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[Classic Traveller] My players are whiny bitches or: How is experience acquired?

Started by Imperator, April 19, 2012, 11:40:33 AM

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jeff37923

Quote from: Xavier Onassiss;532170Short answer: Not without a lot of research in books I don't have any more.

Long answer: from memory...

The bias against nobility using anagathics was mentioned but never fully explained, to my knowledge. I think it had to do with the fact that their titles were inherited, and eventually had to be passed on; for someone appointed to a lifelong fiefdom over one or more Imperial worlds, life-extension amounted to a rather crass "power grab" from the next generation. I don't recall where this was mentioned; it might have been in GURPS Traveller's Nobility sourcebook. (?) OTOH, are there additional negative modifiers for nobility using anagathics during chargen? I think at least one edition of Traveller had that detail.

I don't have GURPS: Traveller Nobility myself and it might be in there, but that is an ATU.



Quote from: Xavier Onassiss;532170IIRC, there were some rules for cybernetics in Fire Fusion and Steel for TNE, but they seemed like an afterthought; the cybernetics in T20 looked even worse, IMHO. The statistics were presented, but there was no discussion about how to fit them into the Traveller universe, as far as I know. You were on your own with that. I would have enjoyed seeing a thorough discussion of cybernetics in the Third Imperium; did anyone ever do this?

Cybernetics are in TNE, T4, T20, and Mongoose Traveller and GURPS: Traveller as well as a discussion as to why cybernetics are not prevalent in the Third Imperium. Mongoose Traveller has got the best set of cybernetic rules for Traveller and are backwards compatible with Classic Traveller.


Quote from: Xavier Onassiss;532170I don't have my Traveller books any longer -- I divested after hearing the "my Traveller's better than your Traveller" rant one time too many from reactionaries who couldn't deal with anything changing in the OTU. Personally I welcomed the "more modern outlook" of TNE; it incorporated ideas from SF novels written after 1980, and touched on themes from the "new space opera" which was in fact very new in 1993! But the Traveller community reacted to it with sheer irrational hatred, and some of them still do. ("Why TNE sucks" posts will begin in 3, 2, 1... you rang the bell, now they're salivating like Pavolv's dog. Haters gonna hate.)

You are missing out on a lot of good stuff then due to your reaction to some grognards screeching. Especially with Mongoose Traveller, which is a treasure.
"Meh."

Kuroth

Quote from: Shawn Driscoll;532166I'm 50/50 when it comes to gaming in Traveller's universe or doing my own universe.  It makes no difference to me.  Both are fun.  I like making my own subsector maps.  I used to have FORTRAN 77 for making them.

Ya, it’s cool to make one’s own setting.  It is just one of the fun aspects of the game.  I haven’t used the Third Imperium often, but it was fun too.  I just would rather use something different to make it interesting for the players and myself.  One thing about not using the Imperium it avoids how the setting is fragmented by fans.  I find it cool that you took the time to write up some in Fortran for it back in the day.  Now we can talk about how the most recent Fortran version is just as valid and useful today as ever too. I suppose that would be a major derail, though. ha

Kuroth

Quote from: jeff37923;532175You are missing out on a lot of good stuff then due to your reaction to some grognards screeching. Especially with Mongoose Traveller, which is a treasure.

I do find Marc's three books of Traveller to be one of my all time favorites, but Mongoose's interpretation is very good.  My advice is that where one doesn't use just Marc's three books, then use Mongoose's edition or the Mongoose Traveller house rules incorporated into their 2000 AD setting books.  I prefer Marc's three books, but Mongoose's house rules are very good second choice.

Shawn Driscoll

Quote from: Xavier Onassiss;532170I don't have my Traveller books any longer -- I divested after hearing the "my Traveller's better than your Traveller" rant one time too many from reactionaries who couldn't deal with anything changing in the OTU. Personally I welcomed the "more modern outlook" of TNE; it incorporated ideas from SF novels written after 1980, and touched on themes from the "new space opera" which was in fact very new in 1993! But the Traveller community reacted to it with sheer irrational hatred, and some of them still do. ("Why TNE sucks" posts will begin in 3, 2, 1... you rang the bell, now they're salivating like Pavolv's dog. Haters gonna hate.)

Just visit the CotI RPG forums and read through some of them. Control freaks, a lot of them.

Shawn Driscoll

Quote from: jeff37923;532175I don't have GURPS: Traveller Nobility myself and it might be in there, but that is an ATU.

Only if you're playing in 1120 or later.  I stay in the 1107 - 1115.  I just like reliving those years.  The good old days.

jeff37923

Quote from: Shawn Driscoll;532181Just visit the CotI RPG forums and read through some of them. Control freaks, a lot of them.

I can't deny that, but there are some good eggs in there as well.
"Meh."

jeff37923

Quote from: Shawn Driscoll;532182Only if you're playing in 1120 or later.  I stay in the 1107 - 1115.  I just like reliving those years.  The good old days.

Oh, there are a lot of interesting periods to play in if you use the OTU history. Tons of stuff to mine for adventures and campaigns.
"Meh."

Kuroth

Quote from: Imperator;531662....I'd like to ask if someone experienced in this game can explain to me how is experience earned so I can tell my crew to shut the fuck up already.

Did you sort of get an answer through the serpentine path of this thread Imperator?  Do you have any specific questions about how it is described in the Experience section of the edition of Classic Traveller you are using?

beeber

Quote from: Kuroth;532149"Skill Limitations: No character should have more skills (or combined total levels of skills) than the sum of intelligence and education." Marc W. Miller & J. Andrew Keith Merchant Prince 31 (GDW 1985).

"Maximum Skills: As a general rule of thumb, a character may have no more skills (or a total of levels of skills) than the sum of his or her intelligence and education.  For example, a character with UPP 77894A would be restricted to a total of 13 combined skills and levels of skills. This restriction does not apply to level-0 skills." Marc W. Miller, Traveller: Starter Edition 16-17 (GDW 1983).

"Maximum Skills: As a general rule of thumb, a character may have no more skills (or a total of levels of skills) than the sum of his or her intelligence and education.  For example, a character with UPP 77894A would be restricted to a total of 13 combined skills and levels of skills. This restriction does not apply to level-0 skills." Marc W. Miller, The Traveller Book 29 (GDW 1982).

neat to see the other, pre-MT sources for that rule.  we didn't have any of those, just the LBBs (and not merchant prince, either).  ergo we didn't start using the int+edu rule until megatraveller came out.

Quote from: Shawn Driscoll;532182Only if you're playing in 1120 or later.  I stay in the 1107 - 1115.  I just like reliving those years.  The good old days.

that's my 3I sweet spot,  as well.

all this classic trav talk is great!  i'm going to bust out my LBBs this weekend and roll up some subsectors.

Shawn Driscoll


Kuroth

Quote from: Shawn Driscoll;532241All this talk about Traveller got me looking at SPI Universe again.  http://members.iinet.net.au/~avalon11/Universe/Universe/Universe%20Downloads/Universe%20PLUS/Universe%20PLUS%2024JUN02.pdf

Especially the world generation section on page 72.

The Astogrator's Handbook is a good one to use for games in general, as well as Traveller, that is available there too.  It's a pity SPI had such bad luck with Dragonquest and Universe.

Imperator

Quote from: Kuroth;532149Interesting.  What does the cover of the Spanish edition you have look like?
It is a black cover with a white drawing of an ship and the "Mayday mayday this is the independet ship Beowulf..." speech written all over.

It is the one you pointed  put earlier :)


QuoteHere is the exact rule from Merchant prince, the Starter Edition and The Traveller Book for your reference.

"Skill Limitations: No character should have more skills (or combined total levels of skills) than the sum of intelligence and education." Marc W. Miller & J. Andrew Keith Merchant Prince 31 (GDW 1985).

"Maximum Skills: As a general rule of thumb, a character may have no more skills (or a total of levels of skills) than the sum of his or her intelligence and education.  For example, a character with UPP 77894A would be restricted to a total of 13 combined skills and levels of skills. This restriction does not apply to level-0 skills." Marc W. Miller, Traveller: Starter Edition 16-17 (GDW 1983).

"Maximum Skills: As a general rule of thumb, a character may have no more skills (or a total of levels of skills) than the sum of his or her intelligence and education.  For example, a character with UPP 77894A would be restricted to a total of 13 combined skills and levels of skills. This restriction does not apply to level-0 skills." Marc W. Miller, The Traveller Book 29 (GDW 1982).
Awesome. This rule is officially in effect in my games now :D

Quote from: jeff37923;532175Especially with Mongoose Traveller, which is a treasure.
So, Jeff, should I get some Mongoose Traveller PDF? Is there some you would specially recommend?

Quote from: Kuroth;532179I do find Marc's three books of Traveller to be one of my all time favorites, but Mongoose's interpretation is very good.  My advice is that where one doesn't use just Marc's three books, then use Mongoose's edition or the Mongoose Traveller house rules incorporated into their 2000 AD setting books.  I prefer Marc's three books, but Mongoose's house rules are very good second choice.

Hell, I must get them, it seems.

Quote from: Kuroth;532204Did you sort of get an answer through the serpentine path of this thread Imperator?  Do you have any specific questions about how it is described in the Experience section of the edition of Classic Traveller you are using?
I got many useful answers and I have more or less made my mind about the issue.

Yesterday we went through the chargen process. We used books 0-3, and we added some background and races from Mass Effect (2 of my players are playing alien races from the game). For most of them (maybe all of them) it was the first time they used such a random system, with so little control over their PCs skills.

The reaction I got was MOAR TRAVELLER PLIZ.

They were über-happy with the chargen system and they're absolutely psyched about the game, so everything's good. At the end we got several PCs, some of then discharged after their first service period, an the most veteran of them with 4 periods and a Explorer ship. And they loved it.

In the next thread I will discuss my ideas for the campaign. Because seriously, fuck the K'kreee
My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).

jeff37923

Quote from: Imperator;532349So, Jeff, should I get some Mongoose Traveller PDF? Is there some you would specially recommend?

Start out small, download the SRD for the Core Rulebook, High Guard, and Mercenary. All of this is in the Traveller Developer's Pack free download that is near the bottom of the page at this link. That will give you enough of a taste to see if you would like to incorporate the stuff into your game. The SRDs are Word documents, not PDFs. If you cannot access them, let me know and I will make PDFs for you.


Quote from: Imperator;532349In the next thread I will discuss my ideas for the campaign. Because seriously, fuck the K'kreee

"Meh."

beeber


jeff37923

Quote from: beeber;532357great pic--loved bryan gibson's traveller art :)

Bryan's a good guy and a great artist. :)
"Meh."