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Classic Traveller Discussion on the granddaddy of them all, Classic Traveller!

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  #1  
Old July 28th, 2008, 01:35 PM
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Default Straight Rules or House Rules

While I own all the Trav editions out there... CT has been my favorite. I've houseruled up my own version, tossing some MT into the mix (mainly the MT basic char gen) and added some more career paths and my own combat system that pre-dated MT.

I've been preparing a campaign with straight rules, limited purely to Books 1, 2 & 3. Of course I had to re-read them to make sure all the rules were fresh in my mind and I didn't "toss in" house rule by mistake.

So, my question to y'all that stick with CT. Do you stick with the rules as written or do you include your house-rules? If you include house-rules what are they?
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Old July 28th, 2008, 02:01 PM
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I tend to prefer house-rules myself. If I were to run, I would have the basic careers but run them per year, with enlisted ranks allowed, promotions twice a term until E3, and promotion once per term once commissioned.
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Old July 28th, 2008, 03:18 PM
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Now that Supplement Four has gone native, I might be the most house-ruled CT player on the board.

What? Who threw that glove on the floor?

FAR too many houserules to list. More houserules than official ones IMTU, I reckon.
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Old July 28th, 2008, 03:20 PM
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Quote:
Originally Posted by Icosahedron View Post
FAR too many houserules to list. More houserules than official ones IMTU, I reckon.
But that is the beauty of CT, it is a very basic ruleset. You can tune it to your individual tastes very easily.
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Old July 28th, 2008, 03:42 PM
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Agreed. The basic mechanics of the game are beautiful in their core simplicity. It's very easy to plug in different "add-ons" to change the flavor to suit.

Even using just the core rules you can make a steam-punk game with aetherships and zeppelins (ala space 1889).

Many of my "house-rules" were localized around the campaign I was running. I'd often fine-tune the game rules to fit MTU.

In the last campaign I ran one of the changes I made was to add a lot more player choices. In that game "Scout" was a service provided by the space navy, so it fell off the career list. But, the game world had a lot more interesting parameters than just that.

I had 5 career blocks: education, civilian, independent, government and military

Education
College
Naval Academy
Military Academy
Merchant Academy

Civilian
Employment
Doctor
Merchant
Clergy
Scientist

Independent
Belter
Pirate
Rogue
Hunter
Drifter

Government Service
Law Enforcement
Diplomat
Bureaucrat
Imperial Intelligence Service
Marshal
Noble

Military Service
Navy
Marines
Army
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Old July 28th, 2008, 08:47 PM
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Quote:
Originally Posted by Icosahedron View Post
Now that Supplement Four has gone native, I might be the most house-ruled CT player on the board.
Gone native with the injuns, feathers and all.



*Note that playing CT "by-the-book" does not necessarily mean playing the rules, verbatim, from the book. Before you scratch your head at that, remember the CT encourages customizations to fit certain circumstances and interpolation of the rules where the rules are thin.

For example, I may rule, when starting a campaign, that all players are from a certain homeworld. And, then, I may decide that the "Army" career on this particular world refers to the local ground army (and not the "Imperial Army"). So, I may limit the TL of equipment and skills gained in the Army career to the world's TL...and I may substitute some skills in the Army career skill charts for skills I want to have added to the campaign.

When people think of me playing CT strictly by the book, which I am doing, they may think that the Army career in Book 1 is exactly what my players roll on when rolling an Army character. That may not be the case.

In fact, I think CT players use the defacto chargen tables "as-is" too much. Careers should be "customized" for the campaign being played.

And...everything I mention here is not a "house rule". It's a customization encouraged by the CT rules--with a lot of precedent.

Another Army character, later in the same campaign, may be rolled up using different chargen tables with different restrictions, based on the world that Army character is from (if different from the original world where we kicked off the campaign).

Many rules, the chargen tables included, in CT are meant as "examples", not as "gospel". GMs are encouraged to use them as a base then tweak to taste.

And, THAT really is playing CT by the book (just not by the book that you might have originally imagined).

Classic Traveller is the best pnp roleplaying game ever written--and one of the reasons it is that is because it is so flexible.

Last edited by Supplement Four; July 28th, 2008 at 08:59 PM..
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Old July 29th, 2008, 02:32 AM
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Default Flashing bus bars and slide rules

I have my own universe for CT with a lot of Doc Smith-style tech in it. Moving in and out of jump releases a broad-spectrum EMP, so computers are tube, electromechanical, and mechanical. Shielding doesn't help since all mass making jump generates the radiant energy. More shielding around the semi diodes means more pulse to knock them out. The highest tech levels have jump-proof electronics, but they're darn rare. Scientists and navigators do carry slide rules (and other mechanical calculators.)

My ship design system is based on mass rather than displacement. Spherical hulls dominate the designs for this reason.

Other than this the mechanics of my game are pretty much LBB1-3 with some tweaked careers to produce some specialized characters for specific games.

At present I'm starting an MGT campaign that I'll be playing by the book, and in the OTU at that (a first for me.) My players enjoy the Doc Smith/Jack Vance/Harry Harrison elements of my game, though, so I expect a fair bit of that will come in.
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Old July 29th, 2008, 03:33 AM
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Explains the size of computers neatly enough.
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Old July 29th, 2008, 03:41 AM
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House rules for sure, but based on one version of Traveller or another usually.

Character generation includes the special duty roll and rule of 4 from MT, and I allow players to have lvl0 skill in every skill on the charts bar the advanced education table.

Task system - don't roll a 2, roll 8+, roll 12+, roll a natural 12 and we'll talk.

Combat system is based on a hybrid of T4 and T20 with some extra stuff thrown in - no first blood rule, crit hit on a double that hits (has the effect of the first blood rule).
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Old July 29th, 2008, 03:50 AM
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I used the same basic idea (jump has an EMP), and micro-vacuum tube computers.
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