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[MT Missing] CT Adventures 1 - 13

DonM

Moderator
Moderator
Marquis
Continuing our walk through the CT corpus to make sure we have MT versions of the CT material, we now turn to the 14 Adventure books (Zero through Thirteen).

Examples of what I'm looking for are the interesting "Auditing Worlds and their Statistics" rules in The Imperial Fringe. Or the essay on Hunting from Safari Ship (which were redone in Travellers' Digest #10).

[Space for list of things as we find them]
 
I don't think the Prison Reputation Rules count... Those are pretty adventure specific. And probably Prison specific. Yes, now we look at TCS. That's the big one in Adventures...

And the Alien Rules go in the Alien Modules.
 
I don't think the Prison Reputation Rules count... Those are pretty adventure specific. And probably Prison specific.

Personally, I don't care either way about the Prison Rep Rules, but just to play devil's advocate ...

Modern prisons are all about networking and international criminal organizations - even more so in literature and TV. With the CT-MT 'other' available as a shady career, it suggests an organization large and 'organized' enough that Reputation Rules might be usefull for those who follow that career.
 
Hmm... Ok, I'll consider them then.

Note to Andrew: We need some smileys involving hammers.
Like this:
hammer.gif


:devil:
 
Ok... let's look at TCS. And there is actually a MegaTraveller conversion of TCS that never saw the light of day...

But what needs to be borrowed from TCS for MT, and where should those rules go?
 
Step 1: List of rules in CT Adventures
A0: Surveying Systems (p16-17); Zhodani, Aslan overview CGen.
A1: "Jump Capsules" (Drop Capsules, p18 & 29, does NOT match striker)
A2: Robot Rules (31-36, no design sequence), Cold Weather (39-40), Submarines (9-11)
A3: Shares instead of Full Salaries (7), Terrain Events - large scale movement (18-19), Antimatter batteries (p39-40); Droyne CGen.
A4: "Personnel Capsules" (Civil Drop Capsules as escape pods, p35), RPV drones (35), Jump Message Torpedoes (35)
A5: TCS - Extensions to HG. Needs detailed treament.
A6: Tranq Spray, Details on Psi Shield Helmet, Plastic deformable memory material Knife (7), various business opportunities as simple income vs expense rolls (16-18), Remote operation fo ship's boat (30), effects of ship level psi-sheild (31), Personality overlay machine (33); More Zhodani Details. Whole raft of HG2 ship designs.
A7: Zho Commandos tactical notes (40-41, not in AM Zho)
A8: long term encounter system (11-12), Prison rep (13), basic guard rules (14-15), detailed bribery of guard (15), detailed brawl/knife fight rules (16), Stealing from work (17)
A9: voting simulation for nomad council (23-27) Hunterfoils (28-29), combat with the factory ships (37-40)
A10: Hunting (34-36); Shriekers CGen 40-47
A11: Equipment - Thumbprint locks, flashtray, stress detector (near full page, p7), Truth drug;
A12: Gas Giant effects on ships and people (16-18), Pocket Universe special rules (31-33), teleporter rules (38-41), Shimmersuits (48); Ancients details (Differentiation from Droyne)
A13: Second half of book is AM: Cymbeline Chips
 
I don't think the Prison Reputation Rules count... Those are pretty adventure specific. And probably Prison specific. Yes, now we look at TCS. That's the big one in Adventures...

And the Alien Rules go in the Alien Modules.

Personally, I don't care either way about the Prison Rep Rules, but just to play devil's advocate ...

Modern prisons are all about networking and international criminal organizations - even more so in literature and TV. With the CT-MT 'other' available as a shady career, it suggests an organization large and 'organized' enough that Reputation Rules might be usefull for those who follow that career.

Hmm... Ok, I'll consider them then.

Note to Andrew: We need some smileys involving hammers.
Like this:
hammer.gif


:devil:
The prison rep rules can be easily genericized. I found many years ago that the more you used the various rules outside their initial setup, the more consistent one's games became. I sincerely believe the intent was to provide tools as framworks to be modified easily for other people's games.
 
Step 1: List of rules in CT Adventures
A0: Surveying Systems (p16-17); Zhodani, Aslan overview CGen.
A1: "Jump Capsules" (Drop Capsules, p18 & 29, does NOT match striker)
A2: Robot Rules (31-36, no design sequence), Cold Weather (39-40), Submarines (9-11)
A3: Shares instead of Full Salaries (7), Terrain Events - large scale movement (18-19), Antimatter batteries (p39-40); Droyne CGen.
A4: "Personnel Capsules" (Civil Drop Capsules as escape pods, p35), RPV drones (35), Jump Message Torpedoes (35)
A5: TCS - Extensions to HG. Needs detailed treament.
A6: Tranq Spray, Details on Psi Shield Helmet, Plastic deformable memory material Knife (7), various business opportunities as simple income vs expense rolls (16-18), Remote operation fo ship's boat (30), effects of ship level psi-sheild (31), Personality overlay machine (33); More Zhodani Details. Whole raft of HG2 ship designs.
A7: Zho Commandos tactical notes (40-41, not in AM Zho)
A8: long term encounter system (11-12), Prison rep (13), basic guard rules (14-15), detailed bribery of guard (15), detailed brawl/knife fight rules (16), Stealing from work (17)
A9: voting simulation for nomad council (23-27) Hunterfoils (28-29), combat with the factory ships (37-40)
A10: Hunting (34-36); Shriekers CGen 40-47
A11: Equipment - Thumbprint locks, flashtray, stress detector (near full page, p7), Truth drug;
A12: Gas Giant effects on ships and people (16-18), Pocket Universe special rules (31-33), teleporter rules (38-41), Shimmersuits (48); Ancients details (Differentiation from Droyne)
A13: Second half of book is AM: Cymbeline Chips

WHEW! That's enough to chew on before you throw TCS on top of it!

Now to match these up with existing MT rules.
 
WHEW! That's enough to chew on before you throw TCS on top of it!

Now to match these up with existing MT rules.

And I haven't gotten to TTA, DA's, nor the modules... :oo:

The Robots rules got superceded with Bk8; Bk8 needs only minor tweaks to be MT compatible.

The Sub rules are partially replaced with Wood Wind Fire and Steam.

The two drop capsule entries match up; note that they both come from GW-UK.

The factory ship combat rules are superfluous given Wet Navy and MT combat.

Should I put DAs in here, or start a new thread for that list?
 
The Robots rules got superceded with Bk8; Bk8 needs only minor tweaks to be MT compatible.

The Sub rules are partially replaced with Wood Wind Fire and Steam.

The two drop capsule entries match up; note that they both come from GW-UK.

The factory ship combat rules are superfluous given Wet Navy and MT combat.

The "Surveying Systems" rules are only partially covered by the Planetologist's Checklist in World Builder's Handbook.

We've already added drop capsules to the errata.
 
First pass: Does anything on this list look like it might actually be errata?

For example, do the tidbits of high technology in A3 and A12 give us any details for systems which are in the Referee's Manual (like fixing disintegrators, etc)?

I'm aware of the Tranq Spray issue, but I believe Mike Metlay's treatment in JTAS #23 is what should be converted, and I've been told he posted the information to the TML long, long ago.

TCS deserves its own thread...
 
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