While I felt that the canonical late Third Imperium was too static, I really like the Imperium and Emperor Strephon. So, part of me liked the introduction of a dispute over the throne and general disruption of normal and boring life throughout the Imperium. But things very quickly escalated to being full-scale warfare with little room left for anything else. I thought that was overdoing it. Even worse, when TNE came out, it was almost as if *somebody* was trying to turn Traveller into Twilight 2000 or something--a mechanistic, number-crunching, post-apocalyptic existence with little human depth or interest.
MTU is during Emperor Strephon's reign and I am still dithering about whether to plunge the Imperium into any kind of split or have Strephon (or his clone) assassinated. I do not want to depart from the canonical timeline, because that risks making any future published material other-than-useful. It's perfectly safe to ignore TNE, even if I don't adhere to SJG's canon. With utmost respect to Loren and Co., I think I prefer to stick with Marc's rules and ignore SJG canon. Although I think Jesse's illustrations are the greatest.
I am leaning towards having an assassination scenario just like MegaTraveller, followed by an unsettled period throughout most of the Imperium that only occasionally escalates into actual fighting. But the threat of large-scale fighting is one of the biggest problems occupying the thoughts of most nobles, bureaucrats, and other influential persons. How long can I prolong this state of affairs before returning Strephon to a universally-acknowledged seat on the Iridium Throne?
I guess you're saying this thread is not the place to post house rules and the like (?) but I'm just going to mention that I stick to CT for task resolution (sorry, it's intuitive and has zero learning curve), and use the basic Snapshot, Striker, and Mayday systems for combat resolution but with primarily MegaTraveller design rules and specs. I prefer T4 for character generation, and let people make their own choices rather than roll a 1D6. I let them arrange the dice into their basic six stats as they wish, and even let them reroll any die that comes up with a 1 result. I want characters to be heroic, and feel that players should get to play the career path they're most interested in playing. Both these choices increase the fun quotient for everyone, IMHO. Don't worry, I throw very challenging situations at the players, they do not run amok. I'm very interested in trying out At Close Quarters but will probably stick to the GDW publications mentioned above, in the end.
IMTU, I do have one problem with the amok-players threat that I'd like to ask for help with. The players I game with are an extremely intelligent bunch of individuals and impossible to try to stay a mental jump ahead of. I really like to let characters buy a ship, and eventually design and build their own ship. But the marketplace value of a ship is huge, and if they decide to divert the millions they're saving into other things, that can change the nature of the game in a big way and not in a predictable way, either. Even if they've got all their funds sunk into owning and running a ship, what's to stop them from selling the ship and having a too-huge pool of cash then? Besides a very naked and obvious deus ex machina inserted by the referee (me)?
Sure, a ref can give the government or a megacorp a hold over them and use this hold to force them to remain tied to their ship, but this method is just so....well, crude and distasteful. :->
The more the players feel they are captains of their own destiny, the more fun for everyone. I don't want to make them glorified indentured servants who execute a string of fancy errands for their government or megacorp masters.
I have tried the house rules modification of making the prices of ships a lot cheaper by a few orders of magnitude, but then it becomes even more of a puzzle why the interstellar frontier wasn't pushed way back a long time ago.
I'm looking forward to reading any responses on this thread. Thanks, all. :->
--Laning
MTU is during Emperor Strephon's reign and I am still dithering about whether to plunge the Imperium into any kind of split or have Strephon (or his clone) assassinated. I do not want to depart from the canonical timeline, because that risks making any future published material other-than-useful. It's perfectly safe to ignore TNE, even if I don't adhere to SJG's canon. With utmost respect to Loren and Co., I think I prefer to stick with Marc's rules and ignore SJG canon. Although I think Jesse's illustrations are the greatest.
I am leaning towards having an assassination scenario just like MegaTraveller, followed by an unsettled period throughout most of the Imperium that only occasionally escalates into actual fighting. But the threat of large-scale fighting is one of the biggest problems occupying the thoughts of most nobles, bureaucrats, and other influential persons. How long can I prolong this state of affairs before returning Strephon to a universally-acknowledged seat on the Iridium Throne?
I guess you're saying this thread is not the place to post house rules and the like (?) but I'm just going to mention that I stick to CT for task resolution (sorry, it's intuitive and has zero learning curve), and use the basic Snapshot, Striker, and Mayday systems for combat resolution but with primarily MegaTraveller design rules and specs. I prefer T4 for character generation, and let people make their own choices rather than roll a 1D6. I let them arrange the dice into their basic six stats as they wish, and even let them reroll any die that comes up with a 1 result. I want characters to be heroic, and feel that players should get to play the career path they're most interested in playing. Both these choices increase the fun quotient for everyone, IMHO. Don't worry, I throw very challenging situations at the players, they do not run amok. I'm very interested in trying out At Close Quarters but will probably stick to the GDW publications mentioned above, in the end.
IMTU, I do have one problem with the amok-players threat that I'd like to ask for help with. The players I game with are an extremely intelligent bunch of individuals and impossible to try to stay a mental jump ahead of. I really like to let characters buy a ship, and eventually design and build their own ship. But the marketplace value of a ship is huge, and if they decide to divert the millions they're saving into other things, that can change the nature of the game in a big way and not in a predictable way, either. Even if they've got all their funds sunk into owning and running a ship, what's to stop them from selling the ship and having a too-huge pool of cash then? Besides a very naked and obvious deus ex machina inserted by the referee (me)?
Sure, a ref can give the government or a megacorp a hold over them and use this hold to force them to remain tied to their ship, but this method is just so....well, crude and distasteful. :->
The more the players feel they are captains of their own destiny, the more fun for everyone. I don't want to make them glorified indentured servants who execute a string of fancy errands for their government or megacorp masters.
I have tried the house rules modification of making the prices of ships a lot cheaper by a few orders of magnitude, but then it becomes even more of a puzzle why the interstellar frontier wasn't pushed way back a long time ago.
I'm looking forward to reading any responses on this thread. Thanks, all. :->
--Laning