Ron Gianti
SOC-11
When I got the Book 0 - 8 reprints boy did I have some ideas! Well, I've been humbled by the overwhelming amount of material and I'm playing out the game with just myself as GM and players. To teach myself the game and keep it fun, I'm sticking strictly to Books 1 - 3 until I get the hang of it.
In the meantime I'm making little Single Player Mini games with stricter rules than you need in a group. Mini Game 1 is just taking a Free Trader and using it for speculation in a safe area of the universe to raise some cash with very little risk (23 hijacking rolls in a year is the only risk).
Single player game #2 uses the pirate encounter rules to go looking for trouble. Get a ship (at least a patrol cruiser), give it a better computer (good idea) and jump 23 times between 2 E class systems. You just roll 23 times and if you get an 11 or 12, you fight it out. To make it more interesting, I also created some rules for becoming a well known bounty hunter and I'm going to flesh out the encounter table so the standard ships are more of a challenge (it says you meet a PT, not much of a challenge, but how about a PT with 12 missile launchers?
)
comments welcome!
I have not forgotten the Bounty Hunter system I posted up, but it was too ambitious and I was not having much fun just coming up with rules. I will work on that again after I finish Mini Game #2. In fact, I have jotted down over 10 mini games so far, most of which are just a simple paragraph or 2...
The rules are too long for one post, I've consolidated them here:
http://www.travellerrpg.com/CotI/Discuss/attachment.php?attachmentid=245&d=1214930809
Okayyyy, link no worky. I put them here:
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=16307
and tried to get smart and like right to the file?
Some of the changes include:
Fleshed out the encounter table for a Pirate Merc cruiser. Now if you encounter one, you roll on a table to see what the Pirate ship config and crew equipment are. Need to do this for the Pirate PT as well.
In the past, paying a crew cost 1/2 the yearly income of any pirate ship or person bounty. I would rather come up with a system where you have to make some harder choices, either go with a cheaper crew and hope for a better return on your investment, or go with a better crew with more skills, but it eats into profits.
Comments and suggestions needed!
In the meantime I'm making little Single Player Mini games with stricter rules than you need in a group. Mini Game 1 is just taking a Free Trader and using it for speculation in a safe area of the universe to raise some cash with very little risk (23 hijacking rolls in a year is the only risk).
Single player game #2 uses the pirate encounter rules to go looking for trouble. Get a ship (at least a patrol cruiser), give it a better computer (good idea) and jump 23 times between 2 E class systems. You just roll 23 times and if you get an 11 or 12, you fight it out. To make it more interesting, I also created some rules for becoming a well known bounty hunter and I'm going to flesh out the encounter table so the standard ships are more of a challenge (it says you meet a PT, not much of a challenge, but how about a PT with 12 missile launchers?

comments welcome!
I have not forgotten the Bounty Hunter system I posted up, but it was too ambitious and I was not having much fun just coming up with rules. I will work on that again after I finish Mini Game #2. In fact, I have jotted down over 10 mini games so far, most of which are just a simple paragraph or 2...
The rules are too long for one post, I've consolidated them here:
http://www.travellerrpg.com/CotI/Discuss/attachment.php?attachmentid=245&d=1214930809
Okayyyy, link no worky. I put them here:
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=16307
and tried to get smart and like right to the file?
Some of the changes include:
Fleshed out the encounter table for a Pirate Merc cruiser. Now if you encounter one, you roll on a table to see what the Pirate ship config and crew equipment are. Need to do this for the Pirate PT as well.
In the past, paying a crew cost 1/2 the yearly income of any pirate ship or person bounty. I would rather come up with a system where you have to make some harder choices, either go with a cheaper crew and hope for a better return on your investment, or go with a better crew with more skills, but it eats into profits.
Comments and suggestions needed!
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