This is the first of what I plan to be several articles expanding on my adventure framework of The Wardens, constabulary agents of the Travellers' Aid Society. Today we'll look at gear.
Wardens will always carry their badge/ID cards, and some sort of over-garment that clearly identifies them as TAS agents. Communicators and first aid kits, and whatever life support gear is necessary for the world are also standard equipment.
The TAS Wardens will carry non-lethal weapons while on routine patrols. They have them to protect themselves and discourage casual troublemakers, like drunks and petty criminals. The Wardens are there to assist local authorities and keep the peace. However, if the situation warrants it the Wardens will bring out regular firearms. For low-threat scenarios, here are some devices Wardens will typically carry.
Wardens will always carry their badge/ID cards, and some sort of over-garment that clearly identifies them as TAS agents. Communicators and first aid kits, and whatever life support gear is necessary for the world are also standard equipment.
The TAS Wardens will carry non-lethal weapons while on routine patrols. They have them to protect themselves and discourage casual troublemakers, like drunks and petty criminals. The Wardens are there to assist local authorities and keep the peace. However, if the situation warrants it the Wardens will bring out regular firearms. For low-threat scenarios, here are some devices Wardens will typically carry.
Sleep
Rods (TL9)
taken
from Andre Norton's Solar Queen books
I've
found no specific description of the sleep rod in any of Norton's
stories that I've read. From the few mentions, I take the sleep rod
to be roughly of pistol configuration. It is button activated, but
with dermal grip sensors so it only fires when being held by an
authorized user. Besides the grip it is a cylinder with an emitter at
the far end. It is simple to use, just aim and 'beam'. It's size and
DEX parameters match those of the Body Pistol, as does the skill to
use it most effectively. Damage is
1 pt, plus the target must throw 3D for END or less to avoid unconsciousness for
(20-END) minutes.
Range
DMs
Close Short Medium
Long
+1 +2 -2 -4
Armor
DMs
None Jack Mesh Cloth Reflec
Ablat Battle
0 0 0 0 -4 -2
No
Glove
Shields (TL8)
The
glove shield is standard kit for Wardens, to give them a visible badge of office, and a defensive edge. The shield is worn on the non-dominant arm. It is made of overlapping ceramic
plates & a ballistic cloth sleeve. The sleeve part extends from the
elbow to the palm, ending in a fingerless glove. The shield can be
retracted to an arm covering, or extended (spring loaded) 10 cm on
each side of the arm. Weight is 1.5 kg, but this is not counted against the wearer's encumbrance load. Glove shields are not
available to the general market. As they are defensive in nature, they are not restricted by Law Level.
Combat
Effects (combined with wearers' armor)
Vs
guns or lasers, DM -1
Vs
blade weapons, DM -2
An
attacker with two or more hands can attempt to pull the glove shield off, but
must have a STR score 3 greater than the wearer. Glove shields are custom-fitted and are not easily worn by another person.
Net
Launchers (TL7)
The
launcher is a shotgun configuration weapon, loaded with a tightly
packed entangling net. The net is cased in a sabot which falls away
harmlessly upon launch. The net reaches Medium range and causes no
damage, but it will entangle and subdue any creature up to 200 kg. Larger creatures may be slowed by the nets, but they have sufficient strength to rend them and escape. At
TL10, grav technology enhancements allow nets to reach out to Long
range and to capture flying
creatures without causing them to crash.
Weight and price
are as Shotguns. Nets: Cr 20 each. Launchers can launch six nets before
reloading.
All of these items can be customized by players utilizing Tech Level improvements or the non-generic equipment rules.
Sunday, November 29, 2015
Shaking Up my Traveller Universe
One
of the more enjoyable aspects of creating your own Traveller Universe
is that you can change it if you want.
Back
in 1997, when I first began to sketch out the map that would become
my TU, I left everything
to the roll of the dice. Book 3 showed me the procedure, and I followed it verbatim. All the star nations that inhabit my
TU do so because they were adjoining one another on the map as I
rolled for the presence of systems.
Was that wrong? No, I do not believe that it was wrong. But it was short on imagination. I had missed out on one of the more important rules – as the Referee I had final say in how my TU took shape.
Was that wrong? No, I do not believe that it was wrong. But it was short on imagination. I had missed out on one of the more important rules – as the Referee I had final say in how my TU took shape.
Looking Back to the Beginning, Heading for the Future
Here's a scan of my original map, about six subsectors worth, on a sheet of graph paper. Compare this with the map of my TU now, and you can see it still lines up. I had forgotten that what is now the Talaveran Empire, and my most developed star nation, I first called the Star Kingdom of Adair.
Thursday, November 26, 2015
The 2015 Amber Zone Contest is on
Surf on over to the Amber Zone (or see the link in my blog roll) and check out all of the entries in this year's Amber Zone Adventure Writing Contest.
Pay particular attention to my three entries:
but do check out all the other awesome adventures, like and share!
Pay particular attention to my three entries:
but do check out all the other awesome adventures, like and share!
Thursday, November 19, 2015
Rewarding the PCs in my Traveller game
This is what we do adventure for. |
Recently I posed myself the question "what could I give PCs as rewards for completing patron missions besides credits?" Cash is always handy, but might there be some other kinds of assets that will provide their own adventure hooks, or build the game world, and therefore be more than a number noted on the character sheet?
The answer of course is Yes.
Tuesday, November 10, 2015
The Frontier is closer than you think - exploring a solar system
I want to expand my idea from an earlier post on Ungoverned Space or UGS, to see what could be made of it in a Traveller setting. Much to my delight, I found that Book 6, Scouts, gives some canon rules for the little bitty worlds, which I will refer to as subordinate worlds, that populate solar systems, but reside in the shadow of the main world. What I've got here is not a systematic review of Book 6, but a collection of thoughts and impressions based on my reading. You can pick up Book 6 from DrivethruRPG, and it's not even that expensive.
From Book 6: Subordinate
governments are the “small, relatively powerless governments which
can exist off of the main world”. Exactly. Just the sort of setup
where mercenaries, PC parties, and TAS Wardens are needed.
Subordinate
worlds are by canon “small [and] relatively powerless” but they can “wield great power on their own territory”. Well
that's great, but however much power a mining outpost may have within
its own mine shafts, the rest of the planet(oid) is still going to be
ungoverned space. The miners are there to mine, not to be a territory
holding civil government.
“Relatively
powerless” - what does this mean? To me it means that the
government may not have a potent police force or military to enforce its will and keep the peace; therefore
individual residents are more likely to have whatever guns are
available. TL 8 may not be able to produce laser weapons, but surely
even a small settlement can stamp out some rifles & SMGs. Take a
look at the anti-Nazi Underground during WWII.
The
subordinate world tech level is the Main TL-1, again illustrating that the
frontier is not as well developed as the mainworld. The subordinate
world may be dependent on imports from home to supply local needs.
All
of this presents a setting of isolated groups of people with limited
resources & limited zones of control. In other words, prime
locations for adventure!
Thursday, October 29, 2015
Why have high-tech Jack armor?
Armor
TL Modifications for CT
It is common in the development of a technology that its earliest incarnations are bulkier, more expensive, and less efficient than later 'upgrades'. In
High Guard, there is a progressively lower cost in credits and
tonnage to apply a given level of armor to a ship. Although the Traveller Book does not discuss this, It makes sense that for personal combat
equipment there can be a similar decrease in cost & weight as technology progresses.
Here I'm going to talk about upgrading PC's armor, by speculating on increases in function at higher tech levels. For simplicity's sake I am not going to introduce any new armor types – everything will reference the standard armor 'types'.
Here I'm going to talk about upgrading PC's armor, by speculating on increases in function at higher tech levels. For simplicity's sake I am not going to introduce any new armor types – everything will reference the standard armor 'types'.
There's
an article in Dragon magazine which recommends tech level
improvements to standard Traveller gear. The general concept as I
recall it is for each TL past introduction, discount 10% from one of
various factors – weight, price, effectiveness, size; to a maximum
reduction of 99%
I
have always understood the two sub-types from Bk4, Flak Vest
(Cloth+1) & Cbt Env Suit (Cloth-1) as being slightly worse &
slightly better respectively. So there is canon grounds for modifying and bettering personal armor.
Thursday, October 22, 2015
The Failed Colony - A 76 Patrons format adventure
The Failed Colony
This is another contest entry I wrote a few years ago; cleaned up and expanded.
Patron: Businessman/Investor Anton Sharrett
Patron: Businessman/Investor Anton Sharrett
Location: Mavramorn (Holtzmann's
Corridor 0605)
Required skills: any, technical skills
helpful
Required equipment: none
The situation:
The patron, Anton Sharrett (776999, Age
42) has recently acquired at auction the ownership of a failed colony
on an in-system moon, Mavramorn-VII-C. M-VII-C is an airless
planetoid, so the colony is a sealed habitat. The PCs are part of a
group hired to travel to the habitat and conduct an initial
assessment. They will be transported to the location by shuttle or
the PC's own craft; their goals are to assess damage, get the life
support and other machinery working again, and begin cleanup in
advance of a more dedicated construction team.
The habitat was sold at government
auction, and is certified to have failed for political/economic
reasons rather than disease or disaster. Payment will depend upon the
skills a character brings to the expedition, technical skills will be
most valued. Sharrett offers Cr 2,000 per person plus salvage.
In addition to the PCs, there are two
other members of the team
Jean-Pierre Grantham: A78765,
Mechanical-2, Forgery-1, Bribery-1
Mechanics tools, vacc suit Gregarious,
friendly but utterly self-centered
Brandy Warwick: 698898 Electronics-2,
Computer-1, Handgun-1
Electronics tools, hand computer, Vdist
commo, task-oriented, quiet, looking for regular work
Sharrett will not be there in person,
but can be contacted by radio from the transport ship. He has agreed
to grant salvage rights to the characters for any personal (i.e.
non-structural) items left behind. If it isn't bolted down, the PCs
can take it.
Thursday, October 8, 2015
Amber Zone - a Hostile Takeover
I wrote this adventure last year as a contest entry, and shared a snippet of it on my blog. Now I've edited it, and fit it into my TU, in Holtzmann's Corridor.
A Hostile Takeover
Player's
Information:
The
PC's are contacted by a business factor on Dekalb (TL-9), looking
for a small team to infiltrate a mansion. The Board of Directors of
the Intertec Corporation, LLC, have a problem. The CEO of the
corporation, Mr. Hanse Cyris has been out of touch for weeks, and
hasn't been seen in person in months. He was always reclusive, but
this is the longest he's ever been gone. The corporation is facing a
financial crisis occasioned by the CEO's absence &
non-leadership. The Board has voted Mr. Cyris out, but the local law
requires that he be present at the company offices to handle the
transfer of power.
Mr.
Cyris' last known whereabouts is his mansion at the edge of the city,
which sits in a secured, walled compound. The PCs are hired to
deliver the CEO to the company offices. They are authorized, as
contract employees, to employ all necessary force to secure Mr. Cyris
unharmed and bring him to the offices. The Board provides the group
with a dossier on the Mr. Cyris, so he can be positively identified
when they find him. The mansion is technically corporation property
so they are not trespassing. The Board requests that the building
itself be damaged as little as possible, but expect some damage as
Cyris had installed numerous security measures without advising the
Board; he was known to be very concerned about his personal security.
Payment will be Cr 10,000 per man, plus any hospital expenses.
Excessive damage to the mansion will be deducted from the pay.
Tuesday, October 6, 2015
Mercy Ships for the TAS
In my TU, when the TAS comes into possession of a starship, whether purchased or received as a donation, it can be refurbished and converted into a mercy ship. These ships are crewed by TAS employees, and operate on regular in-system and interstellar routes, bringing routine or emergency medical care to any needy party. The ships are funded by the TAS, the Church and private donations. They are mobile field hospitals, and free clinics, so no one is expected to pay them directly.
The TAS hires people to crew the ships, offering anywhere from 1/2 standard wages to normal, with 1,2 or 4 year contracts. Potential employees can check at a TAS office if there are billets that need to be filled, and request an employment interview. The player should present the referee with relevant skills & experience to build a case for +DMs on the Reaction table, with a reaction of 9+ indicating a job offer. Once hired, the PC is obliged to fulfill the contract; the TAS will not overlook their employees skipping out or engaging in criminality.
The mercy ship can be a good campaign framework for a solo PC; a group of PCs might be able to provide most of the ship operator positions, and have an NPC crew providing medical care. In either case, the referee can direct the PCs to just about any system with the TAS as patron. In the course of providing medical aid, all manner of emergencies and side adventures can be introduced.
Mercy ships will be most commonly encountered in systems with lower populations, lower tech levels, and poorer starports (D, E, & X); as these systems will have less access to quality medical care. Any solar system will have its outposts and settlements on moons, planets or planetoids away from the mainworld, where life is rougher, and help may be far away. On the standard CT Starship Encounter Table, the referee can substitute a mercy ship for any listed encounter, or add a W for mercy ship wherever a dash appears on the table.
The TAS hires people to crew the ships, offering anywhere from 1/2 standard wages to normal, with 1,2 or 4 year contracts. Potential employees can check at a TAS office if there are billets that need to be filled, and request an employment interview. The player should present the referee with relevant skills & experience to build a case for +DMs on the Reaction table, with a reaction of 9+ indicating a job offer. Once hired, the PC is obliged to fulfill the contract; the TAS will not overlook their employees skipping out or engaging in criminality.
The mercy ship can be a good campaign framework for a solo PC; a group of PCs might be able to provide most of the ship operator positions, and have an NPC crew providing medical care. In either case, the referee can direct the PCs to just about any system with the TAS as patron. In the course of providing medical aid, all manner of emergencies and side adventures can be introduced.
Mercy ships will be most commonly encountered in systems with lower populations, lower tech levels, and poorer starports (D, E, & X); as these systems will have less access to quality medical care. Any solar system will have its outposts and settlements on moons, planets or planetoids away from the mainworld, where life is rougher, and help may be far away. On the standard CT Starship Encounter Table, the referee can substitute a mercy ship for any listed encounter, or add a W for mercy ship wherever a dash appears on the table.
Saturday, September 26, 2015
Path of the Lioness - Campaign Journal #4
Recently I listened to several episodes of Felbrigg Herriot's excellent CT podcast Behind the Claw, which is awesome and well worth your time. There's a link also in my blogroll. In Episode 5, he highlighted a paragraph from the Traveller Book I had never noticed before. In the section of the Space Combat chapter on Starship Encounters, the rules suggest combining the Starship encounter table (Herriot calls it a 'wandering monster' table) with the Reaction table from the Encounters chapter. You get a sense right away of how the other ship may act towards the PC's ship. This is a great shortcut for the Referee, and one I wish I'd noticed years ago.
For Example:
The FSS Lioness (my boy's ship, a Type L Lab) was leaving Monjeera en route to Glaumvor, so I rolled on the Ship Encounter table. Result: a Type A Free Trader. Reaction roll: 10, Responsive. I decided that the Trader captain had in his cargo hold a load of cooking spice (quick roll on the Trade table) that was the current craze on Glaumvor; but the Trader had a freight contract which was taking them away from Glaumvor. So the captain offered to sell it to the Lioness, to avoid a financial loss. They conducted the trade, with the captain's assurance that it would sell high on Glaumvor.
Arriving in the Glaumvor system, I rolled again and got a Subsidized Merchant, but the reaction roll was 5, hostile and may attack. The Subbie captain had a big shipment of the cooking spice, and reacted badly when he learned that the Lioness was competition. He raced away for the planet, to beat the Lioness to market. Captain Greene lit up his drives as well, then had an inspiration. He instructed his crew to load the spice aboard the Pinnace, which has better drives than either ship, then to take off for the planet to beat the Subbie to the punch.
Now, the Subbie's reaction roll was 5, hostile & may attack. Will the other captain risk opening fire? There's a Naval base in Glaumvor, so he might not get away with it. Or maybe he'll plot revenge once they're on the ground.
And the adventure continues . . .
For Example:
The FSS Lioness (my boy's ship, a Type L Lab) was leaving Monjeera en route to Glaumvor, so I rolled on the Ship Encounter table. Result: a Type A Free Trader. Reaction roll: 10, Responsive. I decided that the Trader captain had in his cargo hold a load of cooking spice (quick roll on the Trade table) that was the current craze on Glaumvor; but the Trader had a freight contract which was taking them away from Glaumvor. So the captain offered to sell it to the Lioness, to avoid a financial loss. They conducted the trade, with the captain's assurance that it would sell high on Glaumvor.
Arriving in the Glaumvor system, I rolled again and got a Subsidized Merchant, but the reaction roll was 5, hostile and may attack. The Subbie captain had a big shipment of the cooking spice, and reacted badly when he learned that the Lioness was competition. He raced away for the planet, to beat the Lioness to market. Captain Greene lit up his drives as well, then had an inspiration. He instructed his crew to load the spice aboard the Pinnace, which has better drives than either ship, then to take off for the planet to beat the Subbie to the punch.
Now, the Subbie's reaction roll was 5, hostile & may attack. Will the other captain risk opening fire? There's a Naval base in Glaumvor, so he might not get away with it. Or maybe he'll plot revenge once they're on the ground.
And the adventure continues . . .
Tuesday, September 22, 2015
Ventures Afar - Amber Zone Reviews # 37
Location:
The adventure begins on Denotam (Vilis, Spinward Marches 1413) but covers much
of the Vilis subsector.
Patron:
Shalmar Sulankin, a corporate officer of Denotam Traders, LLC; a subsector-wide
shipping line.
Mission:
A recent string of ship losses to piracy is threatening Denotam Traders with
the loss of important mail contracts. The company can replace the ships but not
the revenue from the mail runs, they are critical to the company’s budget; without
them DT goes under. The company wants to avoid this, and hires the PCs to
discover why the sudden increase in ship losses has happened. If the PCs can
directly stop it, they are directed to do so; otherwise they report back to the
company and let them handle it. The company wants to keep the ship losses
secret to avoid upsetting the local stock market and causing them more
headaches.
Wednesday, September 16, 2015
The Traveller Index
With Marc Miller's kind permission, I have produced an index of The Traveller Book.
This is quite the big thing for me. I happened upon the opportunity to index a book last year (I posted about it here) and discovered that I enjoy the process. Then I thought, why not combine this with my gaming hobby? When I contacted Marc, I didn't know if I would get a reply in a week or a month; it turned out to be a day. He was very gracious and readily gave me permission and approval to do the project.
The actual work took longer, as freelance work always will when one has a regular job and a family. On the upside, I'm so familiar with the book itself and the milieu of Traveller that it was not hard to determine what items needed to be indexed. Of course, there may be something I've overlooked; if you spot such a thing, leave me a comment below and I'll add the entry if I agree.
Traveller is and probably will be my main game, but I've been in the hobby for 20+ years and have seen games from TSR, GDW, FASA, ICE, Chaosium, Decipher, and other publishers than I can't recall right now. It is my hope that this project might lead into future work indexing current game material.
As a sample of my work, and as a contribution to the game & community I've been a part of for so long, I am making the Traveller Index available at DriveThruRPG, in cooperation with Marc Miller. Look for it there.
Please share the Index with all the Traveller players you know; if you happen to know people who are publishing Traveller or other RPG material, I'd appreciate it if you'd show them my work too.
http://wiki.travellerrpg.com/The_Traveller_Book |
This is quite the big thing for me. I happened upon the opportunity to index a book last year (I posted about it here) and discovered that I enjoy the process. Then I thought, why not combine this with my gaming hobby? When I contacted Marc, I didn't know if I would get a reply in a week or a month; it turned out to be a day. He was very gracious and readily gave me permission and approval to do the project.
The actual work took longer, as freelance work always will when one has a regular job and a family. On the upside, I'm so familiar with the book itself and the milieu of Traveller that it was not hard to determine what items needed to be indexed. Of course, there may be something I've overlooked; if you spot such a thing, leave me a comment below and I'll add the entry if I agree.
Traveller is and probably will be my main game, but I've been in the hobby for 20+ years and have seen games from TSR, GDW, FASA, ICE, Chaosium, Decipher, and other publishers than I can't recall right now. It is my hope that this project might lead into future work indexing current game material.
As a sample of my work, and as a contribution to the game & community I've been a part of for so long, I am making the Traveller Index available at DriveThruRPG, in cooperation with Marc Miller. Look for it there.
Please share the Index with all the Traveller players you know; if you happen to know people who are publishing Traveller or other RPG material, I'd appreciate it if you'd show them my work too.
Thursday, September 10, 2015
Masters of the World - the Barons of Stavanger
Stavanger is, by itself, the 7th largest economy in my TU, with a GWP of 17.1 trillion credits. Yes, the Big Four are an order of magnitude larger, but Stavanger has more economic clout than the Solaris Alliance, Thrainian Confederation, Correllian League or Republic of Tamarkand.
And thirteen Lords run the planet. I have characterized their noble Houses using the system I described here. Apart from the three most powerful houses, they are listed in alphabetical order.
And thirteen Lords run the planet. I have characterized their noble Houses using the system I described here. Apart from the three most powerful houses, they are listed in alphabetical order.
The planetary Coat of Arms of Stavanger |
Each
house has a number of Shares which represent their weight of
influence on the Baron's Council. Each house has at least one Share,
a few houses have accumulated more property and businesses and can
claim more Shares.
Expanding the Reaction Table
Classic Traveller's reaction table is very simple, and not much detail is given in the rules on how it is to be applied. I have written before on this blog about ways to up the role-playing when interacting with NPCs. A while back I was thinking about how different results on the table might be interpreted by the referee, depending on what the PCs are trying to do.
What kinds of things will the PCs try to do? I decided that the categories would be:
And so on down the list, each reaction being in some way more positive than the one before.
Should I go with Bribery or Carousing in this situation? My goal is to not be eaten. |
What kinds of things will the PCs try to do? I decided that the categories would be:
- General (the random encounter)
- Hiring hirelings/retainers
- Querying NPCs for information
- Asking NPCs for assistance
- Negotiating a business arrangement
General | Hireling | Information | Assistance | Business | |
2D | Encounter | Job Offer | Informal requests | Need action or gear | non-patron activities |
2 | Violent, immediate attack | Declines. DM -3 to other hirelings reactions | Deliberatly gives false information | Refuses to provide action or gear | Refuses, requests legal action against PCs |
3 | Hostile. Attack on 5+ | Declines. DM -2 to other hirelings reactions | Gives mistakenly false information | Refuses action or charges 200% cost for gear | Refuses, threatens legal action against PCs |
Tuesday, September 1, 2015
The Thing in the Depths - Amber Zone Reviews #36
Amber
Zone: The Thing in the Depths, by Marcus Rowland from JTAS # 22
Check
out the series introduction here.
Location:
the planet Sturray (Foreven/Mowbrey 2017 C-7A9215-A)
Patron:
Jackson Hollis, the colony manager.
Mission:
Hollis needs trained operators for a search & recovery mission.
The PCs will be given a hydrofoil kitted out with extensive
detectors. A dredging craft has gone missing, and is probably on the
bottom of the ocean. Even if it is too late to rescue the crew, the
colony wants it found and the cause of the disaster determined.
Wednesday, August 19, 2015
More than just High Passages - the TAS in my TU
What the Travellers' Aid Society does In My Traveller Universe
In the Third Imperium the feudal unity of the government makes a sector-spanning entity like the TAS possible. The Imperium is everywhere, so the TAS is everywhere as well. In my TU, there are multiple competing governments, none of which controls all of 'known space'. However, there is an organization that does span the map: the Church.
Why
does the Church run the TAS? One of the reasons is right there in
the name: Aid. For the Church to offer aid and assistance (the
ecclesiastical word is alms) to those who venture across the stars
just makes sense. The Church is a community. Parishes live and work
together and help those around them. This is called almsgiving,
and it is an essential part of what the Church is and does. The TAS takes as its foundation Jesus' parable of the Good Samaritan found in Luke chapter 10 which underscored his teaching to "love your neighbor as yourself".
Why a TAS?
Saturday, August 15, 2015
How do you search for things in Traveller?
Search
skill in Traveller explained
A lot of
modern RPGs have a specific skill for Searching. It makes sense, lots of times an adventure calls for finding some object or person. But where does one go to school to be taught how to search a room?
Has anyone seen my keys? |
Traveller’s skill list does
not include a Search skill. In effect, it says “who needs that? Anybody can search.” But how is this handled in play? See for yourself, it is
laid out pretty plainly in Double Adventure One, Shadows.
Friday, August 14, 2015
One Way to Deal with Pirates
A pirate ship, yo ho! |
An encounter with pirates in Traveller
Referee: Dad
Josiah Greene, captain of SS
Lioness: Zach
Zeke Mason, XO and head of
security: Joel
Referee: The navigator tells you
that the pirates that are in pursuit have reached overtake velocity. It is no
longer possible to outrun them.
Josiah: What do we know about the pirate’s ship? How big is it?
Referee: Your sensors indicate it’s
a 400-ton vessel, probably a modified Type-P corsair.
Josiah: I’d like to make an Education
throw to determine the size of the crew.
Referee: Ok, that should be an
average difficulty, so roll EDU or less, no DMs.
Josiah: (rolls) Made it!
Referee: The Type P usually has
only 10 crewmen, possibly as many as 12.
Zeke: Are we going to fight them?
Josiah: Maybe, but I think we can outsmart them first. (writing) I want to rig
this up in the airlock. (hands referee a list)
Monday, August 3, 2015
Is space still dangerous in the Far Future?
Last night for our weekly movie night we watched 1986's Space Camp. Overall it was a good movie; perhaps not the most dramatic but a fun sit. In short, a group of teenagers attending NASA's Space Camp get accidentally launched into orbit in a shuttle that's only half prepared for space, and they have to get back down before the run out of oxygen and die.
The circumstances that led to them being in space were not that credible to me, and the practical effects were good but not always consistent. Despite this, the main storyline was these kids and their adult supervisor suddenly having to do for real what they had been mock-training for, and coming together as a team without which they would have all died. One thing that the film did do well was demonstrate the difficulties of surviving in space and in zero-G. There was the lack of air, the disorientation of zero-G and the problem of not being able to stop or turn easily. Everything takes longer in space, and the hostile environment will kill you if you let your guard down. The kids all showed the fear that weighed on them as they tried to survive and get home.
Flash forward by several hundred years to the present in my TU, which is the year 924 SA (Space Age). The new calendar began sometime in the 22nd century AD when Jump Drive was introduced. Mankind has reached out into space. I wonder if they still think it's dangerous?
The circumstances that led to them being in space were not that credible to me, and the practical effects were good but not always consistent. Despite this, the main storyline was these kids and their adult supervisor suddenly having to do for real what they had been mock-training for, and coming together as a team without which they would have all died. One thing that the film did do well was demonstrate the difficulties of surviving in space and in zero-G. There was the lack of air, the disorientation of zero-G and the problem of not being able to stop or turn easily. Everything takes longer in space, and the hostile environment will kill you if you let your guard down. The kids all showed the fear that weighed on them as they tried to survive and get home.
Flash forward by several hundred years to the present in my TU, which is the year 924 SA (Space Age). The new calendar began sometime in the 22nd century AD when Jump Drive was introduced. Mankind has reached out into space. I wonder if they still think it's dangerous?
Thursday, July 30, 2015
Casual Encounter - Adelaide Thrupp
Who says you have to use guns to have adventures in Traveller?
Adelaide Thrupp 577AC8 Age 50 Diplomat 3rd Secretary 8 Terms Cr 210,000
Adelaide Thrupp 577AC8 Age 50 Diplomat 3rd Secretary 8 Terms Cr 210,000
Retired,
10,000 cr/year TAS member, 1 High Passage
Gambling-1,
Carousing-1, Interrogation-1, Liaison-2, Streetwise-1, Vacc Suit-1,
Forgery-1, Computer-2
Adelaide
(Addy) came from a solidly respectable middle class family on
Gataneau in the Talaveran Empire. She decided to make her career in
public service and joined the Imperial Diplomatic Corps (IDC), and
was assigned to the Corps headquarters on Talavera.
Third Secretary Thrupp lays down the law. You would do well to listen up, citizen. |
In
her first term she was assigned to work with the Imperial Ministry of
Justice (MoJ) on a case involving an illegal gambling house with
extra-Imperial ties. The casino was successfully shut down, and she
was rewarded for her good work with a promotion to Third Secretary.
Tuesday, July 28, 2015
Non-human Aliens and the Church, take two
A few months ago I was asked about the possibility of non-humans becoming part of the Church in my TU. Honestly, I punted. I chose at the start to not have intelligent non-terrestrial Beings in my TU, and thereby got around the question. But when the question was posed, I started to think about it more. In that post, I admitted that it is possible that there are other Beings in the universe who possess the Divine Image, but I know nothing about what that would look like.
I am fond of reading Fr. Dave's blog Blood of Prokopius. Although he writes mostly about fantasy gaming, he also has played Traveller and has written a number of posts that discuss it in relation to the Orthodox faith. I don't know why I hadn't spotted the post I quote from before, but it explains much better than I did what I wanted to say about aliens and God.
I am fond of reading Fr. Dave's blog Blood of Prokopius. Although he writes mostly about fantasy gaming, he also has played Traveller and has written a number of posts that discuss it in relation to the Orthodox faith. I don't know why I hadn't spotted the post I quote from before, but it explains much better than I did what I wanted to say about aliens and God.
Thursday, July 23, 2015
Say No to generic equipment
Classic Traveller's vehicle section is not the game's strongest point - starships get a lot more coverage, and more detail. Striker has vehicle design rules, but for most folk that's too much detail. Here I propose an experiment; not yet a house rule. By means of a table already part of the game we can introduce variables into the generic vehicle designs, which can be just background/color or a plot hook. Please feel free to tell me whether you think this will work or not.
Wednesday, July 22, 2015
Battle of Reservoir Valley part 1
Recently I set up a new Striker scenario for my pals Dan and Cameron to fight out. Dan announced his side was The Grand Army of the Glebian Empire, while Cameron's forces were known as the Reservoir Pirates. They worked up their units and wrote their orders, and the battle began.
The original topo map inset. Note the reservoir at the left edge of the map. |
The scenario called for a meeting encounter - two units out on patrol encountering each other in a wooded valley bordering a stream. Each side's objective was the same, they each were to cross the map and exit the side opposite from where they entered.
Friday, July 17, 2015
Hold the Line, Please! Distance and Communication in space
Pluto has been hot news recently especially among sci-fi fans and gamers. As it is one of the most distant objects in our solar system, the New Horizons spacecraft took nine long years to reach it. That's a long way away, and brings me to the point of this post, which is this:
SPACE IS VAST. SERIOUSLY. IT IS BIGGER THAN YOU CAN IMAGINE.
Wednesday, July 15, 2015
New Horizons spacecraft first photo of Pluto
From NASA's Astronomy Picture of the Day for July 15, 2015:
New Horizons has survived its close encounter with Pluto and has resumed sending back images and data. The robotic spacecraft reported back on time, with all systems working, and with the expected volume of data stored. Featured here is the highest resolution image of Pluto taken before closest approach, an image that really brings Pluto into a satisfying focus. At first glance, Pluto is reddish and has several craters. Toward the image bottom is a surprisingly featureless light-covered region that resembles an iconic heart, and mountainous terrain appears on the lower right. This image, however, is only the beginning. As more images and data pour in today, during the coming week, and over the next year, humanity's understanding of Pluto and its moons will likely become revolutionized.
New Horizons has survived its close encounter with Pluto and has resumed sending back images and data. The robotic spacecraft reported back on time, with all systems working, and with the expected volume of data stored. Featured here is the highest resolution image of Pluto taken before closest approach, an image that really brings Pluto into a satisfying focus. At first glance, Pluto is reddish and has several craters. Toward the image bottom is a surprisingly featureless light-covered region that resembles an iconic heart, and mountainous terrain appears on the lower right. This image, however, is only the beginning. As more images and data pour in today, during the coming week, and over the next year, humanity's understanding of Pluto and its moons will likely become revolutionized.
The Heavens declare the Glory of God |
Pluto X-110000-0
Thursday, July 9, 2015
Of Robots and Clones
I have been pondering lately the existence of and the place of robots and clones in my TU. Both are fairly common features of sci-fi.There are two ways to approach these subjects: the practical and the philosophical. I will deal with both questions for both types, robots first.
A masterpiece of engineering |
Sunday, July 5, 2015
Clerics in my Traveller Universe
As priests have higher social standing at least in the Empire, it makes sense to use my popular revamped Nobles career tables to create a Priest career.
These
tables assume that the priest is a Christian, ordained by the
Orthodox Catholic Church. There are of course other religious
groups IMTU, all of which do things differently.
St Augustine |
Friday, July 3, 2015
The Church in the Corridor
Most of the churches
in the Corridor are under the jurisdiction of the
Patriarch of Moscow who has his See on Talavera. The relationship between the Church and the Empire is as complex in the Corridor as it is anywhere else.
The
Metropolitan of the Corridor is on Chapolco. The other worlds have
Planetary Bishops, the lower population worlds sometimes share a
bishop with another State.
Metropolitan
Patrick VI 777ABD Age 46
Nobles/Church
7 terms
Theology-3,
Leader-2, Administration-1, Pilot-1
Tuesday, June 23, 2015
Casual Encounter Nazir Kobayashi
Nazir Kobayashi
BB7335 Merchant 3rd Officer 2 terms Age 26 Cr- some
Vacc Suit-1, Engineering-1, Bribery-1, Streetwise-1, Carbine-0
Not as stupid as he looks. Far stupider, in fact. |
I found this character in a list of pre-generated characters, in Double Adventure 2, Across the Bright Face. I have no setting that he's a part of, no storyline to fit with. I just took what was presented and extrapolated this from his stats and skills.
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