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A review of T5

The Vargr were uplifted from dire wolves, not dogs.

Google the timeline of canine evolution and look at what dogs were like 300,000 years ago.

Think crinos form werewolf - if you have the game - to get a better appreciation of Vargr
 
I don't view combat systems as being the "core of any rpg".

Drama is conflict. Now, there are different sources of confict in an rpg, and I do love a great role playing encounter. But, I think most would agree that combat is the root of most RPGs.



I tend to avoid MILOPS. My group averages 1 combat session a year.

Hmmm....

I'm trying to imagin Aliens, Outland, Battlestar Galactica, Firefly, Babylon 5, Star Wars, Flash Gordon, Buck Rogers, and other great science fiction films and TV shows without combat.

Sure, I enjoyed Silent Running, but one combat session a year? I don't think that would fly in most groups unless you only played a few sessions each year.

I mean, Traveller is pretty heavily influenced by military tropes. Combat does seem central to most people's games.

Even Star Trek has a decent dose of action and combat between it's non-violent stories.



Traveller combat is deadly for everyone, not just the red shirts - just like it should be.

If you are running MILOPS campaigns, you are either replacing characters on a regular basis, or you are running munchkins. Either way, it doesn't sound like fun to me.


That's a pretty big bite of cheese, you're eating there.

Classic Traveller can be deadly. But, throw in some armor and use the cover and concealment rules. Combat ain't that bad. Nobody's really hurt until two stats go to zero. And, limit civilians to civilian weaponry (keeping Book 4 for the militaries)...you can run a lot of combat, using the Traveller rules, just like they are.




Are you saying that T5 does not need a good combat system, just because you don't use it in your games?
 
...everyone in my gaming group is ex-military, which may have some impact on how my group views combat.

Not surprising; had two players in a gaming group long ago with real-world combat experience, and just a few stories quickly led us to as-far-as-possible-from-shooting territory as we could accomplish. The Referee was right there with our avoidance, and we had a great time.
 
Not surprising; had two players in a gaming group long ago with real-world combat experience, and just a few stories quickly led us to as-far-as-possible-from-shooting territory as we could accomplish. The Referee was right there with our avoidance, and we had a great time.

+1 on this... having seen and participated in modern combat in the USMC (as opposed to just gaming it)
 
Drama is conflict. Now, there are different sources of confict in an rpg, and I do love a great role playing encounter. But, I think most would agree that combat is the root of most RPGs.

Hmmm....

I'm trying to imagin Aliens, Outland, Battlestar Galactica, Firefly, Babylon 5, Star Wars, Flash Gordon, Buck Rogers, and other great science fiction films and TV shows without combat.

Sure, I enjoyed Silent Running, but one combat session a year? I don't think that would fly in most groups unless you only played a few sessions each year.

I mean, Traveller is pretty heavily influenced by military tropes. Combat does seem central to most people's games.

Even Star Trek has a decent dose of action and combat between it's non-violent stories.


That's a pretty big bite of cheese, you're eating there.

Classic Traveller can be deadly. But, throw in some armor and use the cover and concealment rules. Combat ain't that bad. Nobody's really hurt until two stats go to zero. And, limit civilians to civilian weaponry (keeping Book 4 for the militaries)...you can run a lot of combat, using the Traveller rules, just like they are.


Are you saying that T5 does not need a good combat system, just because you don't use it in your games?

Slick goal post movement there.

Looking at your list, it seems pretty much limited to one type of adventure.

If I want to hack'n'slash, I'll play AD&D. Our characters are not a cross between "Mary Sue" and a Munchkin. Hell, I don't think any of our group had any gun skill over 2. There are more important skills. Mine is handgun-1. And that is plenty.

Our characters are not extraordinary characters doing extraordinary things. They are ordinary people doing extraordinary things.

Drama doesn't require gunplay.

If you are getting in gunfights in civilization (outside of a declared war), and aren't getting thrown in the pokey, you have a shitty GM. Law levels exist in Traveller for a reason. Most of the examples you gave, you are either a member of a military/law enforcement agency or they take place in an area where law enforcement is, well, spotty. Or you are in a war/rebellion.

None of those really exist in the Spinward Marches. Starports are run by the Imperium/Sword World/Darrian/Zhodani Government and they have Marines in Battledress (or their equivalent) on call. Or you are outside of those jurisdictions and subject to local law. Most of which will outgun you and have extradition treaties, if they don't. Governments take things like murder seriously.

We have spent the past 3 years or so in a espionage campaign with some slight detours into mercantile operations (as part of our cover, we needed to actually show a profit.) and archeology (as a side show).

Our group worked for Darrian Intelligence - (Yes, if caught, they would deny any knowledge of our existence.) If we are pooping and snooping in the Sword Worlds, we don't want gunplay.

1. Getting a Darrian Intelligence agent out of a secured Sword Worlds facility without gun-play is a bit harder than going in with guns blazing - and with that approach, we would have been in the next cell over.

2. Breaking into the Sword World's equivalent of Langley is dramatic, and tension-filled. But gun-play would have ruined all of that. The idea is to get in and get out with no one the wiser.

3. Sitting across from your sworn enemy at a Black Jack table and taking him to the cleaners can be dramatic, and tension filled. But the casino isn't going to allow sore losers to start shooting. Even with that, there is the "How do I get out of the casino and back to the ship without getting done in".

4. Being trapped in jump space on a ship with an E-Circuit that thinks the crew is an aberration and needs to be removed isn't something that can be solved with a BFG.

5. Sneaking into opposition space and delivering needed supplies to the "Freedom Fighters" your government is supporting is not enhanced by getting into gunfights with the local police.

6. Sneaking into closed space to track enemy warships and gather valuable intelligence doesn't lend itself to gunplay.

7. Chasing down and securing a ghost ship from the Darrian Golden Age (TL16 warship) takes reasoning and deduction, not shooting.

8. When you need to take your target alive, you need the threat of violence - not the execution of violence.

9. Discovering an Ancient facility that has doors that open into the future isn't going to be improved by shooting the locals.

10. Being hired to bring a Chamax breeding pair back to an eccentric patron doesn't require gunplay. After all, if you kill the breeding pair, you aren't getting paid.

11. And then there were the short cons & long cons we ran just for grins and giggles.

My group's last misadventure with personal combat:

As part of our cover, we were hired to recover a ship that had skipped on their payments. The ship was on the burn list, so deadly force was authorized. The doctor in our party whipped up a little nerve agent specific to Vargr. It wasn't until after we had killed half the crew and seized the ship that we discovered that we had seized the wrong ship.

Oops.

Now we are looking at charges of Piracy, Mass Murder, and the production of biological weapons - in Imperial space - and we aren't Imperial Citizens. For those of you keeping score at home that is 3 death sentences. And of course, we were disavowed by Darrian Intelligence.

What I am saying is our group isn't interested in doing combat ops. None of us found it to be fun or entertaining.

Our adventures take place in civilization. In civilized societies, you simply can't run around letting your weapon do your thinking. The government has more weaponry and resources than a Traveller. You get in a firefight, even if you get off planet, the fact that you were in one is going to follow you around courtesy of the X-boat network.

There are many careers tracks available other than mercenary. None of our characters had a combat background, which was a subtle hint to the GM that we weren't interested in a Rambo campaign.

With my group, the players have to think. The problems that we deal with are not solved by weaponry, well, not personal weaponry. If we have a hardened target, we drop a rock on them, and pick over the wreckage. Problem solved.

Now that the 5th Frontier war is kicking off (in our game universe), we are getting the hell out of Dodge. We have set a number of tripwires for our backers (Darrian Intelligence), and the Federation of Arden. Wars can be messy, so we are bowing out quietly, and we are going to run Grand Explorations out around the Fulani sector.

My group is into problem-solving, enigmas, and discovering the deep secrets of charted space, not combat.

YMMV.
 
None of our characters had a combat background...

In Magnus's PBM campaign over in the IC and OOC boards, our group, at present, consists of three Scholars, a Marine-cum-minted-at-mustering-Noble, a robot, and the ship's computer. The latter was going to be the ship itself, but the discussion, while incredibly cool, started moving uncomfortably toward "involuntary servitude"...or worse, so I think we're back to the AI being the character.

Combat, if it ever occurs, will be nasty, brutish, and short, and I'd expect it might end the campaign :).
 
My thoughts on combat:

I don't view combat systems as being the "core of any rpg".

I tend to avoid MILOPS. My group averages 1 combat session a year.

Traveller combat is deadly for everyone, not just the red shirts - just like it should be.

If you are running MILOPS campaigns, you are either replacing characters on a regular basis, or you are running munchkins. Either way, it doesn't sound like fun to me.

Now that I think about it, everyone in my gaming group is ex-military, which may have some impact on how my group views combat.

I don't do military characters either in Traveller. They are ex-military (or former) if anything. See retired.

The core of my Traveller games is the characters and how they interact with each other. The stuff that stories are made from essentially. Character attributes and skills (and how characters are generated and) used in an RPG is very important to me. But even more important is the die mechanic, and how tasks (skill checks) are determined/resolved. Because it's a common central rule of an RPG and it's going to be used a lot. And if a combat action is handled just as any other task is (see Mongoose Traveller), then that makes the die mechanic an even nicer one.

If I wanted to play a military game, I'd play Striker. I have it, but never played it. I didn't know what kind of game it was until after I bought it. I have no interest in miniature wargaming.
 
Oooh, oooh, +1! (I especially like the sound of #9 - care to elaborate??)

What our GM planned, we didn't actually do. Once we had opened the site and figured the doors out - one of them opened onto Regina. We sent a robot through (We are paranoid in the Adventure Zone.) and it tied into the local internet. That was when we discovered it was Regina 10 years in the future.

Another door opened into an office.

While we were deciding what to do in the office, the GM asked what we wanted to do with our robot sitting in a field in Regina.

I suggested that we download a sports almanac, and every winning lottery number for the prior 10 years. Being the greedy players that we are, that doorway going to the office wasn't very interesting anymore to us. Once we had all of this, we agreed that we needed to do something else. Next session, my character is going to either die heroically, providing cover to the rest of the group as we escape our enemies, or more likely, die in a puddle of body fluids after the show trial.

I have generated a scientist character that I want to try out for exploration.
 
Hell, I don't think any of our group had any gun skill over 2. There are more important skills. Mine is handgun-1. And that is plenty.

That sounds about right for CT, which is what I play.


Our characters are not extraordinary characters doing extraordinary things. They are ordinary people doing extraordinary things.

I'm 100% sure I've said those exact words on these boards.


Drama doesn't require gunplay.

You're missing the point. Drama is always combat, but combat is usually one of the key dramatic devices of a roleplaying game.

You've typically got two systems in most rpgs--a task system and a combat system (and many times, the two are the same thing).

Therefore, my comment stands: The combat system is the core of most roleplaying games.

There are few rpgs where combat is not a central part of the core rules.




If you are getting in gunfights in civilization (outside of a declared war), and aren't getting thrown in the pokey, you have a shitty GM.

I'm the GM. And, there are plenty of good reasons to have a story set where combat happens in civilization. If you want a canon example, look no further than The Traveller Adventure, where, in the first episode, the PCs are encouraged to break into a museum then escape off planet, only to go to another world where one of the crew may be captured by religious zealouts--again, where the crew is encouraged by the events to break that crewmember out of the pokey on that world. Lots of chances for gunplay on civilized worlds with Law Levels.

I supposed you think MWM an idiot for writing that adventure*.

Your comment above makes me think that you don't know what you're talking about. Think before you speak.





*MWM also wrote Exit Visa, which is a CT adventure (I belive it was also translated for T4) that focuses on bureacratic red tape and a ship's crew trying to lift from a high law level world--a lot less chance of gunplay in that one.





What I am saying is our group isn't interested in doing combat ops. None of us found it to be fun or entertaining.

Bully for your group.

You are acting like I said, "Combat is the only way to enjoy a roleplaying game."

That's not what I said at all. What I said was, "Combat is a core/key system in the vast majority of rpgs published."

Hell, I ran the first several sessions of my Conan campaign--a game that's definitely got a combat focus--without a single combat, and we all had a blast. But, no one can argue that d20 based D&D clones are not combat focused--even though my campaign started off with very little combat.





EDIT:
If you are getting in gunfights in civilization (outside of a declared war), and aren't getting thrown in the pokey, you have a shitty GM.

BTW, you're being rude for no reason. Try explaining your point without raising your hackles.
 
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I really like a good combat system as a mini game of fun. Mind you: I said "game", not "reality" where combat is surely NOT fun at least not for me.
That said, I expect a roleplaying game to have a decent combat system, especially if it provides makers for weapons, armor and giving attention military vehicles and characters.

At the moment I feel that the combat chapter is one of those chapters lacking good explanations and (at least for me) believable resolution (armor protects always the same way until it is totally "annihilated" by the first penetration).

Are there good examples for complete combat engagements out there or would someone be so kind to create such examples to help those people lost like me? That would be greatly appreciated.
 
How are they encouraged?

Strange question. :confused:

TRAVELLER ADVENTURE SPOILERS!

Spoiler:
The crew gets involved in a mystery when they find a lost wallet. Then they come across a Vargr emissary that has been waylaid. The PCs need another person to fill out their crew (usually, a second gunner), and the Vargr can fill the bill (and is supposed to become a member of the crew).

But, the Vargr had to hock his favored brooch (that is a device to carry secreted messages), and the pawn shop sold the brooch to the museum.

So...in order to get the Vargr to be a new member of the crew, the PCs need to join him in a break-in of the museum in order to burgle the brook, then get off-world.

In the GM notes, the GM is given a directive that the Vargr should become part of the crew--either as a PC or as an NPC. So, in order to make the scenario work, combat is encouraged by the situation. (Otherwise, I think most law-abiding citizens would just tell the Vargr, "Good luck," then try to find someone else to fill their missing crew position.)

There is a section, too, on the police reaction. And, as part of the adventure, the GM keeps track of how fast news of the crew's burgalry spreads to other systems. Which gives them a reputation for not being your ordinary type of crew--which leads to even more jobs where gunplay is not only encouraged but probably unavoidable. The crew becomes kinda a mercenary for hire outfit that does merchant trading on the side. At one point, the merchant ship--a standard CT subsidized merchant--qets armed up so that it can act as a type of Q-Ship.
 
Re: Vargr and Wolves:
I have never imagined Vargr as dogmen, though I expect that the same characteristics that made wolves suitable for domestication contributed to their selection to uplift. Though to address an earlier post by aramis dating C. l. familiaris to 15ka, Crockford and Kuzman's (2012) criticism of full domestic status notwithstanding, Germonpré et al. (2009) find DNA evidence for c. l. familiaris dating to 31.7ka.

Re: Combat:
Surely Traveller is big enough to accommodate combat monkey groups and groups interested in other aspects of role playing.
 
Yep, Vargr are uplifted Wolves. Space Wolves. Doggies is derogatory.

I think it's pretty silly if Mongoose made them dogs--and just another reason I stay far, far away from that version of the game.
 
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