Wednesday, August 30, 2023

The Place of and Importance of Gear

I was tinkering over the weekend with an old project of mine. It's an equipment list, things that either I've pulled from published CT stuff, or seen in other games, or invented on my own. 

I realized that most everything there could be useful, if (and only if) the PCs were in a specific situation and needed one of my widgets. 

The Equipment List in TTB is frankly sparse. Yet much of Traveller adventuring does not require much gear apart from weapons and armor. 

Until you start exploring. 

In the session a few weeks ago, the PCs were exploring a closed-down facility on an asteroid, at the request of a patron. I described the facility to the players, mentioning that the power was off, and had been for a decade, and the asteroid was tiny, so the interior was effectively at 0.0G. This detail, it seems, went over their heads, as no one brought anything along to help mitigate the zero-G experience. Also missing from the shopping list were light sources, and any medical kits or expertise. At least they had a PC with Jack-of-all-Trades. 

All that was left of the cargo bay was containers and scrap

They discovered upon arrival that the facility had no stairs. When in use, it had lift shafts to move people between the five levels. When the power was turned off, the lifts locked in place. One of them was at the top/entrance level, so that shaft was totally unusable. The other lift was at the bottom floor, so that shaft was a five-story drop. Even in near-zero-G, velocity builds up so there was no guarantee of a safe landing, making the jump down (and don't forget the absence of a medical kit) a dangerous option. This was important, as the Patron had informed them that the power plant was on the bottom level. If they could get to it and re-start it, then the lifts would work.

What resulted was a lot of improvisation and a fair bit of luck. As in: Chucking a mattress down the lift shaft and Geronimo-ing after it. That could have ended badly, but didn't. The players discussed afterwards how they could have packed to be better prepared. And in the end, it's player skill that enables the correct packing list for the job. Lesson learned.

For a different perspective:

I will remind them about the gear lists in the next session.

Photo credit: Pixabay

1 comment:

  1. Mr. Maliszewski and his sycophants can whine all they want but I am suspicious of any man who complains of having too many tools.