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Making Travelling Work-- Brainstorming...

Jeffr0

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Each game has a "star" that just sorta upstages everything else. Ogre is named for its "star." SFB has the Heavy Cruiser, Car Wars has the $30,000 Luxury, and Battletech has the 60 ton 'mech. These three games have tons of bells and whistles tacked onto them, but the essence of the game still centers on the "star" even after a hundred supplements. (And when GURPS gets ahold of these settings, it shifts the focus away from the "star" to making characters the center of the action.)

Anyway... I submit that the "star" of Traveller is the subsector. And the core premise of the game centers on travelling around a subsector. Your typical game session will tend to have the players travelling across 3 to 7 worlds or so on average... with some adventures taking place on a single world for one or more sessions.

Even after all of the development that's been done for Traveller, the color subsector map combined with a column of UWP data is still the most compelling thing about the game.

My question is this:

1) What would the ultimate Referee's subsector notebook look like?
2) What kind of information should a world have on it's primary page?
3) What kind of cool forms should a referee have that he can fill out himself to insert into the notebook?
4) How can you best integrate the archetypical Traveller supplements to maximize their usefulness to the referee?
5) How can you best organize the gigantic amount of background material to maximize their usefulness to the referee?
6) How can you do all of this at once to maximize the refs ability to manage travelling?

One thing I'd like to see is this: World Summary pages with Adventure seeds, Rumors, Patron encounters, Ship encounters, and Animal encounters specifically tailored to the world/subsector with a code beside them and a brief description and blank spaces for me to add my own stuff.

I'd like to see Supplements & Articles that expand on these encounter seeds and reference the codes on the World Summary page. Then when you add these Articles to your notebook, you can go back and highlight the World page so that you can find the article quickly when the players show up to this world unexpectedly. You can know at a glance what seeds have support and which ones you have to wing.

And when you get an adventure, you can write in your own stuff into the blank parts of the World Summary Page... and then while gaming you'll know immediately what encounters pertain to what adventure. You could even run more than one subsector-spanning adventure at the same time by using a different color pen to make notes on the World Summary pages.

And of course, there's room for a date or marking next to all the seeds so that when you use it you can mark a reference to what you did with it so that you have a heads up for when the players come back.

And of course... depending on what Adventures, Articles, and Expansions you choose, you can customize the OTU to fit your vision. One author might write more of a space opera type fleshing out of the basic seeds while another might emphasize more of a "Realpolotik" Imperium with his elaborations.

Just thinking out loud...
 
It'd be great to be able to look up a world & have cross references to rumors, patrons (a la 76 Patrons), adventures, &c. appropriate for that world. World specific ship & animal encounters would be great too.

The only problem with a subsector is that its just a bit small. You can get to the borders awfully quick, & often it just makes sense to hit a world or three just on the other side of the border.

Organizing things by subsectors would be fine. I just think you'd want somewhere between 4 and 9 subsector notebooks before starting a campaign.

Along similar lines: I've been thinking a Traveller book along the lines of Gygax's Insidiae would be useful.
 
My main Traveller notebook has a Spinward Main section.

The first page is the "Spinward Main" starchart from Twilight's Peak, a subsector-sized area of space around Regina and Rhylanor.

Subsequent pages have data for most of the worlds on the jump-1 main. For each world, there are two pages: (1) a map and (2) points of interest.

Maps are detailed in color pen. The map itself is from one of the MT forms, and takes up nearly all of an 8.5x11 page. A narrow column on the right contains a few details, such as city names and populations, or interdiction information, and the like.

Points of interest is simply a page of text, detailing a few random facts about the world, plus a listing of shops in startown or nearby.

--

Organizing the data from 10 or more adventures becomes either a card-catalog or Xerox nightmare. The best way to make data integrable would probably be to use a standard form when detailing worlds, with the adventure/sourcebook's name and page number on the bottom, so the info can be Xeroxed out, inserted in a binder, and the cross-reference is there on the page.

MegaTraveller's adventures did world data sheets well enough, including basic system data, and also had pages of world data for entire sectors; however, a page full of paragraphs of info on a dozen worlds is not portable.

--

Actually, I think the 8.5x11 world map page is fine as it is. What I would like to see is another sheet which lets me fill out the star system, with room for a few notes for some of the minor worlds And in a jiffy, for compactness' sake, a combo page with the map on the top half and the system layout on the bottom would be nice as an option.

Though it might not qualify as form data, a sheet that has separate areas for "world notes" and "places of interest" might be nice.

I'm also looking for world maps that vary according to world size. One of the Keith brothers talked about that in an early JTAS -- very cool and meaningful thing to do, I think. Basically the standard maps have 7 hexes to a triangle's side = a size 7 world. Scale accordingly.
 
Ah, there is form data I'd like to have on the first page (the map page, that is):

Instead of just a blank area for notes, I'd like a form encapsulating the traffic through the starport. In Jeffr0's words, a starship encounter table. To me, that would reflect the business of the starport and the nature of its traffic quite well.

I'd like this form to have TWO components: a ship encounter number (roll number of starships in the area), and a breakdown of potential ships.

For examples:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">(for Regina)
Number of ships: 2d6 x 10
Distrib. Ship Type
2 (5%) L
3 (5%) Y
4 (5%) S
5 (10%) A2
6 (15%) A
7 (20%) R
8 (15%) M
9 (10%) M
A (5%) Freighter
B (5%) SDB Patrol
C (5%) Convoy

(for Treece)
Number of ships: 2d6 - 10
Distrib. Ship Type
2 (5%) T
3 (5%) K
4 (5%) S
5 (10%) R
6 (15%) A
7 (20%) A2
8 (15%) A
9 (10%) R
A (5%) S
B (5%) K
C (5%) P</pre>[/QUOTE]Note that the percentage distributions are only roughly related to the random roll. When you've got only a few ships, you roll for the types. When you've got more than a few (referee's decision) then ship types are determined by the percentages.

Side Question: Is there a code for a generic Freighter? And is there a code for the SDB? Is it 'SD'?
 
Jeffr0,

There was an article in Challenge that covered this somewhat. It was reprinted as Large-Scale Campaigns in the MegaTraveller Referee Companion. Pretty much what you are saying, tho. A subsector to quadrant (4 subsectors - the area The Traveller Adventure covered) sized reference - they recommend a three-ring binder with divider tabs. One tab for each world. Then it says to move NPCs to different world tabs when you want them to be on the move (and not move them more than once a week due to travel times). I wish I could remember the Challenge issue - alas mine's in storage. Possiby someone on this site could refresh my memory. It sounds like you've got a great start on building something very significant for the game.

Dameon
 
Originally posted by lackey:

Side Question: Is there a code for a generic Freighter? And is there a code for the SDB? Is it 'SD'?
Well the official "Ship Codes" are a bit messed and insufficient anyway.

As well as errata such as M (Merchant) for the Sub-Liner and R (Liner) for the Sub-Merchant for example of one mixup that no one has bothered to correct since CT to my knowledge.

I freely make up ones I need. So I'd go with F for freighter (though the official notes have Frigate, Fighter, Fast and Fleet).

As for SDBs I think I've most often seen SB (for system boat presumably) though S is officially Strike, Scout or Station, and Boats should probably be sub-100tons more properly. But maybe the boat designation is like that of submarines (noting that the SDB picutre in the old Supp. 9 looks very like a submarine
).
 
Anyway... I submit that the "star" of Traveller is the subsector.
well ... players don't interact with a subsector. they interact with the contents of individual worlds. corporations, wars, patrons, aliens, it's all seen planet by planet. each system is largely a discrete entity with unique experiences and characters. the star of traveller is to travel from system to system experiencing All These Worlds (c).
5) How can you best organize the gigantic amount of background material to maximize their usefulness to the referee?
6) How can you do all of this at once to maximize the refs ability to manage travelling?

One thing I'd like to see is this: World Summary pages with Adventure seeds, Rumors, Patron encounters, Ship encounters, and Animal encounters specifically tailored to the world/subsector with a code beside them and a brief description and blank spaces for me to add my own stuff.
seeds, patrons, and encounters do not exist in a vaccuum. a more stable and fertile approach is to base-detail each involved world as a discrete entity, then to base-detail system-spanning governments and corporations (if any). this provides an internal source for seeds, patrons, and encounters, and also provides the framework the referee needs to keep it all straight.
 
Dear Folks -

Originally posted by lackey:
I remember that article. One of the JTAS articles, not Challenge, I think?
It's somewhere around Challenge 28, a Timothy B. Brown article on running Trav campaigns - the there-and-back again campaign, the wheel campaign, etc. I don't think it's his "Across The Imperium" article, but it's a related one.

All articles used to be on the Traveller Bibliography site, but they're not available at the moment...
 
Dear Folks -
Originally posted by far-trader:
I freely make up ones I need. So I'd go with F for freighter (though the official notes have Frigate, Fighter, Fast and Fleet).
I think you're mixing up the Primary and Secondary type codes.

From my Library Data (but go to the Index List rather than the letter "C", yes, I've just discovered a broken link):
+-+-+-+-+-+-+-+-+-+-+
Craft Type Codes

Every class of starship has a Craft Type Code assigned to them. This enables the Imperial authorities to identify and classify ships for various purposes. Examples of use include awarding various grades of spaceworthiness certificates, establishing taxation rules for different ship types, and the level of inspection required for a customs clearance.

Standard practice is to quote the primary function of the craft first, then any secondary modifier (optional). This means that when a craft is described in Anglic the codes appear reversed.

Examples of Craft Types Code usage are: Type S Scout; Type A2 Free Trader; Type CM Missile Cruiser, Type VF Fleet Carrier.

Note that certain combinations denote other types; for example, BB indicates a dreadnought.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Code Primary Qualifier Secondary Qualifier
A Merchant Armoured
B Battle Battle
Boat
C Carrier Close
Cruiser Cruiser
D Destroyer Destroyer
E Escort Escort
F Fighter Fast
Frigate Fleet
G Gig Gunned
Refinery
H Hunter Heavy
I Intruder Imperial
J Intruder Imperial
Jump
K Pinnace Courier
L Corvette Leader
Lab Light
M Medical Missile
Merchant
N Ferry Non-standard
P Planetoid Provincial
Q Auxiliary Decoy
R Liner Raider
Rescue
S Scout Strike
Station
T Tanker Transport
Tender Troop
U Tug Unpowered
V Carrier Vehicle
W Barge Slow
X Express Alternate
Y Yacht Cutter
Shuttle
Z Special Experimental</pre>[/QUOTE](BOOK-5, 1107)
+-+-+-+-+-+-+-+-+-+-+
 
So, perhaps AH/MH for Heavy Merchants.

EB for Escort Boat?

I see the type T gets shortchanged in the official list :(
 
Originally posted by Jeffr0:
[QB] Each game has a "star" that just sorta upstages everything else. Ogre is named for its "star." SFB has the Heavy Cruiser, Car Wars has the $30,000 Luxury, and Battletech has the 60 ton 'mech. These three games have tons of bells and whistles tacked onto them, but the essence of the game still centers on the "star" even after a hundred supplements.
That's a very subjective, oversimplified view of games. And I note that all your examples are wargames, not RPGs. This lends me to believe that you aren't exactly approaching this from the right angle to start with.

I'm only really familiar with Ogre and Battletech, and while the Ogre itself can be said to be the 'star' of the former game (because the game is by default biased as to make it practically undestroyable without throwing a lot of missiles and vehicles at it), but in no way did I ever get the the impression that the 60 ton mech was ever the 'star' of battletech.


And when GURPS gets ahold of these settings, it shifts the focus away from the "star" to making characters the center of the action.
You really have an irrational bone to pick with GURPS, don't you :rolleyes: . Of course it makes the characters the centre of the action - it's a ROLEPLAYING GAME! And AFAIK, GURPS Ogre was designed to allow people to roleplay in the Ogre setting, not to play the tanks themselves.

If you're going to insist on comparing roleplaying games to wargames and finding them lacking, then you really should just stick to wargames.


Anyway... I submit that the "star" of Traveller is the subsector.
And I submit that the "star" of Traveller is the small trading ship and its crew. A lot of Traveller games are defined around this.

Or to a lesser extent, the "star" could be the small group of mercenaries looking for a ticket.

Either way, most games seem to revolve around a said ship (or mercs) travelling around a load of planets ekeing out a living. The subsector is merely the place where it all occurs in. you're contradicting yourself really - this is like saying the "star" of Ogre are the battlefields on which the battles occur, or the "star" of SFB is the empty space that they occur in. They're merely locations is all.

If you want to think about 'core stories', then you really should read this entry in Mike Mearls' livejournal. In case you don't know, Mike is a pretty decent game designer who has written a heck of a lot of stuff (plus a lot of material for Malhavoc Press not listed there).

By Mike's definitions, Traveller's "core story" might be defined like this:

"A bunch of retirees eke out a living as traders on the spaceways in a secondhand spaceship. Along the way, they make extra money on the side by doing shady deals and performing slighly morally dubious tasks for patrons."

(or "Firefly" if you just want a one-word summary
)


The concept is probably the same though - either way, you need to think about a bunch of people travelling around a subsector. But when it comes to telling stories and running games, the focus is surely on the characters doing the travelling and not on the subsector.

But if you focus more on the sort of core story like the one I described above, you're probably going to find it easier to come up with things to throw at the characters.

Either way, it's worth reading the article, I think.
 
Originally posted by Sir Dameon Toth:
There was an article in Challenge that covered this somewhat. It was reprinted as Large-Scale Campaigns in the MegaTraveller Referee Companion.
If it was reprinted without any major changes in the MT Ref. Comp. it's well worth finding in either form and something that IMO should have been in the MT Ref's Manual along with material of the sort on ref'ing in general. It's the sort of thing that Traveller could use more of, esp. if new gamers are to be encouraged.
 
I submit that the ``star'' of Traveller has been, and always will be, the 100-ton Scout-Courier.

Following on from that, I agree with another post above that small trading ships with a crew of characters eeking out a living is what the game is all about.

So T5 should emphasise that - starports, space travel, trade, personal combat, details of small ship ops, etc.

Basic T5 should be a simple, with bolt-on books for different aspects.

So: A basic book for basic RPGing.

Followed by:
* a book detailing all aspects of starship design and space combat

* a book on ground-based and interface combat.

* a book on alien races

* a book on trade

Just my thoughts
 
Originally posted by Eagle1:
I submit that the ``star'' of Traveller has been, and always will be, the 100-ton Scout-Courier.
Can't argue with that! :D
 
Dear Folks -

Originally posted by Hyphen:
</font><blockquote>quote:</font><hr />Originally posted by lackey:
I remember that article. One of the JTAS articles, not Challenge, I think?
It's somewhere around Challenge 28, a Timothy B. Brown article on running Trav campaigns - the there-and-back again campaign, the wheel campaign, etc. I don't think it's his "Across The Imperium" article, but it's a related one.[/QB]</font>[/QUOTE]OK, now I've surprised (scared?) myself with my off-the-top-of-my-head guess.

Yes, it is Challenge 28, an article called "Behind the Scenes". It's a companion article to "Across the Imperium", in the same issue.

Too bad I can't remember other things half as well.
file_21.gif
 
Mal:

For many, Traveller isn't really an RPG... it's a pen and paper game of trade.

For others, MT is a miniatures wargame.

CG is a minigame all it's own, and a great way to while away a day of otherwise boring blah.

Traveller, for me, has always been starring "CG Minigames", "Trade minigames" and the ubiquitous types S, T, A, and R.

But MT is also my SciFi Minis wargame of choice, and Counters on map wargame of choice for ground combat. It's also my SFRPG of choice for non-trek gaming.

Traveller filled a LOT of roles.
 
Originally posted by Aramis:
For many, Traveller isn't really an RPG... it's a pen and paper game of trade.
That's so very true. I rolled up two subsectors and pushed a Beowulf through them weeks before I ran my first Traveller RPG session.

For others, MT is a miniatures wargame.
Yes, and with the large scale combat rules in Rebellion Sourcebook, MT allows something many large scale miniature wargames do not - character participation. You can quickly 'fold' PCs into a unit, fight a large battle, 'unfold' the unit, and see how the PCs faired.

CG is a minigame all it's own, and a great way to while away a day of otherwise boring blah.
I've always thought of chargen as a nifty solo gambling game. Push your luck and risk losing that nifty PC!

Traveller filled a LOT of roles.
That it did. We can all point to and agree on the various broken bits in system generation charts, but for years Our Olde Game was the only tool around for building worlds, societies, and governments. I couldn't even being to guess how many times over the decades LBB:3, LBB:6, and WBH were used for 'non-Traveller' purposes. People love to build with Traveller as much as they love to play Traveller.

You've all read me post this before; There are those to play with Traveller and those who play Traveller. Any successful version of the game will need to acknowledge that.


Have fun,
Bill
 
Well I cannot say that I agree with this 'star' thought. I feel that a GM needs to do his best to make the players the 'stars'. Now in reality this means that some of the stars burn out and die; usually through various means of death, destruction and mayhem (at least in my games since I feel that if you shoot at something it will return the favor in as efficent a manner as it's skill level allows), but without players all of this is just a stack of paper and that is true irregardless of it being Traveller, D&D, Shadowrun or Morrow Project.
 
Originally posted by Aramis:
CG is a minigame all it's own, and a great way to while away a day of otherwise boring blah.
Even in my group--none of whom had played Traveller before Dec 2004--enjoy CT chargen as a minigame during sessions if their PC is out of the action for a bit or we're waiting on a new player to create a character. It didn't take being a CT grognard or being prompted by me for them to discover that.
 
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