I posted this on the ct-starships list, and thought it might be of some interest.
I was thinking about the age of sail one night when a buddy who plays traveller and I were talking (I'm a big Patrick O'Brian fan, in addition to real histories of the era) and I suggested a slightly different take on starship combat for his TU. Thought I'd bounce it off you.
We always used the alternate HG crew damage rules (JTAS 14)—dividing crew into sections instead of the standard USP so it wasn't so bloody. "Who would join the navy when every action is characterized by the utter slaughter of most crews?" we had always asked after playing HG (or any of several other combat systems for traveller).
So I was thinking about "striking colors," prizes, parole, and piracy in relation to his game (he's running an email leviathan game right now).
Where our conversation went was this way: it might be interesting to consider treaties/agreements that characterize how to "strike colors." Warships unable to continue the fight would strike to avoid utter destruction. Striking ships would be honor-bound to not radically maneuver away, or risk being re-targeted. They'd be able to jump, however, they are not truely captured until a prize crew is put aboard, until then they can try to slip away, but an overt 6G maneuver, etc, too early will likey result in them getting spanked (and a future surrender not taken). This would have the effect of reducing the level of slaughter, and seems like it fits the courtly traveller universe.
Prizes taken would be dealt with by the admiralty prize court with the admiral (if applicable), captain, officers, and crew getting shares after the fashion of the Royal Navy. Given the battle logs of combatants, any other ships involved in the action would receive shares as well. This provides a mechanism for the creation of wealth in the Navy, intrigue, etc. Warship prizes might be sold into the service for use by the Navy itself (possible covert ops?), or might be sold to subsector or planetary navies.
Parole for the captured officers is another concept. Your ship could be lost/taken, at which point the men would be locked up in the enemies port, but the officers might walk free having "given their parole," all waiting to be traded back for enemy crews, they still might try to escape, etc. More role playing fun. Sometimes, they might even be dropped off in one of their own ports, honor bound to not resume hostilities themselves until traded back into their navy via a prisoner exchange (which might be "virtual" if the prisoners in question were all parled in friendly ports.
And now to piracy. Piracy just doesn't work well in traveller, never has (yeah, I know that is a topic up there with near-c rocks, I'm an old TML junkie . But if you cripple a ship to the point you can board it, it's crippled, and the cargo is probably in none too good shape, either. In order to have any reasonable chance for boarding, you have to be certain the target cannot maneuver at all. Now assuming pirates followed similar rules to the navies—for their own benefit—they'd attack by hailing the target, and demanding the merchant strike. Should the merchant elect to fight, they fight, not caring primarily about boarding, more about hitting you and taking minimal damage. They fight until you are no longer able to maneuver/fight, then if they even bother to board, they murder everyone aboard. A ship-based "your money or your life!"
If the merchant surrenders, the cargo is usually looted along with the crew/passengers, and they are turned on their way unless the ship is particularly valuable, in which case the crew/passengers are released in a port and sent on their way. Armed merchants would be to keep away small-fry pirates, not an attempt to fight serious pirates/privateers.
The point for piracy is that the possible victims need to have the sense that if taken, they will probably be well treated, if they fight, they will very likely be murdered.
Privateers would be commercial warships used for sanctioned piracy, and a "letter of marque," while also litteraly carried by a privateer, would be an armed merchant, open to taking prizes of opportunity.
For my friend's campaign, we came up with the notion that in "trade warfare," the various corporate ships would attack the other companies ships with the primary aim of delay. They'd make all efforts to minimize the loss of life which would make the practice more politically palatable.
Anyway, that's a quick overview of what 2 traveller geeks and several beers came up with.
merrick
I was thinking about the age of sail one night when a buddy who plays traveller and I were talking (I'm a big Patrick O'Brian fan, in addition to real histories of the era) and I suggested a slightly different take on starship combat for his TU. Thought I'd bounce it off you.
We always used the alternate HG crew damage rules (JTAS 14)—dividing crew into sections instead of the standard USP so it wasn't so bloody. "Who would join the navy when every action is characterized by the utter slaughter of most crews?" we had always asked after playing HG (or any of several other combat systems for traveller).
So I was thinking about "striking colors," prizes, parole, and piracy in relation to his game (he's running an email leviathan game right now).
Where our conversation went was this way: it might be interesting to consider treaties/agreements that characterize how to "strike colors." Warships unable to continue the fight would strike to avoid utter destruction. Striking ships would be honor-bound to not radically maneuver away, or risk being re-targeted. They'd be able to jump, however, they are not truely captured until a prize crew is put aboard, until then they can try to slip away, but an overt 6G maneuver, etc, too early will likey result in them getting spanked (and a future surrender not taken). This would have the effect of reducing the level of slaughter, and seems like it fits the courtly traveller universe.
Prizes taken would be dealt with by the admiralty prize court with the admiral (if applicable), captain, officers, and crew getting shares after the fashion of the Royal Navy. Given the battle logs of combatants, any other ships involved in the action would receive shares as well. This provides a mechanism for the creation of wealth in the Navy, intrigue, etc. Warship prizes might be sold into the service for use by the Navy itself (possible covert ops?), or might be sold to subsector or planetary navies.
Parole for the captured officers is another concept. Your ship could be lost/taken, at which point the men would be locked up in the enemies port, but the officers might walk free having "given their parole," all waiting to be traded back for enemy crews, they still might try to escape, etc. More role playing fun. Sometimes, they might even be dropped off in one of their own ports, honor bound to not resume hostilities themselves until traded back into their navy via a prisoner exchange (which might be "virtual" if the prisoners in question were all parled in friendly ports.
And now to piracy. Piracy just doesn't work well in traveller, never has (yeah, I know that is a topic up there with near-c rocks, I'm an old TML junkie . But if you cripple a ship to the point you can board it, it's crippled, and the cargo is probably in none too good shape, either. In order to have any reasonable chance for boarding, you have to be certain the target cannot maneuver at all. Now assuming pirates followed similar rules to the navies—for their own benefit—they'd attack by hailing the target, and demanding the merchant strike. Should the merchant elect to fight, they fight, not caring primarily about boarding, more about hitting you and taking minimal damage. They fight until you are no longer able to maneuver/fight, then if they even bother to board, they murder everyone aboard. A ship-based "your money or your life!"
If the merchant surrenders, the cargo is usually looted along with the crew/passengers, and they are turned on their way unless the ship is particularly valuable, in which case the crew/passengers are released in a port and sent on their way. Armed merchants would be to keep away small-fry pirates, not an attempt to fight serious pirates/privateers.
The point for piracy is that the possible victims need to have the sense that if taken, they will probably be well treated, if they fight, they will very likely be murdered.
Privateers would be commercial warships used for sanctioned piracy, and a "letter of marque," while also litteraly carried by a privateer, would be an armed merchant, open to taking prizes of opportunity.
For my friend's campaign, we came up with the notion that in "trade warfare," the various corporate ships would attack the other companies ships with the primary aim of delay. They'd make all efforts to minimize the loss of life which would make the practice more politically palatable.
Anyway, that's a quick overview of what 2 traveller geeks and several beers came up with.
merrick