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Player's Book: Setting Support

How much M1900 setting support should the Player's Book have?


  • Total voters
    34
  • Poll closed .

robject

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First, setting should not be too tightly woven into rules. Consider The Traveller Book as a good example. However, even though the rules are generally non-setting-specific, the Player's Book can't -- and shoudn't -- escape the M1900 setting. And I think at this point it's reasonable to assume that setting is beneficial, if only to give people a starting point.

The question is, how much and what kind of setting support do you think is appropriate?


EXAMPLES: I like this suggestion from Ovka:

Ovka said:
Aliens, subsector map and startown give you the feel of the setting, without overemphasizing the OTU. They serve as a baseline for what a referee can do if they want to build their own setting, and show players some of what they can expect.

Pendragon adds the "Color + Absent Patron", aka TNS entries:

Pendragon said:
It would be nice to also have some TAS news bulletins for extra chrome
 
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You want an intro setting that runs them through patrons, missions, trading, shooting, startown/city, countryside, and space so they do all the mechanics and get a feel for each, preferably something like Regina and then a backwater planet/system nearby.

Write the adventure from the perspective of three parties colliding, so the same adventure can be run for different character mixes and different feels- kind of like the old patron/adventure options, but with each party being the potential protagonist.

Gives you a choice as to player/ref interests, reuse of adventure material, you can run different groups through the same adventure and unknown to them interacting with each other until the Big Reveal/Showdown, or run the same players through as one of the different parties if they are restarting (only throw in one of those plot changes for max surprise and entertainment- just as they think they know what is going to happen...).
 
Aliens, subsector map and startown give you the feel of the setting, without overemphasizing the OTU. They serve as a baseline for what a referee can do if they want to build their own setting, and show players some of what they can expect.

Library Data and Ports-of-call tend to be too setting specific. Players won't spend enough time on a scout or naval base to make those worthwhile in a player's guide. Patron Encounters are the province of the GM and shouldn't be in the player's guide.

Cheers,

Baron Ovka
 
Library data should be limited. Just some general data on things that new players absolutely need to know. Such as stellar directions (Spinward, coreward, etc), how to read UPP, Imperial calendar. Things like that so a beginner will know what we are talking about.
 
The question is, how much and what kind of setting support do you think is appropriate?

The TNE main book had two introductory adventures that got the 'feel' across as good as a dozen library entries.

Of course, then there's the discussion about if that should be in a Referee's book vs a Player's book.
 
The answer largely depends on if/when a separate setting book is coming out. I'd favour a 'D&D' style players' book that covers standard character generation, combat, and some basic equipment but not much else. The character generation part of alien description for the major races could be included, and perhaps an overview of the OTU, but that's it. (Oh, and plenty of good and relevant artwork.)

Then have a series of companion setting books with all the other stuff. A sector is probably too big, maybe do a quarter sector. Include the character generation part of alien description for local aliens, a selection of organisations active in the area, etc.

Finally (in an ideal world), a selection of world books ... one per world, taken from the list of potential homeworlds (p82 of T5, or p36 of T5.09). With world maps, starport and city maps, local VIPs, and some adventure hooks.

At a later date there could be a players' book 2 which would cover additional character generation options (cloning, chimeras, AIs, etc). And setting books on other topics.

This approach would help keep the players' book page count down, improve its utility for those wanting to play in an ATU, and possibly increase the number of sales per group. (Whereas a group might only want one of each setting book, they might want a few copies of a players' book ... that's been my experience of D&D groups).

On the other hand, if separate setting books of some kind aren't imminent, then put everything in ... 'cos I want it all.
 
The answer largely depends on if/when a separate setting book is coming out. I'd favour a 'D&D' style players' book that covers standard character generation, combat, and some basic equipment but not much else. The character generation part of alien description for the major races could be included, and perhaps an overview of the OTU, but that's it. (Oh, and plenty of good and relevant artwork.)

Then have a series of companion setting books with all the other stuff. A sector is probably too big, maybe do a quarter sector. Include the character generation part of alien description for local aliens, a selection of organisations active in the area, etc.

Finally (in an ideal world), a selection of world books ... one per world, taken from the list of potential homeworlds (p82 of T5, or p36 of T5.09). With world maps, starport and city maps, local VIPs, and some adventure hooks.

At a later date there could be a players' book 2 which would cover additional character generation options (cloning, chimeras, AIs, etc). And setting books on other topics.

This approach would help keep the players' book page count down, improve its utility for those wanting to play in an ATU, and possibly increase the number of sales per group. (Whereas a group might only want one of each setting book, they might want a few copies of a players' book ... that's been my experience of D&D groups).

On the other hand, if separate setting books of some kind aren't imminent, then put everything in ... 'cos I want it all.

In that scheme, you want a low entry point price, almost a magazine, all the charts they need to roll, careers, and perhaps basic and advanced standard equipment lists per career type (and maybe basic as a benefit too, like the Doctor instruments).
 
TAS News bulletins could be a great monthly news-zine motivator, with a short adventure in each news-zine, the old Amber zones were great.

Publish as pdfs, make the money needed to support it by selling advertising space, this doesn't have to be rpg stuff anything that would support the news-zine.
 
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A lot of those things on the list should be in a referee's book, not a player's book.

And does it have to be Regina and the Spinward Marches again?

How about starting with the Imperial core worlds and then detail frontier sectors ripe for exploration with your new antimatter powered hop drive sentient starships?
 
A lot of those things on the list should be in a referee's book, not a player's book.

And does it have to be Regina and the Spinward Marches again?

How about starting with the Imperial core worlds and then detail frontier sectors ripe for exploration with your new antimatter powered hop drive sentient starships?

real question: is this book Galaxaid Era 1902? - we would not recognize Regina or the Spinward Marches if that is the Case
do we even assume those sectors are still important?
 
Alright, here's an ugly question-

if Hop is possible, why wasn't Known Space overrun by other empires in other quadrants of the galaxy?

That tech would open up the top worlds to each other, making even more backwater worlds and allowing such a civilization to have that much more advantage cutting out the tremendous shipping cost times.

It would effectively be like the steam/telegraph or aviation/radio revolutions.
 
Alright, here's an ugly question-

if Hop is possible, why wasn't Known Space overrun by other empires in other quadrants of the galaxy?

That tech would open up the top worlds to each other, making even more backwater worlds and allowing such a civilization to have that much more advantage cutting out the tremendous shipping cost times.

It would effectively be like the steam/telegraph or aviation/radio revolutions.

as per Marc and Rob - the galaxy is on the cusp of hop. TL 16++ not 17 yet.

"its base TL of 17 means that it is rarely
encountered in Charted Space." (pg 280 t509)

They are aspirational in this setting: see scout's passion and merchant's goal (pg 74 t509) (option 5 for each)
 
If it is truly a Player's Handbook, no adventures, no patrons. Otherwise you must have comments to the GM (and incidentally the players will know as well ) or rules on how to make use of them. It then becomes more an all in one "Core Rulebook" and not simply a "Player's Handbook".
 
If it is truly a Player's Handbook, no adventures, no patrons. Otherwise you must have comments to the GM (and incidentally the players will know as well ) or rules on how to make use of them. It then becomes more an all in one "Core Rulebook" and not simply a "Player's Handbook".

This is how I feel about a Player's Book as well. An adventure or patron encounter assumes a referee to run it. On the other hand, "places to visit", a map, a port of call, gives the player a place for his newly rolled-up character to go shopping and sight-seeing.
 
This is how I feel about a Player's Book as well. An adventure or patron encounter assumes a referee to run it. On the other hand, "places to visit", a map, a port of call, gives the player a place for his newly rolled-up character to go shopping and sight-seeing.

The script of how a patron encounter happened? Or a storyboard of one...
 
I think that including some "referee-like" material just to acquaint the players with what they will be facing would add some benefit. You don't have to play the example, but it could be a good walk-through.
 
If it is truly a Player's Handbook, no adventures, no patrons. Otherwise you must have comments to the GM (and incidentally the players will know as well ) or rules on how to make use of them. It then becomes more an all in one "Core Rulebook" and not simply a "Player's Handbook".

This is absolutely true. A Player's Handbook should have only content aimed at players, and any scenarios would be in a Referee's Handbook or Campaign Book.

However - If you look back at the original Kickstarter project, the estimated delivery date that backers would have both the T5 main book and the Player's Handbook was December of 2012. (In Traveller terms, we've almost finished another term since then, how have those special duty rolls been going?)

I mean no disrespect by this, I am waiting patiently, but I do not know if/when any further content will be forthcoming. If the Player's Book should perhaps bend the strict definition of the term, any content from Marc would be welcome.
 
[FONT=arial,helvetica]Setting material can be player-friendly, useful for solo exploration but also exploitable as a plot hook later.

The first activity after mustering out would naturally be getting your bearings.

[/FONT]
[FONT=arial,helvetica]Where are you when you muster out?
[/FONT]
[FONT=arial,helvetica]Where can you go to browse equipment?
[/FONT][FONT=arial,helvetica]Where is the TAS Hostel and what do they charge for food and lodging?[/FONT]

[FONT=arial,helvetica](Alternately) Who is waiting with a grav car to whisk you to your fief? What is a fief like? What's there?
[/FONT]
[FONT=arial,helvetica]What lowlife scum are around for underground connections?
[/FONT]
[FONT=arial,helvetica]How do you get to the Scout/Naval base, and who can you talk to there?
[/FONT][FONT=arial,helvetica]Where is the Hiring Hall?
[/FONT]
[FONT=arial,helvetica]Where is the Trader's Guild?
[/FONT]
[FONT=arial,helvetica]Where are corporate offices in StarTown?

[/FONT]
 
General Library Data that does not imply a setting, i.e., no mention of an Imperium. Add a blank Subsector map to be reproduced in the pdf or book.
 
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