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CT Only: Book 9 or Supplement 14

MTU? The book isn't about house rules. It's about the OTU and explaining the lightly touched on aspects of CT.
Sorry the content listing in your original post covers only interpreting and using the RAW and extending it (ala Cascade, Default, and Combination) - so not OTU from my read. IMTU is used to reference one's interpretation of the RAW mechanics and house rules as well as an ATU.

As for Book 9 - Advisor - oh goody, finally a book covering the Advisor career! Counselors, consultants, government confidants and weaselly aides! All the makings of characters who wield great power behind the scenes, without getting their own hands dirty or risking their own precious derrieres. And, the rules for political and social combat - perfect! :p

Well, that is my first impression - especially since beyond the first three books, all the rest cover/extend character careers and related aspects. Really, the content you are suggesting, I would literally describe as 'supplementing' the core rules...

Maybe 'Referee's Aide' or 'Refs Aide' or 'Traveller Rules Aid'... or 'Traveller Rules Advisor'... - anyway, picking names is often hard, especially when a name doesn't originate an idea. Its why acronyms are so prevalent in technical works.
 
...oh goody, finally a book covering the Advisor career! Counselors, consultants, government confidants and weaselly aides! All the makings of characters who wield great power behind the scenes, without getting their own hands dirty or risking their own precious derrieres...

Dangerously close to a rules infraction?:) But of so true of pretty much any government throughout the ages! ;)
 
Here's a couple more thoughts on what should go into the book. If I ever write this thing, I'll have to reference this thread.

1. EDU - If we ever find the source of the EDU rule that Mike mentioned above, and if it is a GDW source (or, maybe, DGP), then maybe that would be something to illuminate in this book.



2. Skill-0 - This is fairly well covered in the core rules, but I think a paragraph or two could contain some further GM suggestions for its use.



3. Abstract Combat - A discussion on the abstract combat system used in Traveller explaining that a hit from a pistol does not necessarily mean that the target took a bullet hit and suffers from a gunshot would, as the damage does not support that type of wound. Abstract damage in the way of D&D hit points. Also explain that an auto-hit does not also result in an auto gunshot wound if the damage doesn't support it. An auto-hit with the dice does not necessarily mean a person cannot fail to shoot his enemy. Discussion of what to-hit throws actually mean--and that a weapon's true accuracy cannot be measured by the to-hit modifiers.



4. Success Charts - Like what is included in Book-0, but have a few more tables showing 3D or less, 4D or less, and other common Traveller throws.



5. Training - Here's something that many old CT player miss, all the time. People scoff at CT's 4 year training program. But, really, it's a means for the player to customize his character to his tastes.

Let's say that you do end up with a character like this:

Starman 569AA9 Age 22 1 Term
Pilot-1

Do you start the game exactly like that? Many do. I say, emphatically, "NO!"

Use the Experience rules to improve that character further.

A character can attempt one training program at a time. Let's say that I want to give this character some weapon expertise. Well, I'd attempt a Weapon Expertise training program.

First, I've got to make the dedication roll. If I fail it, I cannot attempt a new training program for a game year. But, if I make that roll, I instantly get two new skills!

I get one gun and one blade skill, improved by 1 skill level, immediately. And, since this character is Skill-0 with all basic weapons (per the chargen rule), the training rules say that the skill improvement is permanent.

So, this:

Starman 569AA9 Age 22 1 Term
Pilot-1

Becomes this:

Starman 569AA9 Age 22 1 Term
Pilot-1, SMG-1, Blade-1

Every character should attempt a training program straight out of character generation--and I think this is a perfect rule to be illuminated in the Book we are discussing in this thread.



6. Adventures - I've seen many GM gets confused with GDW adventures. People are used to fully fleshed out TSR-like adventures where the adventure is completely self-contained. All stats for enemies and such are included. A GM needs only to read the adventure then implement it.

GDW adventures take a more old school approach. They give the GM a sandbox, but it's up to the GM to build out that sand box using his own creativity. It's up to the GM to populate it with bad guys and fit the location into his story. GDW adventures require more work on the part of the GM.

I think a chapter addressing this would be welcome to some readers of the book.





The Book...

I don't envision a book of house rules at all. What I'm thinking is just shedding light on stuff that is overlooked and is already in the game. That's why using MTU in the title doesn't work for me. It's not MTU data. It's stuff from the original game--stuff that is hidden and often over looked.





I envision the book to have no rules at all--only suggestions and examples, backed up by instances in the overall game where that idea was used.

Oh...how about this for a book title? Seems to fit better with GDW's flashy Traveller titles:

Book 9 - Dicer

I kinda like that.

I notice I use the term "Illumination" a lot above. How about:

Book 9 - Illuminator




EDIT: Book 9 - Dicer is my new favorite. The more it sits with me, the more I like it.
 
Here's a few more things I'd like to see in the book, but these topics would require permission from MWM.

1. Starter Traveller Range Band Starship Combat - It's basically the same rules as what we see in the LBB2, but you can throw out the protractors. And, you don't need the entire living room floor to play out a space combat.

In fact, the Range Band system makes it easy to play out space combat comfortably while sitting around the coffee table in the entertainment room. Only the GM keeps track of range.

I've always liked Starter Traveller's Pulse Laser rule, too.

I'd include notes on how to easily transfer Range Band combat to Hex Based combat, very similar to Mayday.

And, I'd elaborate on how Range Band combat can be extremely role play oriented if the GM keeps ALL of the focus on the inside of the player's ship. If they want range, they check the scope, and the GM tells them the reading. Space combat becomes a role playing situation.

I'd also include a paragraph about using the various Traveller space combat systems: LBB2, Starter Traveller, Mayday, and High Guard. Maybe even include Dark Nebula and Fifth Frontier War in a like paragrpah. A GM has several tools to choose from. My focus would be selecting the right tool for the job.

Note: A similar section featuring LBB1 Combat, Abstract combat in Mercenary, Snapshot, Azhanti High Lightning, and Striker would be good for the combat section.



2. Traveller Book Cover and Concealment Rules. These rules are so important to Traveller combat, yet, if you don't have the Traveller Book, then you don't have them. They're not in LBB1. I think reprinting them in Book 9 would be appropriate, if permission is given.



3. LKW's Equipment Creation Example in JTAS - LKW writes an excellent example of how to create a Laser Pistol in (I believe it was the first) JTAS. It serves as an excellent "How To" for a GM who needs to create or customize an item for his game.



4. Striker's Vechicles/Book 8 Robots - I'm not thinking of repriting the rules, but showing how Striker can be used to make vehicles for a standard Traveller RPG game. And, how Book 8 can be used to create all sorts of neat items for players to discover in their travels.
 
...have we thought of everything that should go into this book?...

Probably to much for one book but also more probably needed.

How about more than one book?

LBB 1a, 2a, 3a

With trying to incorporate all the old with all the new it's going to take a lot of "paper and ink" (It's going to grow larger over time).
 
I'm loving this thread and your idea SupplementFour.

I would certainly buy it if you made it available for purchase.

As for a title, I can't think of anything better than what has already been suggested.

Cheers :)
 
I have been reading through this thread and thinking about this and I came to the conclusion that what you want to write is not a Book, but a Supplement. Look at the previous eight Books. Outside the original three, each book has been about expanding a profession and then adding things to go with that profession.
Book 4 Expanded Army and Marines along with lots of military equipment and rules.
Book 5 Expanded Navy and expanded ship creation rules
Book 6 Expanded Scouts and expanded stellar system rules
Book 7 Expanded Merchants and expanded rules on trading and commerce
Book 8 The only oddball with whole new rules for robots and how to include them in your game

To follow that trend you would need to have an expanded profession in the beginning of the book and have the rest of it cover some expansion of the rules that gives that newly expanded profession something to do.

Now, if you look at the Supplements, that is where the interesting bits for making the game easier to play, more comprehensible, and generally expanding the game. they are full of examples, samples, and some new rules sneak in here and there. I think that is really more of what you are looking at, as opposed to the Books.

Just a thought, while drinking my morning cup of java.
 
I have been reading through this thread and thinking about this and I came to the conclusion that what you want to write is not a Book, but a Supplement.

Hmm...interesting comments. Let's not forget my name-sake, Supplement 4 - Citizens of the Imperium. That book is half new careers and half random tables with those types of characters.

I could see the content of this thread being gathered together and called "Supplement 14 - Dicer", but I also see it at "Book 9 - Dicer".

I lean towards Book 9 because the stuff I want in this book is stuff that probably should have been in the core rules.

But, the argument is sound that the book would be supplemental to the core rules.

I think it could go either way.
 
CT SENSORS

BTW: LBB2 very explicitly spells out detection ranges and the reductions for ships 'maintaining complete silence' - and that stars and planets can completely conceal a ship. It also provides tracking limits of 3 light seconds (6/1000ths of an AU). See Detection rules, LBB2 pg 32 (in Reprint edition). ;)

I never did elaborate on this when I responded earlier.

If you read pg. 32, it's incomplete. Detection range is there. And, how far a detected ship can be tracked is there, after the ship is detected.

But, how do you detect a ship?

If you make a throw, then what's the throw? What skill is used?

No skill fits the bill adequately. Some argue that Navigation skill should be used for ship's sensors. Others argue that Computer skill should be used. And, there are other arguments for skills that obviously use sensors, like Gunnery, Recon, and Survey (those last two from LBB4 and LBB6).

A "Sensors" skill never did enter the game officially, though I believe I've seen it in supplementary articles, or as part of an adventure, or by a third party publisher like DGP. (Sensors did become an official skill in MT.)

Then, there's the 1977 version of the rules (what most people think of Book 2 is the 1981 second edition). Those first edition LBB2 rules are supposed to be a bit different than what we see in 1981 LBB2. I've always wondered if those rules contained throws for detection that have since been dropped from the game.

Judges Guild published a magazine called Pegasus, and in one of that mag's issues, there was a neat, early, article written about Traveller starships. A new Program was included called Detection which improves ship's sensors (and that supports the idea that Computer should be used for any sensor throws). But, we can hardly consider a neat rule from a third-party magazine article to be official.

So, really, CT sensors are left with the question: We know the range of ship sensors, but how do we detect other craft.

The prevailing thought on this is that every ship within detection range is detected--that it is darn right impossible to hide in space*. Therefore, no sensor skills is needed. The GM just tells the players about everything in detection range. And, this actually works well for the RPG because, if you're mapping space combat, you don't have to hide anything. You put your ships on the map and fight out the space combat.

I wanted to include this in Book 9 because I think it worthy of illumination.





*EDIT: GMs are free to create special dramatic situations, though...of course. Pirates swinging around a moon. A SDB hiding in a gas giant. Ship's sensors delivering false echos due to sun spots. A ship hiding in the magnetic pole of a planet, or a ship rigged for silent running. This would all be up to the GM on how to handle any detection.

99.99% of the time, ship's have transponders that broadcast their position. It's probably illegal to shut these puppies down. A favorite pirate tactic is mostly likely using a false transponder--a poorly armed trader turns out to be a fully armed corsair. Plus, power, heat, light...all these things give a ship away in vacum. It must be extremely hard to hide, indeed.
 
Everyone is ignoring or forgetting

"Book 0 - An Introduction to Traveller"

It seems to me that:
With a title as plain as Book 0, you could certainly call the new book "Rules Addendum".

Book or Supplement? Your content seems somewhere between the two, but Book 0 introduced no real new concepts so I vote for

Book 9 - Rules Addendum
 
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