Showing posts with label MegaTraveller. Show all posts
Showing posts with label MegaTraveller. Show all posts

Friday, January 2, 2026

Making Plans

 I don't know if I'm going to go anywhere with these, but it's the beginning of the year and maybe I should organize my approach to this blog a bit. So, here are some things I might do.

  • Design a setting for GURPS - Starting from the same premise that led to Psi-Wars, I want to start laying out a setting that has occupied a part of my mind for a number of years. It's something of a post-apocalyptic one, inspired especially by S. M. Stirling's Emberverse series, as well as some other sources like the WarpWorld RPG (also, see my review from a while back here; I'd likely be kinder to the game were I to write that today, for a number of reasons). Actually, the setting will also be usable with other game systems, but the only other one I'd be interested in working with is basically out of print and definitely unsupported, and it'd be easy enough to convert so I probably won't bother. Alternately, I have a fantasy setting to work on that in concept goes back perhaps 40 years. I could work on that, too. In retrospect, working on it would not be unlike the Psi-Wars project, but related to the Malazan Book of the Fallen instead of Star Wars, since the world setting is convoluted and political much as Malazan is. Also has incarnate gods running around, too, which the players back then never got to see.
  • Write more Obscure Games reviews - I've got some relatively recent games I want to get to, and quite a few older ones.
  • Finish my overview of Domain Play in AD&D 1E - I just sort of let that one drop, but I do have more to say on the topic.
  • Write some material for MegaTraveller - That's a game I've been missing.
  • Write more AD&D material - I do have stuff to say. I need to sit down and type it out.

 I've also got some other design and theory articles in mind, like discussing the City as Dungeon Crawl concept and comparing it to more abstract methods - and, vice versa, the Abstract Dungeon, such as seen in Worlds Without Number (speaking of which, I need to finish my Obscure Games review of that one). I should probably also talk about the functions and merits of using or not using maps, which is closely related.

Now, let's see if I get to these. 

Wednesday, December 31, 2025

End of Year Assessments and Aspirations

 

Gaming projects I've been noodling around with and their working titles, an incomplete list:
 
Flanaess Sector: reskinning AD&D 1E as a space opera game, with new classes, spaceship combat, equipment from 1E/4E Gamma World, and intelligent aliens drawn from the intelligent species of Monster Manual/Fiend Folio/Monster Manual 2.

Towers of Saltgate: city-as-dungeon-crawl supplement in the tradition of City-State of the Invincible Overlord, the Chaosium Thieves' World boxed set, or even modules like "Dwellers of the Forbidden City".
 
Shining Swords: a space opera game in the tradition of Star Wars ("A New Hope" more than any of the other chapters), Traveller, or the Eric John Stark stories of Leigh Brackett, using the rules system found in Flashing Blades, especially including the careers and social climbing adapted to space fantasy; possibly with psionics, but very much not sure about that - even if it does, note that moving things with mind power did not show up at all in that first chapter of Star Wars.
 
Millennium: medieval fantasy, covering 486CE-1487CE, Europe to Persia, Scandinavia to North Africa. Really, a thorough revision and reworking of Fantasy Wargaming by Galloway et al.
 
Alpha Cephei: using the Cepheus Engine SRD to clone the MegaTraveller edition of Traveller, with my own setting centered on Terra.
 
Days of High Adventure: my own D&D, working from the already very stripped-down Swords & Wizardry: White Box, stripping it down to the barest essentials, then building it back up to a more complete rules set focused on long-term campaign play, possibly in combination with Towers of Saltgate, but certainly some sword & sorcery setting; would include faction rules and other GM tools designed to allow players to take full initiative and agency.
 
I really should just pick one at a time, focus on it, and not throw it away when I get frustrated with it… and try to ignore the most frustrating part, publishing and production, until I can actually look for solutions to questions like editing, art, and layout.

Wednesday, May 8, 2019

My Gaming Life, An Update And A List

My campaign of GURPS set in my own world of the Deindustrial Future is winding to a close. I have committed to running another GURPS game after that, this one being about superpowered humans in the modern day. It's going to try to explore some of the disrupting influence of superpowers, which should be interesting, in the sense that I would not want to live in that world. I  am increasingly certain that, while I still like GURPS quite a lot, it is dropping down my list of favorite systems pretty fast. Still, some settings I want to do are easier to do in that game than in others, since other games would require inventing and writing down game statistics for things and such, where those statistics already exist or are easily customizable in GURPS. It would be so much better if there were some reasonable way to randomly generate characters. Also, GURPS allows for some superpowered characters that are not possible or are difficult to depict in other systems.

I have a friend, a great Lovecraftian fiction fan, who has decided to give running Call of Cthulhu a try, and he is learning very quickly and doing very well. So, that's a second group, and one that is growing. I'm finding that to be a lot of fun too.

One of my players for the GURPS game is now running AD&D 1st edition, attempting to play mostly by the rules as written (no psionics, a few other small changes). We've had two sessions so far, one spent doing a large combat mostly so that we could get the feel for how the AD&D combat rules as written work in practice. It's so much easier than some people say to use weapon vs. armor type, weapon speed factors, charge rounds, and so on. Even so, since it was completely new to some of the players, and years since those of us who had ever played that edition had played—and even then, we weren't really playing by AD&D rules, but rather a streamlined form of B/X or BECMI using the AD&D tables—the second session was completely taken up by that one combat, as we looked up various pieces of information. Even there, we missed important information about how Clerical Turn Undead worked in that edition, but we'll get it next time now that we know.

Playing AD&D has, perhaps paradoxically, re-inspired me to work on my update to Fantasy Wargaming. To do that properly, I think that I'll need to play it as it is in order to see how things work and understand how best to approach any changes. It's been since 1982 or so that I last played that game, and my memories of it are a little foggy. I do remember that the game worked just fine, so it's definitely not "unplayable", as some allege. I do think that there are some areas that I will be changing pretty drastically, such as formalizing fatigue a little more given how important it is as a limiting factor on some activities, changing wounds to conditions instead of a pool of points, maybe tightening up the magic rules some. I have a feeling that I would want to tighten magic back toward things that were supposed to have happened, either as actual magic or as miraculous events given the close affinity of religious miracles with magic in the system, rather than the very wide-open system given—or perhaps I won't, and maybe just tighten up the rules some as they stand, or even work out a way to make it even more flexible. The question is how I am going to manage to get some play of that game in, given the limitations on which days of the week I have available for gaming. I have some ideas on how to make that work, so we'll see if I can get that working.

Which does remind me that I still plan on returning to the series on real magic and how it can be depicted in gaming. Let's just say that the source of inspiration for that series has gone silent for the moment, though I expect it to begin nagging at me again any time.

I've committed to finishing up my conversion of the meta-tasks of the Marc Miller's Traveller (aka T4) supplement Pocket Empires into MegaTraveller equivalents, even though I have no ability to test the rules. That is going slowly but surely.

I've been occasionally noodling around with ideas about running a PBEM game of Realms of the Unknown, which would require me to set up a better record-keeping system than I have managed to put together yet. It's definitely been moved from the back burner to somewhat active development, though. I'm not sure how the setting would look yet, as I'm probably going to wait to work on that until I have more useful tools for that sort of thing.

So, given that my gaming priorities have been changing now that I am back to gaming mostly regularly, let's give a new list of my top 10 games, or really top 12 but who's counting:

1: MegaTraveller and classic Traveller (tied)
2: AD&D 1st edition
3: Fantasy Wargaming
4: GURPS
5: Chivalry & Sorcery (2nd edition, though other editions are fine)
6: Hârnmaster
7: Aftermath!
8: Cyberpunk 2020
9: Swords & Wizardry: White Box and White Star (tied)
10: Villains & Vigilantes 2nd edition

Honorable Mentions: Flashing Blades, Adventures Dark & Deep, Space 1889, anything Basic Roleplaying but especially Call of Cthulhu (and I guess I haven't mentioned that the player who is running AD&D has been low-key hinting that he'd like me to run RuneQuest 3rd edition, which he loved when I ran it many years back, so that's another thing that is impinging on me; if I did, I'd have to choose whether to run it in the default Fantasy Earth*, Glorantha, or a setting of my own design that I've had simmering for a few years and is in fact a development of the setting I used for that game of so many years ago), Lords of Creation, The Arcanum (1st or 2nd edition, I haven't seen 3rd or the 30th anniversary editions yet), In Nomine, Guardians (the superhero RPG based on original D&D), Delving Deeper, Pendragon, Lace & Steel, Marvel Superheroes RPG, Realms of the Unknown.

Settings that I am working on to varying degrees of effort: the GURPS superpowers one, an authentic-medieval one with monsters and such set around the Third Crusade for Fantasy Wargaming, a feudal-medieval-authentic world based on the 20 kingdoms of the SCA that draws loosely on the actual history and notable events of that illustrious organization plus added fantasy (this would be intended for any of Chivalry & Sorcery, Fantasy Wargaming, Pendragon, or Hârnmaster, or really any game that can handle an authentic medieval feudal setting), a setting based on the world of Lords of the Middle Sea—which is an obscure wargame that Chaosium published back in the '70s—and a more detailed deindustrial setting set some time in the further future that doesn't rely on so many fantastic elements as the one that I am currently finishing up. I've also spent a few brain cycles on the Flanaess Sector idea, but it hasn't really gone anywhere lately.

Yeah, as usual, I have put way too much on my plate, but hopefully I can actually turn some of it into practical use.

*The Fantasy Earth setting for RQ3 was set somewhere roughly around the 8th or 9th century, probably, given the territory available to the Byzantines in it.

Thursday, May 31, 2018

FINALLY!

So, after several years of looking in varying degrees of intensity, I finally have a (hopefully) regular gaming group again, for which I am running the game. It's a couple of old friends who live in the area.

When they agreed to let me run something, I gave them six choices:


  • MegaTraveller: Noble House - This would be my own MT setting, using my conversion and update of the Pocket Empires rules from T4 (which aren't complete right now, but I would have worked extra hard to get them ready in time to run the game). The story would revolve around a noble house and its retainers, and the intrigues of a rival house to discredit and dismantle them.
  • Top Secret: Special Missions Bureau - A Top Secret game set in the early '80s, with Cold War intrigue and globehopping adventure. I intended to take the results of the game and use them to provide a background for a second arc which would take place in the modern day.
  • White Star: The Flanaess Sector - In this one, the players would be gritty, down on their luck adventurers in the Flanaess Sector, against a background of interstellar rebellion against a distant empire. I'm afraid that I didn't present this option to the players very well, though it was considered.
  • Flashing Blades: Scourge of the Caribbean - Swashbuckling pirates in the Caribbean Sea!
  • GURPS Deindustrial Future - I presented this as a cross between Stephen King's Dark Tower series and Fallout without the nukes. The setting is the future a few hundred years after our civilization runs out of petroleum to fuel it. While electricity, and technology, does exist, the large-scale networks of power transmission and transportation infrastructure do not. Characters have access to items up to TL7 (most TL8 items require far too much interdependent, and so unavailable, infrastructure), but cost 2x as much as normal for every TL above 4 (roughly the 16th-18th centuries), which is the maximum easily sustainable technology level. The culture is heavily influenced by the American West, simply because that's easier to get everybody on the same page, but the world is split into, effectively, city-states and tribal chieftains - not unlike Europe's Migration Era after the fall of Rome. There's also some magic of a relatively subtle kind ("Path/Book Magic" for those of you who know GURPS) along with spirits, and alchemy of the standard GURPS sort ("snake oil") along with some other things like Gunslingers and traveling preachers of a sort.
  • CORPS Old Solar System - Dying Mars with its ancient civilizations and canals crossing the cold deserts, overcast Venus and its vast, jungle swamps, shallow seas, and saurian monsters. I hadn't yet figured out what would be around Jupiter and Saturn (or further out yet!), but Mercury was to be largely drawn from Space 1889's "Nodding World" with its planet-girdling World River. Lots of inspiration from C.L. Moore and Leigh Brackett.


After some discussion, the players settled on the GURPS Deindustrial Future game, despite the fact that none of them have played much GURPS (they have an ongoing Champions game and have stayed focused on HERO System, though like most sensible people they shied away from the sixth edition of that game). Since I haven't played much 4E GURPS myself, things have been a learning experience for us all. I hope to write up some about their characters and their first adventure (a saloon brawl that took us a long time because of our collective unfamiliarity with actually playing the game)  soon.

Saturday, April 21, 2018

Converting Pocket Empires

I grabbed this from the "Noble" article at
Wookieepedia. They don't credit the artist, but
it seems to be Gonzalo Flores, according to the
signature. If he wants me to take it down, I will.
Speaking of converting Pocket Empires to MegaTraveller, I have done a bit of work toward that which I think could be shared here. I've been working out the probabilities from one set of difficulty numbers to another. For your entertainment and possible value, here are the equivalent target numbers for a roll of 2, 2.5, 3, 4, and 5 dice (as used in Marc Miller's Traveller, aka T4, and also, except for the 2.5D roll, in Traveller5) vs. an average stat of 7:

2D = 7+
2.5D = 9+
3D = 10+
4D = 12+
5D = 15+ (figured as stat of 7 with a DM+3, or a target of 10, to get to about the same odds as 12+)

Note that these don't convert very perfectly to the difficulty levels of other Traveller editions, but then they don't really need to. The point is to get in the same ballpark, not necessarily to hit the exact same odds.

My current thinking is that T4 "Difficult" should be MT "Difficult" with an automatic DM+2, T4 "Formidable" and "Staggering" should both convert to MT "Difficult" (I could give them DMs of +1 or -1 to match the odds exactly, but that gets a bit fiddly), and T4 "Impossible" should be MT "Formidable". As an aside, that should also make T5 difficulties of 6D or higher equivalent to MT "Impossible".

I am assuming the use of the MgT stat modifiers. I haven't decided whether to use those, the original MT ones, or the ones in a set of house rules for MT I found online, where the modifier = (stat/3)-2 rounded up, or a version where the modifier is (stat/3)-1 rounded down. I'm kinda leaning toward that last one.

One of the issues involved with conversion is that I can't just take the given difficulty and port it over directly. Some of the T4 tasks rely on two attributes, which distort the probabilities since attributes are around three to five times more potent in T4 (and also TNE and T5, though that's not really relevant here) than they are in most other editions. So, a T4 task which relies on two attributes would have a target of around 14 or less on average (since the average attribute is a 7), while in MT by the book it would be an average of DM+2. A Routine task would have a 100% chance of succeeding in T4 (2D vs. a target of 14 or less), while it would have an 83% chance in MT (base target 7+, DM+2 = final target 5+ = 83%). So, instead what I need to do is check each task, figure its base odds with average stats and skill-0 if necessary, and convert it from there.

Edit to add: I want to include a link to this article, which is kept at the Internet Archive Wayback Machine.

Saturday, January 20, 2018

I Really Need To Be In The Habit Of Writing

Well, as has been the case for a couple of years, I didn't really post a lot last year. I'm hoping to change that - which I've said before, so who knows how it'll turn out this time.

One good thing in my gaming life lately is that I've finally figured out some of the details of the sort-of retroclone of MegaTraveller I want to do. Cepheus Engine seems like the perfect place to start, since it doesn't have any of the weird and confusing restrictions that are in the MgT SRD. It should be easy enough to redefine difficulties to fit the MT ones (separated by 4 points instead of 2 as in the CE version), and then going back to the original version for things like aging, encounters, and so on. A major change to the task system I want to make is to drop tasks one category. That is, instead of a Routine task succeeding on a 7+ and a Difficult one on 11+, the Routine task will succeed on 3+ and the Difficult one on 7+. This is to compensate for the assumption that the Digest Group people had that a character would typically have a DM of +4. It allows me to get back to Traveller-style assumptions about skill levels. With the added emphasis on level-0 skills in MT, that makes the increase of difficulty by one category for lacking the skill back into a meaningful thing. Another change will be to make exceptional results happen at a margin of 4 points instead of 2, but that's probably not meaningful to the casual reader. Damage results in combat will remain the same, though.

Notice how I called it a "sort-of" retroclone. That's because I've decided that I want to make some more radical changes too. For one, I'll be getting rid of the "hit points" system that is common to Traveller, and replacing it with an "injury" model of wounds. That is, when you get hit, there will be a mostly descriptive result that applies to your character until it heals. For example, "moderate bleeding slash to right arm", which consists of the following elements: moderate, bleeding, slash, and right arm. "Moderate" indicates the severity, which influences how long it takes to heal, the kind of treatment required, and also determines how much that wound affects attempts to perform other actions. "Bleeding" means that the wound is causing blood loss (which is the one place where there will be a sort of hit points). "Slash" is mainly important for determining what sort of treatment would be required to help the healing process. "Right Arm", obviously, indicates which tasks are affected by the wound. There are a number of other elements that could end up in a wound description, too, and during healing it could become infected.

Another thing I want to do is write it as a fantasy game instead of an SF one. I've been intrigued by the idea ever since the Thieves' World boxed set included Traveller statistics for the characters of that setting.

A big change (some will think) that I want to make is to revise character creation. Characters will start at a young age and not go through a career lifepath. Instead, there will be a number of skill points that the player can spend to give starting skills. After that, the MT methods of improving skills will come into play during the game. I want to model a lot of that on Flashing Blades, actually.

Another change I want to include is a personality system derived from the ones in Pendragon, Fantasy Wargaming, and Lace & Steel. I feel like that is something that can improve the game experience in a fantasy setting, which is usually more intimately connected to character motivations than an SF one generally tends toward. Yes, that is an over-broad statement. I hope that people will find the personality system I write to be useful in their SF games too. Heck, I might end up writing a new version of this game that goes back to the SF setting.

Anyway, I've been working on that. This is my first post since July. Here's hoping that I can post some more.

Monday, July 10, 2017

Tasks In MegaTraveller And What Roleplaying Games Really Are

Yeah, this is the model I was trying to evoke, sort of.
I've had a number of articles sitting in draft form for a long time now, so I guess I'll just publish them, maybe polishing them up a little first (or finishing them, in some cases). I will note that, with this particular article, some of my ideas have changed a bit. Mostly in reaction to the excellent "Classic Traveller: Out of the Box" series, and especially this article and its sequel, I am less certain that the "task chain" idea is necessarily the best idea, though I do still think that it was a useful innovation (and it may still be the best idea for the way I want to play - this is something that I am still working through in my head, so don't take my current indecision as a final attitude). Even more, though, I am questioning the baseline assumptions of MegaTraveller in regard to assumed skill and other asset levels. According to some designer's notes in Challenge magazine and elsewhere, the DGP crew were assuming a base skill + attributes and other bonuses of +4 for a competent character. Any further development along the MegaTraveller line of design, such as I am working on, is going to have to tackle that assumption and assess it in practice. To a great extent, I would like to get back to the simpler characters of classic Traveller, but with the better systems support (such as the expanded variety of "task chains" I discuss in this article) found in MegaTraveller - but this is now digressing in some ways from the point of the article I had written here. So, without further ado, let's get on with it, shall we?

---

These seem like two different topics, but I am really using the one as a way to talk about the other. I am increasingly fond (even beyond my original preferences for the edition) of the ways that MegaTraveller chose to do things, even as I am not always fond of the particular setting decisions made or the failures of the game's production. The edition earned its nickname of "MegaErrata", with the current consolidated errata for the edition weighing in at 69 pages, a book in itself.

One of the useful formalizations that MegaTraveller brought to the game was the "task", a unified format for describing methods of resolving actions in the game. Tasks were broken down by difficulty, usually one or two assets that promoted success, and various complications and risks inherent to the task, along with the amount of time that attempting the task takes. Along with this, the game included formal rules for retrying failed tasks, and this was where the Jack of all Trades skill was given its moment to shine, since characters would have to come up with a new approach to failed tasks (so that they aren't doing the same thing and expecting different results), and the skill gave characters a leg up on that as a way of modeling the flexibility and broad knowledge of such a Renaissance person. Helpfully, the game also included a realistic assessment of the benefits of having computer assistance with tasks, the effects of working quickly or cautiously, and so on. It's an elegant system that has many deep implications regarding the nature of the game, and even provides insight into the nature of roleplaying games generally.

One of those implications was never explicitly spelled out, to my knowledge. Tasks were sometimes presented in what might be called a "task chain". These are the flowcharts and stepped procedures that the game used to break down complex actions into discrete tasks that would be checked in order, and that could be varied to provide the players' characters the highest benefit. It's that last element that makes the task chain really useful in terms of playing a roleplaying game.

In a sense, a roleplaying game can be thought of as a random event generator, with the events generated being used to drive the players to make choices that, combined together, outline the events of the game that are constructed into a story. In the earliest games, the random events were of two main sorts: encounters and conflict resolution. This is fine, but leaves an emphasis on combat as being the main source of events due to complications. Some games choose what we might call "diegetic" (referring to the film distinction between diegetic sounds that originate from elements within the story, such as music playing on a radio, and non-diegetic sounds that are used to help illustrate the story, such as the score) considerations as the primary source of events, while others look to "narrative" considerations of pacing, action, and so on. There are also "game rule" considerations, which are those that relate to the game rules specifically, as distinct from the diegetic and narrative considerations, such as the tracking of abstract "hit points" and similar elements. These last typically intersect with the first two considerations (such as when hit points are understood as a marker of the narrative importance of the character, or when they are used to represent the physical toughness of the character).

MegaTraveller decided to expand resolution to provide potential event complications from various failure points in normal activities, and provide tools for the Referee to easily and quickly outline unusual activities. Combat is the main task chain that most players are familiar with, and is usually one of the more detailed elements of any given set of roleplaying rules. It consists of a set of tasks that can be chained together according to player choices which affect game state variables (character and equipment damage, resource expenditure, and so on). MegaTraveller further outlined a number of other task chains, though mostly in third-party materials. Digest Group provided the most of these, from medical procedures (in a series of articles in Travellers' Digest) to exploration (in World Builder's Handbook), all the way to various starship operations (in Starship Operator's Manual, Vol. 1). The Keith Brothers expanded on some starship operations related to starports in a pair of articles in Far and Away magazine. In each of these, the procedure is broken down into discrete steps, each step presented as a task. The steps might rely on different assets to promote success than other steps, which is how complex activities requiring multiple assets were best modeled, rather than incorporating all of the assets into a single task roll. Frequently, the players are also given choices as to the specific order of some steps, skipping steps to cut corners, and other methods of modifying the details to achieve the precise levels of risk and reward related to the task chain that they are willing to take on. Failure at any given point in the task chain has defined effects that introduce complications into the game with which the players will need to deal. Task chains also include the random encounter tables and similar normal event generators, as in the starship task chains where certain steps include checks to see if pirates or customs inspectors show up. In a broad sense, a campaign can be understood as one long, complex, and somewhat freeform task chain (in which case, the "campaign frame" I've discussed elsewhere can be understood as the specific task chain being used) into which a variety of other task chains are fitted.

Those complications generally take up some amount of resources, whether that is time, equipment, medical treatment, money, ammunition, or whatever. Each complication introduces an effect into the ongoing campaign and alters the precise trajectory that the characters take as a result.

What players need in order to feel like they are playing a roleplaying game rather than just rolling dice is the ability to make choices that affect the outcome of activities. This is incorporated into the task chain by allowing the specific order of events to be altered with appropriate consequences, the configuration and nature of risks to be determined (such as protecting an injured character behind a defensive line of healthy characters, adding to the risk of the latter while minimizing the risk to the former, performing a task hastily, saving time but risking failure, or the like), determining the allocation of various resources, and so on. In addition, the players can introduce a particular task chain by attempting to resolve a situation using a given method. Interacting with a person encountered might involve an interpersonal task chain, a combat task chain, or some other sequence, and the specific choice of which to use and the results that come from it will have an impact on the subsequent events in the campaign.

Because task chains can introduce a number of story elements autonomously, without significant Referee input, they are a very useful tool. They allow the Referee to concentrate on higher-level aspects of the setting, such as ongoing plots by recurring NPCs, setting events, and domain-level activities, while still keeping the players' characters grounded in the specific events that affect them. The Referee has a number of predefined task chains related to common activities (approaching and leaving a system, combat, medical care, trade- and commerce-related activities, wilderness travel and exploration, and so on) and only has to worry about unusual activities (changes to encounter tables due to setting events such as a coup d'état in the area, for instance).

This concept of task chains provides an alternative or complement to the common concept of breaking a roleplaying session into "scenes", modeled on traditional fiction. Certainly, MegaTraveller made use of that concept of scenes as well, with the system of "nuggets" for presenting adventures as a series of scenes or scene clusters that flowed into following events depending on how the nugget was resolved. Nuggets were never formally incorporated into the game, though, and were mainly a way to think about the structure of scenarios. In practice, the nugget method pushed scenario designers toward linear, or "railroad", adventure styles, so they seem like a net liability.

Combined with the system of various NPC types and other encounter rolls found in the basic game flow, task chains help define an approach to gaming that enhances the open nature of a roleplaying/adventure game.

---

That was the article I'd previously written. I want to add that my idea of "task chains" is not limited to what we might conventionally think of as "tasks" in the MegaTraveller sense. An item like rolling for random encounters or events is part of a task chain, in the sense I am using it here, as are other events and items that aren't under player character influence. The point is that it is a resolution system that is a sub-game of the whole game being played. Task chains can consist of other task chains, such as the "main loop", as it were, of the basic game flow I mention and link above being an overall task chain, which can be composed of subroutines (again, as it were) of combat, finding cargo, landing a spacecraft, or whatever. I think that computer programmers will probably see what I am going for here pretty quickly, and others might be able to relate it to the general structure of a computer program as well. That said, it would be a computer program written in pseudocode, with the Referee and players being generally able to parse even the most abstracted "commands" in the loop, and to break them down into further detail as the situation warrants.

Monday, February 13, 2017

An Update - Still Alive!

Looking around, I couldn't find where this comes
from. I like it, but if the owner wants me to
take it down, just let me know.
Wow, has it really been nearly a year? Last year wasn't much fun for me. Whatever, on to the post.

I'm not quite ready to be back fully yet, but I am around. I'm occasionally posting on the Traveller groups on G+, some stuff on Facebook, and occasional other groups. I do intend to return to the blog.

I'm still working on a MegaTraveller retroclone, based on the Mongoose OGL and incorporating elements of other editions. After discussions online and thinking about it, I want to really get back to the sandbox tools of CT LBB77, but with the rules influenced by some of the MT developments. One thing that I've learned about spaceships is that reaction drives are subject to the square-cube law, since thrust increases by the square while mass increases by the cube, speaking roughly. Building that into the ship design sequence should push designs toward smaller ships. I've been thinking about some other things, too.

I'm pretty certain that I am going to continue writing up the project I gave the working title "Flanaess Sector" as an AD&D 1E/OSRIC product. I'll import some of the alternatives to Illithids and other Product Identity races from sources like Adventures Dark and Deep, but otherwise it's mainly writing up tech items, a spaceship construction and combat system, and star system details. I am also trying to decide if it should be more science fantasy like Star Wars, Warhammer 40K, or White Star, or harder SF on the order of Traveller or even Orion's Arm. Maybe somewhere in the middle.

For fantasy gaming, I have changed my default setting a bit to include ideas from a guy named Scott, who was known for his settings such as the World of Thool but has since vanished from the internet as far as I can tell. He worked for a bit on a setting he called "Mandragora: The Mandrake March". It was to be based on Andrew Lang's Color Fairy Books (The Blue Fairy Book, The Red Fairy Book, and so on), taking elements from the stories and placing them into an otherwise normal D&D-type game. I want to do that, except that I'll include one area which is based on those (removing the Arabian and Chinese ones), an area similarly based on Irish, Welsh, and Breton fairy stories plus some Arthuriana, and an area based on the Arabian Nights Entertainments (plus the other stories traditionally associated with them, such as Sindbad, 'Ala ad-Din, and 'Ali Baba, and a similar manuscript called "Tales of the Marvelous and News of the Strange"). I'll probably have a land further to the East which is based on Chinese fairy tales (and an island nation drawing on Japanese fairy stories), but that's not the default starting area so I won't bother with it until needed. Some of the setting elements that I had originally developed will remain, such as the dragon-riding peoples of the Northern dales, the bull-riding nomad barbarians, the Southern cities of the sorcerer-kings, the iron-age Aztec island kingdom across the ocean to the West, the pirate princes in a "Pirates of the Caribbean" mode, and the fantasy Egypt-like river kingdom.

I've still been working off and on toward a fantasy setting which draws inspiration from the Wild West instead of Medieval Europe. I've been playing around with ways to approach the rather subtle magic I want, and GURPS remains the best source to do those things. I have considered changing the Swords & Wizardry: White Box rules, especially the spell list, to handle the setting. It certainly helps that it is available in .rtf format to make building a rule set possible. I might put it together as a Lulu project, if I go that way. New classes (Gunslinger! Snake Oil Salesman/Mountebank! Cunning Folk! Preacher! probably more!), new spell list, and so on, all in support of the setting assumptions. The setting itself is also slow going, since I want to create certain effects but I also don't want to be too close to actual history. Plus, I'm trying to figure the best way to have a Wild West with less Eastern Cities, and still waffling on the matter of trains (trains are a major element of Western stories, but they also bring Civilization far too quickly). I also really love pirates, and the Pirates of the Caribbean franchise comes close to overlapping with the Wild West - maybe they'll be in there somewhere, like a fantastic New Orleans. I haven't come to terms with the racial politics of the time relative to the setting either, so I am not sure how I want to handle the matters of Native Americans, Africans, and Chinese laborers.

Part of the reason that I haven't completed any of these things is that I still don't have a group to play them with. I still prefer face-to-face gaming, but my attempts to reconnect with the people I gamed with when I lived in this city years ago are running into the problem that a lot of people aren't really willing to change their lives to fit the time for gaming. Oh, I'm probably overstating matters. I'm just frustrated about still not being able to get a group together after such a long, long time. It almost makes me willing to spend time learning how to use Roll20.

How are you doing?

Sunday, March 27, 2016

More Thoughts On Megatraveller And Such

The late John Berkey did some
cool spaceships
Yeah, I've been quiet here for a bit. Still dealing with some personal issues, but at least I've had some time to think about gaming again. Time to post something, so that you all can remember that I'm here!

I really love talking with the guys over at the G+ Classic Traveller group. They've given me a lot of things to think about in regard to the game, and pointed out places where later Traveller has changed things. For instance, it's clear that in the original release of the game, known as "LBB77" because it was released in 1977 (as opposed to "LBB81" for the revised version in 1981 and "TTB" for the slight revision from that which was The Traveller Book), there was much more emphasis on the sandbox elements and less on any interstellar imperiums or whatever (though the latter was still understood to be present in the background). Examples that affect this included the randomly-placed "Jump routes" or "spacelanes" of LBB77 that became instead the Referee-placed "communications routes" of LBB81/TTB. Interestingly, the communications routes, despite requiring more thought and effort from the Referee, have less impact on the game because the Jump routes determine where a traveller can get regular passage or a crew can buy pre-made navigation tapes. This limits the locations that the player-characters can travel to until they can improve their situation (either by getting the Generate program to make their own navigation tapes or somehow convincing a non-player ship to transport them outside of the normal shipping lanes, probably for a higher fee). The communications routes don't have the same impact on the game at the table, though extra rules found in, for example, The Traveller Adventure and other sources can allow the communications routes to have some effect.

MegaTraveller also made an assumption early on that greatly affected the way that game plays relative to the original version. That assumption was that a character attempting to do something would have a fairly high skill rating, such that the supposed typical character would be gaining a +4 DM from skill and attribute bonuses. That doesn't track with the original game, in which any level of skill above zero meant that the character had professional-level training in that area. That could probably be remedied by dropping all task difficulties 4 points, so that a Routine task is 3+, a Difficult one 7+, and so on (it would then be appropriate to add a difficulty level of Staggering between Formidable and Impossible, as Marc Miller's Traveller did). That could also mean that an average attribute of 7 could be re-centered on 0 instead of +1. Lacking a skill entirely would still increase the difficulty one level. In such a case, a Simple task would succeed without a roll (or perhaps require a roll if the total of all DMs is -4 or more, trying to get a total of -1 or higher), but could be increased to Routine or higher difficulty as usual for lack of skill or whatever. This change would also allow the character creation system to be scaled back to the original game's parameters, so that no "Special Duty" roll would exist to give even more skills.

On that topic, one of the benefits of being a Scout in the original game was the high incidence of Jack of all Trades skill. While that skill is more clearly defined in MegaTraveller (and allows higher levels of the skill to have meaning), I think that it should be returned to its original place of value, perhaps by adding (in addition to the "free retries" ability) the ability to offset the penalty for lacking skill. Probably give a +1 to unskilled use (only) for every 2 full points of Jack of all Trades skill, to a maximum of +4 (requiring skill-8, so pretty unlikely anyway). Again, that bonus would be in addition to the normal MegaTraveller benefit of being allowed one free retry of a failed task per Jack of all Trades skill level (taking the normal amount of time).

Another area to consider is space combat. The system in MegaTraveller is, simply, horrible. It's a kludge of the Book 5: High Guard system (originally intended for large ship actions) mixed with elements designed to make it more useful for small ships, and it was not developed well enough for actual use. That is to say, it can be used, but seems ultimately unsatisfying for either small or large actions. In the end, I think that I'd like to draw it back and make it more like the Book 2: Starships system or Mayday, or perhaps the range band system in Starter Traveller (or project it ahead somewhat and make it more like Battle Rider, which has always seemed to me like the nearly-ideal set of Traveller starship combat rules).

Which brings up some issues of design. MegaTraveller draws on the expanded weapon types available in High Guard. I'd like to drop at least some of those, such as meson weapons and associated technology. It might also be useful to include a weapon design system, such as that found in Traveller: The New Era (TNE) or Marc Miller's Traveller (T4). This is especially true for missiles, which could do with taking some ideas from Special Supplement 3: Missiles in Traveller. The design system in MegaTraveller moves away from the LBB/TTB in a significant way, though, by falling clearly on the other side of the so-called "small ship Traveller/big ship Traveller" line. When players are tooling around in 2700m³ ships, but the military have 270,000m³ light cruisers, there is an overwhelming power differential that deeply affects the feel of the game. This also doesn't match the historical eras which the game tries to emulate. The age of sail saw merchant ships that were no smaller than their military counterparts, while WW1/2 era tramp steamers were roughly the same size as military cruisers. For example, the OCEAN class steamer was about 10,000 tons displacement, while the Pennsylvania-class cruiser of the pre-war era was around 15,000 tons fully loaded and the Cincinnati-class cruiser was less than 3500 tons! To be fair, the latter were slated to be reclassified as Patrol Gunboats if they hadn't been decommissioned. I'm still not sure how to address that issue. Whatever happens, though, it will mean some significant changes to the design system. It also means that I will have to consider how to handle ship benefits from character creation, plus mortgages and other financial tools related to running the tramp merchant game. GURPS Traveller: Far Trader would certainly be of help there.

Now for the more morose thoughts in this regard. I've been considering ways to write all this up, including the setting I have worked out, and sell it, but the specific details of Traveller's current licensing scheme seem to preclude it. Weird restrictions in the Mongoose OGL (you can't include the method to roll up characteristics, for example, which would prevent me from presenting the "genetic dice" necessary for the dynastic game that I eventually want to write up) and behavior that seems from my perspective to be somewhat erratic on the part of the original designer (I've heard that people have been billed for asking him questions - which rumor I can't check because I couldn't afford any such potential billing to find out if it's true or not!) combine to make it a minefield I'd rather not navigate, at least not alone. Another option would be to present the setting I have in mind through another system, but all of the other systems that seem even remotely suitable to my preferences are based on D&D, with character classes and such. Stars Without Number, White Star, Starships & Spacemen (either edition), and so on all seem to rely on elements that don't suit my setting and the aesthetic preferences related to it. I've been thinking that it might be time to dust off my old idea of retooling Flashing Blades for science fiction adventure. That might even be historically appropriate, since Flashing Blades drew pretty heavily on En Garde, GDW's first RPG. One possible problem with this idea is that Flashing Blades's system is more suited to swashbuckling action/adventure than the more gritty tone that infuses most of Traveller's various incarnations. If that becomes too much of a problem for me, I could always build it using one of the open-rule versions of the d% system found in RuneQuest, I suppose.

But I really wish that I could just use a properly-developed MegaTraveller as my basis.

Monday, November 9, 2015

Thoughts On MegaTraveller

Man, I love this book.
I've been thinking a lot about MegaTraveller lately. I want to run a game for a group of people sitting down at a table, and I want it to be in my own setting. To that end, I've been looking at some of the DGP materials, which seem to add a lot of very useful ideas for running a game. I also want to go back to classic Traveller for those aspects which I feel were altered for the worse in MegaTraveller.

One thing that I want to play around with is character creation. At the moment, I am pretty well set on using variations of the basic generation system, avoiding the "advanced" systems entirely. I'm a little concerned, after analysis, about the changes to the skill charts from CT to MT, but on the whole I think that I'll just go with what is there. That said, I want to revise the careers somewhat to conform better to my setting. For example, I'm considering renaming the Navy as the Spacy, reserving "Navy" for sailors, and adding a Star Patrol as a sort of combination "Coast Guard" and law enforcement service. For simplicity at the start, I will limit players to being from the Terran Federation. I can open up the other human polities later on, if it comes to that. Aliens are… alien. The setting plays with some nonhuman sorts of intelligence, but those creatures have to be treated as animals from the players' perspective. Things like Arrakis sandworms, Chamax colonies, Reticulan parasites, Chtorran ecologies (maybe), or the Solaris entity are pretty much as close as my aliens get to human intelligence and communication - which is to say, not very. Well, there are a couple of exceptions, but they remain not very human-like at all. Hivers are positively human by my setting's standards. Nunclees and Providers (both found in T4's Aliens Archive) are about as close as Traveller aliens to date come to those of my setting. Rather than talking about intelligence, I talk about "overwhelming species" that radically reshape their environments to suit themselves, with human-style intelligence being just one example.

More importantly than those sorts of setting-specific details, I want to retain the Survival roll as a pressure away from longer service, but also I want to alleviate the absolute nature of it. For that, I see in Travellers' Digest issue 13 that there is a possible system to use. Instead of automatically killing the character, it causes a roll on the Mishap table, with the result indicating damage to the character. I don't like the low odds of serious damage using the system as given, though, so I will probably double the dice of damage (so it goes from 2D to 8D instead of 1D to 4D). That also gives the possibility of a character starting the game with prosthetic limbs, eyes, or whatever, which adds flavor. I'll probably also rule that a "flesh wound" result (and maybe even a "moderate wound") won't trigger an automatic mustering out. This changes the Survival roll to a "Mishap" check instead, which is fine.

There is a hit location chart in the article in that issue (so that a determination about which body part is affected can be made). I am considering adding that into the combat system directly, so that each hit has a hit location associated. That would also require applying wound dice immediately instead of at the end of combat, so maybe I'll skip that after all. One of the good things about MT combat is that it is sped up by saving the rolls for characteristic damage until after combat ends, and I am not really sure I want to lose that.

I'm definitely going to take the idea of "genetic dice" from T4/5, so that players record the rolls on each of their dice for the first four characteristics. That may have no impact on the game, but you never know. For characters born when their parents' genetic dice are known, roll 2d10 instead of 2d6, with a 1-6 result being read as the number, a 7 or 8 taking the first or second of the paternal genetic dice, and a 9 or 10 taking the respective maternal genetic die. That means that a character has a 40% chance on each die of taking one of the genetic dice, and a 60% chance of taking some previous generation's dice. That pushes the character toward the dice that their parents had (each die has a 50%-80%* chance of matching one of the parents' genetic dice, but can still range from 1 to 6).

I am tempted to adapt the Career/Life Events idea from the Mongoose edition of Traveller, but I might just make a "Connections" roll each term, with success adding a Contact and exceptional failure adding an Enemy.

I am definitely replacing each receipt of "Ship" (except Scout/Courier or Lab Ship) with MCr8.25 toward ship payments (including down payments). This means that a character can either make a down payment on a Far Trader or the down payment plus some payments on a Free Trader. In addition, it will be possible for characters to take a used ship instead, using more of their ship sum toward payments on the ship. Any left over after the down payment must be spent toward ship payments if possible (Cr171,125 for each payment for a Far Trader, Cr153,812.5 each for a Free Trader), with whatever remainder going into the ship's account. Belters get MCr5.5 each receipt instead, but all other careers use the MCr 8.25 amount - they'd better hope for more than one if they want the ship characteristic of their profession, though a Noble can make the down payment on a Yacht with just one receipt and an extra Cr467,000 (not that there are Nobles as such in the Terran Federation). Scientists are an exception: they get use of a lab ship for free, but it is owned by their patron (University or whatever) and loaned under similar terms as the Scout/Courier. This means that a character with two receipts of "Ship" could even start with a Subsidized Merchant (down payment: MCr13.5, monthly payment Cr281,250; that means that a Merchant character with two receipts of "Ship" would be able to make the down payment, their first 10 monthly payments, and have Cr187,500 in the ship's account, or they could have a Far Trader, make the down payment, 48 monthly payments, and have Cr72,000 left in the ship's account, or with a Free Trader they could make the down payment, 59 monthly payments, and have Cr40,062.5 in the ship's account). This does mean that it is possible for a character who receives "Ship" once to choose between the more lucrative but shorter-ranged Type A or the less profitable but longer-legged Type A2.

The one thing that I can think of offhand that I will go back entirely to the CT method is the normal encounter system. The MT version is changed in ways that aren't helpful.

Anyway, I haven't been able to give complete attention to these thoughts, as I am still working away at NaNoWriMo (though I'm a little behind at the moment, I can still catch up pretty easily). I'll come back to this later.


*If the parents' genetic dice are 3, 4, 5, and 6, then there is an 80% chance that the result will be 3, 4, 5, or 6 - a 20% chance of each result separately - and a 20% chance that it will be 5 or 6, 10% for each one. If all four of the parents' genetic dice are 6, then there is a 50% chance that the result for that die will be 6 and a 50% chance that it will be 1 through 5.

Friday, October 9, 2015

Alternate Traveller Campaign Frames: Strange New Worlds

I've discussed a couple of alternate campaign frames previously, covering the Mercenary campaign along with the Squadron and Active Duty campaign frames. Though the last was only presented in terms of Navy games (and so incorporating Marines by default), it would have been easily converted for use with other active duty military games involving the Army. I'm going to start skipping around, because the other campaign frames from the classic Traveller era are either minor and not well detailed, or ones that I am not very familiar with at this time (I will be discussing the frame implied in The Traveller Adventure later on, which is related to the "default" Traveller campaign frame that I've also described previously, but includes some new concepts that are very important).

Unfortunately, the classic Traveller expansion for the Scout service, Book 6 Scouts, did not incorporate a specific campaign framework. It included only a set of tools for the Referee to detail whole systems instead of the main worlds that were rolled up in the basic world generation system along with an expanded character generation system for Scout characters that followed on the same lines as the military services presented in the previous two books. Paranoia Press, who presented an expanded Scouts character generation system a little earlier in their supplement Scouts and Assassins, also did not expand on the sorts of activities that a Scout might perform as part of actual play. The supplements for MegaTraveller titled Grand Survey, Grand Census, and World Builder's Handbook started to cover the sorts of things a Scout might do, but as I have never actually seen the first two of those supplements I can't comment on them. World Builder's Handbook did include some very useful tasks related to surveying a world, but didn't go much further toward detailing a campaign frame related to exploration - though an enterprising and interested Referee could easily turn the notes presented into such a campaign. Instead of discussing those, then, I will skip ahead to the two editions of Traveller that presented Scout campaign frames at least reasonably well.

EDIT: Re-reading some of the World Builder's Handbook, I see that it includes more detail toward an exploration and contact game than I remembered. I may return to that supplement later.

First, Traveller: The New Era got in on the action. In its extensive rewrite and reimagining of the MegaTraveller supplement called World Builder's Handbook, titled World Tamer's Handbook, GDW presented detailed descriptions of the tasks necessary to survey a new world in the wilds ravaged by Virus. Those tasks were generic, of course, and so not limited to the New Era setting. Highly detailed looks at the environment of a world were presented, along with methods for generating them beforehand. Information down to the amount of extractable wind and hydro energy, soil fertility, and so on in a 10km hex was presented in a usable and efficient manner. Scouts could go in, find out the details of a world, and return to provide the results of their survey to whatever home base they served.

The supplement didn't stop there, though. The other side of the Scout coin in SF is colonization, and World Tamer's Handbook presented a campaign frame of colonists, a first in SF gaming generally, and for Traveller specifically. A model was provided that allowed players to determine the economic output of their colony based on decisions they made about allocating resources both infrastructure- and human-related, which they could then direct toward various improvements and maintenance - a true domain-level game at last. This also saw the return of the sandbox format for a Traveller campaign, which had largely dropped by the wayside during the late Traveller and most of the MegaTraveller eras in favor of the then-popular story-based format. In addition to whatever the Referee chose to throw at them to further the story, colonial administrators (the PCs, the rules assume) would experience various random events that provided story hooks related to administering a group of people in a colony. Sadly, this wasn't well implemented, as the events mostly were defined in terms of a single task roll to resolve them ("Crime Wave, succeed in a Difficult Investigation roll" or suffer some penalty, for example). Nonetheless, this was a great idea, but didn't see much support from the community of players, something that can really be said about most of Traveller: The New Era, unfortunately. Some general notes toward scaling the colonial model up to cover entire world governments were included, but the system becomes unwieldy at the higher end. This would lead to a different system for world-spanning empires later on, and I will probably discuss that campaign frame next time.

When Steve Jackson Games picked up a license to produce a Traveller edition using their GURPS rules, one of the supplementary books they produced was GURPS Traveller: First In. First In gave the GT version of Scout activities, including, in addition to the expected detailed world generation system, a set of rules for surveying a system. As is the case with most of the GT materials, though, these tools were provided with no real guidance as to what to do with them. A decent GM could certainly take them and turn them into tools for adventurous games or even campaigns, of course, but no such framework was explicitly provided. In a nice turn, there were a number of optional rules included, ranging from minor to as radical for the Traveller game as incorporating 3D star mapping instead of the traditional parsec-wide-hex based 2D sector/subsector system. The designer's notes for that supplement, available for free on the SJG site, give more detail still toward a game using 3D star maps, including discussion of possible changes to the Jump Drive and so on. I should add at this point that if you have any interest in the GURPS Traveller line at all, you should hurry up and get the PDFs, as SJG's license to sell that edition expires at the end of this year, and they will not be renewing it. After that point, they will not be selling GT materials, not even the PDFs.

Friday, September 25, 2015

Character Improvement In MegaTraveller (And Jack Of All Trades)

After a great deal of criticism over the unorthodox character improvement system in classic Traveller, the design team for the revision, MegaTraveller, decided to include a system that was more like that used in other games, allowing a character to improve through using the skills rather than through an extended program of study and practice. It was still different enough from the improvement systems of other games that it was overlooked by many, but mainly that was due to the poor layout that was common to games of the time. It was placed in a counterintuitive point in the rules, and only took up three pages (plus a paragraph in the Referee's Manual, though that wasn't explicitly tied to the improvement system - which is another mistake of presentation in my opinion).

MegaTraveller decided to include a system not entirely unlike the RuneQuest system of improving skills and attributes. Each session of play, the Referee would award to each character an "Adventure Tally" or "AT" in a skill that saw significant use by the character during the session. Each skill could only have two ATs per one-year period, so each was marked with the date in standard Traveller Imperium date format, so for instance "AT-Stealth (023-1120)", to help keep track. At the beginning of each session (or at the end of the current one after ATs are handed out, it doesn't matter so long as it is kept consistent), the player could try to improve any skills with ATs. It requires a Task check of Formidable difficulty (so needing a base of 15+ on 2D), to which roll the player can add the Int modifier (+0 to +3, usually +1) and the number of ATs on the skill. As always, there is a limit of +8 on the roll, so the best chance of success is going to be a roll of 7+. A success would give the skill at level 0 if the character did not have it, or raise it one level if the character did have it at level 0 or greater already. When a successful roll to raise the skill happens, then the ATs for that skill are erased (but erasing ATs does not occur until the skill is raised, so there is no penalty for failure on this roll other than not gaining the skill) and the character can gain more ATs as normal.

Now, it is really difficult to use a skill that the character doesn't possess at a level of at least 0, because the difficulty of any such Tasks is increased by a level, or 4 points harder on the dice (from 7+ to 11+, for instance). There are two ways of gaining a temporary level 0 in a skill, though. First is by observation. Watching someone else performing a skill allows a character to make a Task check to gain a level-0 in the skill for one use. Also, it is possible to use computer programs to assist and gain a level-0 on the same temporary basis.

Attributes use a similar system of ATs, but the player must specify which single attribute they wish the character to be pursuing this session, and if that particular attribute sees significant use the Referee can award it an AT.

In addition, characters can search for and undergo formal training in a skill or attribute. This requires a Task check to find the training program, then a Determination Task to stay committed. Failing the Determination Task can result in wasting the time and money for the program, as the amount of time the Task takes is used to see how long before the character drops out of the program (and this can represent showing up but not applying oneself to the course of study)! Once formal training is completed, there is another Task to see if the skill or attribute is gained or improved. A typical course of study requires 200 hours, arranged as appropriate (so an intensive 5-week course of 40 hours of study per week or self-study at 5 hours per week for 40 weeks or whatever). Such programs normally cost around Cr10 per hour.

Social Standing is improved or lowered by paying more or less than normal for upkeep (normal upkeep cost is Cr250 × Soc per month), though increasing Soc is limited to level A (10), since noble status can't be gained by this method. Such levels of Social Standing need to be granted by Imperial authorities, I would imagine.

Jack of All Trades skill has always been a strange beast in different editions of Traveller. Classic Traveller was fairly obscure about how it should be used, though reading the rules seems to indicate that any level of Jack of All Trades allows the use of any other skill as if it were possessed at level 0, with no additional benefit to higher levels. Other editions of Traveller have allowed levels of Jack of All Trades to offset penalties for lacking skill (GURPS Traveller makes it into an advantage that adds to skills from their defaults, Mongoose Traveller adds to attempts to use skills that aren't possessed by the character, and so on), but MegaTraveller took a different tack. In that edition, it was possible to retry failed tasks that weren't instant (instant tasks are things like combat tasks and whatever that may take some time in an absolute sense, but not any significant amount). A normal failure (a failure by 1) allows a free retry, but an Exceptional Failure (failure by 2 or more) requires a Determination Task check. A failure on that Task increases the difficulty of the Task by one level, while a success allows a retry at the current difficulty. Retries, of course, take the normal amount of time. Jack of All Trades skill allowed the character a number of free retries of Exceptionally Failed Tasks equal to the level of the Jack of All Trades skill. This is "representing the character's resourcefulness", which seems like a really good way of modeling it.

Saturday, May 30, 2015

Ruminating On Gaming Projects

Because the best thing to do when stuff needs
to be done is something else.
Sometimes, you have to sit back and take stock. I've been letting myself run wild and take on a number of gaming projects. I'm not sure if I should continue with all of them, what priority I should put on them, and so on, so it is time to think about that. I'm doing it here because it might help someone else see how another person organizes his thoughts, because someone might mention something that casts this all in a whole new light, and because doing things publicly helps force me to discipline my thinking a little.

First, let me just catalog the projects I have active, or at least semi-active, at this time, not counting actually playing games:
  1. A Top Secret retroclone.
  2. A MegaTraveller retroclone/revision attached to a space operatic setting.
  3. Spectacular Science Stories (aka Rockets & Rayguns).
  4. A Fantasy Wargaming retroclone/update.
  5. A "sixguns & sorcery" setting for GURPS.
  6. Flanaess Sector (for AD&D 1E).
  7. Updating GURPS Voodoo: The Shadow War for GURPS 4E.
  8. Codifying my version of the Trait System.
  9. GURPS Greyhawk.
  10. A magic system for Flashing Blades.
  11. A mashup of Traveller and Flashing Blades.
  12. My ideal roleplaying/adventure game system (mostly in the notes stage). It should be "semi-generic" in that it is intended to cover a number of genres, but all with the same "tone", for lack of a better term.
That, you might notice, is a lot. Several of these projects are stalled for various reasons that I will get to in a moment. Note that some of these have been projects I've undertaken for nearly the whole four-year existence of this blog. If you've been reading this blog for a while, you might notice a couple of projects have been dropped from the "active/semi-active" list, such as the WRG Ancients-based RPG or a couple of attempts at an AD&D setting. The setting, actually, is also an ongoing project, but I'm not counting it here since it is purely for my own private use. I do intend to post about the current state of it at some point. The WRG Ancients RPG served its purpose and has been put to bed. Some of the ideas that came up in it have been incorporated into other projects.

Here's the thing, though. All of those projects kind of get in each other's way. For instance, I frequently find myself working feverishly at one of them for a while, then stepping away to another one, and when coming back to the first one finding out that I want to tear down some of what I'd already done and rework it. That's not really helpful if I ever want to finish any of these, and I do want to do that.

So, the first thing to do is to figure out what is most hampering each project at this point.

  1. I remain uncertain just what direction to take this: should it be updated to the modern world's War on Terror or should it reflect late-'70s/early-'80s Cold War? Each has its merits, and Merle Rasmussen recently presented an adventure for the original game set in the modern day.
  2. Rewriting the rules is a bigger task than I had envisioned at first. Yeah, that's mere whining and I should just get on with it, but the core of the game, the Task System, is turning out to be difficult enough to get the same sense in new language that I wonder if I really understand it. On top of that, I've been considering if I want to continue this way or approach the idea from another direction. That is, is MegaTraveller really what I want, or is there another, less drastic revision of classic Traveller that would be better?
  3. Writing a D&D-based SF game is more difficult than some might think, unless you're just re-skinning the D&D rules with SF chrome, which I'm not. Plus, White Star kind of did a number on my head for a while, since it explicitly took Swords & Wizardry: White Box and made it SF, which is sort of the remit of Spectacular Science Stories. Still, I'm plugging away at this one pretty solidly.
  4. I keep finding myself torn between the desire to present a more-or-less straight retroclone and the desire to update the game considerably. Reining in the latter tendency is exhausting. On the other hand, there were clearly some mistakes made in the original that need correcting.
  5. I'm having a sort of crisis of faith with GURPS. It was my go-to, indeed nearly only, RPG for a decade. As I have been examining what I like about RPGs, though, it turns out that GURPS fails at many of those things. Trying to make a random character generation system for it was sobering. I remain convinced that such a random character system for it is possible and desirable, but it seems like too much work when not being paid to write it. I still have much affection for GURPS, but I have things to work through in regard to it.
  6. Many of the same issues present with 3. are also problems here.
  7. See 5.
  8. While I still love the Trait System, I'm not sure that it fills my own needs anymore. It's kinda being superceded* by 12.
  9. See 5.
  10. Actually, nothing. I just haven't gotten back to it in a few weeks.
  11. It's a crazy idea. It's actually more just a "hack" of Flashing Blades as a space opera, but since Traveller is definitive for that sort of thing in my head that's how I conceived it. Mostly, I haven't yet really convinced myself that it's a good idea, so I haven't done much work on it.
  12. Work on this will be slow. I'm sort of thinking of it as "Hârnmaster, GURPS, Flashing Blades, Pendragon, RuneQuest, and classic Traveller have a mutant baby". At this point, I'm just writing down notes when I think of something related to it. I want it to have the detail options of GURPS, the breezy character creation of Flashing Blades, the integrated social systems of that game, the personality approach of Pendragon, and the gritty realism of Hârnmaster, RuneQuest, and Traveller. Or something like that. A lot of it is still very much in flux. This is my very own Heartbreaker. Maybe I should call it MOHb (for "My Own Heartbreaker").
I haven't even touched on the half-baked ideas I've had on which I haven't done any significant work. An adventure game that uses the Car Wars pedestrian combat and character rules (yes, yes, Autoduel Champions, Car Wars Tanks, and the Ob-Racing article) as its basis, probably scaled up 4x, so that 1/4" in Car Wars is a 1" square in the adventure game. An edition of Traveller that hits a spot somewhere between the Classic and Mega- editions (probably as a supplement to the Classic edition, since The Traveller Book is back in print). An entirely new Pulp Solar System setting, with my own versions of ancient Mars and swampy Venus (and the other planets). Returning to the WRG Ancients-based adventure game in a more serious fashion. My own attempt at GURPS Warhammer 40,000.

So, how do I prioritize these? I'm thinking that Spectacular Science Stories is my most important project right now, so that should be what I work on until it is finished, with the only intruding project being MOHb. After that, I'll pick whichever one is the most interesting to me at that moment (probably not Flanaess Sector, though, because that would be just too much SF all in a row) and work on it until I'm finished with that one, and so on. One project at a time might just be the best way to go.

What do you think?

*Some people say that this is an incorrect spelling of "superseded". Those people are wrong.

Wednesday, October 29, 2014

[Log of the Faerie Queene] 302-1105

Amanda Zhao's log, 302-1105

It's been several days since I have logged an entry. That is because things have gone particularly smoothly (once the appropriate paperwork was filled out; thankfully, Qlotl proved her worth once again in assisting with that). We have lifted and are about to enter Jumpspace as I write this. Our hold is full of freight, our passenger staterooms and low berths are fully occupied, and the ship's bank vault has been stocked with the requisite amount of Imperial Credit notes. It feels good not to be nearly on the edge of poverty again, although I still need to make crew salaries and ship fuel costs.

Now for a relaxing week reading.

Saturday, October 25, 2014

[From the Log of the Free Trader Faerie Queene] 298-1105

Amanda Zhao's Log, 298-1105

I started negotiating with a broker for some starship software, but he was fairly intractable so I broke it off and left. Went to listen to the goings-on and ended up talking with a local policeman. Well, that is to say that I got stopped and my papers checked. I didn't realize that they were allowed on this side of the XT line, but apparently there was some sort of "hot pursuit" thing or whatever. I wasn't able to help them, but I think that it probably involved the commotion that occurred several berths down. Word is that someone was trying to smuggle Slow drug. Could be worse, I suppose.

Qlotl tells me that she has already found plenty of potential passengers, but she's trying to locate two more wanting to take High Passage. Still, at the moment she has found four High Passengers and enough Middle Passengers that if anyone bows out we're still going to fill our six beds. Zauer is pretty sure that he's got enough Low Passengers to fill our eight freezers. I may decide to lift early, since things are going so well. I wouldn't want to outstay our welcome here, and it's not like we need to wait on any shipments. Perhaps tomorrow or the next day. I will talk with Qlotl and Zauer to see if there would be any problems with that.

Friday, October 24, 2014

[From the Log of the Free Trader Faerie Queene] 297-1105

Amanda Zhao's Log, 297-1105

This new Steward is pretty efficient. She's already found two excellent candidates for Engineer and Ship's Medic, and I have hired them both. The Engineer is a kid, fresh out of the Scouts, named Malissa. She's bright enough and a happy girl, though a little out of shape. The Medic is a Marine veteran, a Vilani named Simar, who has apparently seen his share of action. He's a little melancholy, but he's proven himself. His resume says that he was beginning Medical School at University when he enlisted as an officer. He made it to 1st Lieutenant, apparently, and he's been decorated for his service. Qlotl says that she'll keep an eye out for possible Gunners while she is drumming up passenger trade. Zauer is out looking for people who are desperate enough to ride reefer.

As for me, I signed on for freight at the Starport exchange the other day. I checked in and found that we've been offered lots that make a total of 82 tons exactly, so I'm not going to bother looking for cargo this trip. Better to take the sure thing than hope to re-sell something at a profit, at least while I'm operating on such a shoestring. When I can get enough to put myself ahead a bit, I'll try speculating some. In any case, we're going to lift in 4 days, to give Qlotl and Zauer time to find passengers. Those should put me ahead enough to have some buffer in the bank account. I really hope that we can lift with all beds full.

On a personal note, I have to say that I am really happy that Qlotl doesn't go around wearing Zho clothing. Without that, she looks like a somewhat exotic, but still friendly, human. It makes me more comfortable to see her that way. She has nice hair. Zauer says that she smells friendly enough, too, so I hope that I'm right to trust her. Malissa and Simar seem like they'll be good additions, too.

Zauer tells me that he had a run-in with the local constables today. Regina is like that, though, so it's probably nothing. All they did was stop and question him, so it's not like it was a real problem. Regina is pretty intrusive, and I can't wait to get into space. All this filling out forms to do anything, requirements for paper trails to buy toilet tissue, laws about every damned thing is claustrophobic. But it's nice to have access to some of the amenities here. The weather control they use keeps things really pleasant nearly all the time. They generally keep the rain to the nighttime, when most of the population is asleep. Their entertainment is good, too. Plus, knowing that it is really unlikely that anyone on the outside of the XT line is going to be armed makes walking around a certain kind of joy. I still find myself watching my back, but knowing that there are going to be constables around to keep attackers away takes a lot of the pressure off. You know, until I get stopped by those constables, which is just a terrifying experience without a gun in my belt. The way that they treat you, like you aren't really a person, like you are an object to be processed, is an experience I don't really recommend in itself, but I guess it goes with the territory. Still, I tend to stay in the port most of the time. There may be more guns here, but there aren't so many people sticking their nose into why you're walking around either.

Speaking of the port, there's a good nightclub here, usually with live music, loud and fast, the kind of stuff that Tramps like these days. The music is not really my thing, but the atmosphere is good and everyone has a good time there, and that is my thing. I'm planning to go again tonight.

Thursday, October 23, 2014

[From the Log of the Free Trader Faerie Queene] 296-1105

Amanda Zhao's Log, 296-1105

I am not sanguine about staying here for long. Expenses will pile up, and before you know it we'll be deeper in debt than we already are. My good friend Zauer tells me that he has located a woman who can help us find a new crew, and she'll make a good Steward as well. If she's as good as he says, we should be able to get an Engineer and Medic quickly and be on our way. I'm meeting with her later today. I'm already resolved on hiring Zauer on. I'll call him a "handyman" or something. Since he's been a Corsair up in the Extents before coming down here to Regina, he's an excellent troubleshooter.

Supplemental: Met with Zauer's Steward. She's a Zho, which creeps me right the fuck out. It's like she's looking into my brain every time she glances at me. Her name is Qlotleqiepr, which I thought meant that she's some kind of Zho Noble, but she says that she isn't, and just wants to be called Qlotl. She says that she was never in the military, that she was just a low-level bureaucrat, and that she came to the Imperium to find a missing relative. I don't know if I believe her about all that, but she seems like she has skills that we need, so I've retained her. She says that she'll get right on the search for a Medic and Engineer. I just hope that she can find some useful candidates in the next five days, or we're going to be looking at taking out a loan just to get off this rock, not even considering the mortgage is due too soon. While she's doing that, I'm going to start looking into some paying cargo and passengers, and maybe pick up something on spec. Zauer says he'll advance me if necessary. I'll get started on that tomorrow. I think that we're going to head to Jenghe, unless someone with a lot of money wants to go somewhere else. I think that my ultimate goal will be to get to District 268, to check out places to retire someday. Tarsus sounds nice, but I'd like to see for myself.

Additional: Zauer reminds me that we may have to find a Gunner somewhere, maybe two. It's a dangerous universe out there.

Real-Time Traveller

This banner borrowed from this campaign website.
I'll take it down if there is an objection.
All that talk about Traveller got me to thinking. And what I am thinking is that I will run a "real-time" Traveller game for myself, supplementing or (more likely, considering how unenthusiastically I've been pursuing it) replacing the GURPS Fantasy West game I've been doing. The idea came from an article in issue 13 of the Journal of the Travellers' Aid Society. I'll use the MegaTraveller rules, but set starting in 1105 and using the Alien Modules as necessary (and not necessarily bound by the OTU metaplot or background details wherever I feel like I want it to be different; this is MTU). The idea of real-time Traveller is to run one day in the game world for every one day in the real world. That does mean that time spent in Jumpspace takes a long time in the real world with nothing happening. That is pretty much the point. It is intended as an experiment in immersion and spreading the game out so that it doesn't take up too much time each day. I may post this game here, as a series of posts done as a daily log, or maybe sometimes logs for other crew as well. I'll probably make at least occasional use of Mythic Game Master Emulator to help out.

The starting date will be whatever the specific day is on the day I begin it (today, 23 October, is 296) of the year 1105, and the party will be the permanent crew of the Free Trader Faerie Queene, owned by Amanda Zhao, a former Merchant Captain, who has 30 years of mortgage payments left on it. The ship is located on the Spinward Main, that long chain of worlds in the Spinward Marches which can be reached using a Jump-1 starship, like the Faerie Queene. Amanda is the Captain/Pilot/Navigator for the ship, and she has hired on Malissa as Engineer, Qlotl as Steward, Simar as Ship's Medic, and Zauer as "Handyman", leaving the ship with 5 passenger staterooms. I didn't save their career paths, which is a mistake that I can't fix now, but their starting characteristics, rolled up using a software character generator, are as follows (and yes, I did have to roll up quite a few characters who either died or were not suitable for the game I had in mind; happily, I was able to do that fairly quickly with the aid of the character generator and MegaTraveller's special character generation rules that make things go a little more smoothly):

Amanda Zhao

Human (Imperial) F Age 46 (apparent age 38)
BC7BB7

Homeworld B/med size/exotic atmo/wet hyd/hi pop/mod law/hi stellar

Merchant - Subsector-wide line - Deck office
Rank: O5 Captain

Skills: Grav Vehicle - 0, Handgun - 0, Vacc Suit - 0, Admin - 1, Brawling - 1, Bribery - 2, Carousing - 2, Computer - 1, Jack-o-T - 2, Leadership - 1, Legal - 1, Liaison - 1, Navigation - 2, Pilot - 4, Ships Boat - 1, Small Blade - 1, SMG - 1, Trader - 1

Cr 10,000
Free Trader (30 yrs left) "Faerie Queene"

---

Zaorrfaeoks "Zauer"

Vargr M Age 34
76BC3C

Homeworld B/small size/vacuum/wet hyd/mod pop/mod law/avg stellar

Corsair
Rank: 06 Leader

Skills: Computer - 0, Grav Vehicle - 0, Laser Weapons - 0, Handgun - 1, Infighting - 1, Jack-o-T - 1, Leadership - 1, Long Blade - 1, Pilot - 1, Scrounge - 1, Ship Tactics - 1, Stealth - 1, Streetwise - 1, Tactics - 3, Vacc Suit - 1, Zero G Combat - 1

Cr 61,000
Weapon x3

---

Qlotleqiepr "Qlotl"

Zhodani F Age 34 (apparent age 30)
767ABA

Homeworld C/small size/standard atmo/dry hyd/hi pop/mod law/hi stellar

Bureaucrat
Rank: O4 Manager

Psionic Games - Won Clairvoyance, lost Telekinesis, did not win Games

Skills: Psi - 11, Clairvoyance - 11, Telekinesis - 11, Computer - 0, Handgun - 0, Admin - 2, Broker - 1, Grav Vehicle - 2, Interrogation - 1, Interview - 1, Psychology - 3, Steward - 1

Cr 10,000
Mid Psg x2

---

Malissa Skyskimmer

Human (Imperial) F Age 22
862627

Homeworld A/large size/dense atmo/wet hyd/mod pop/low law/avg stellar

Scout - Field Survey Office
Rank: E1 Recruit

Skills: Computer - 0, Grav Vehicle - 0, SMG - 0, Engineering - 1, Handgun - 1, Pilot - 1, Vacc Suit - 1

Cr 50,000

---

Simarushre "Simar" Shigiriiman

Vilani M (mostly non-Vilani ancestry) Age 30
94B6B7

Graduated University NOTC (Medical)

Homeworld C/large size/dense atmo/wet hyd/mod pop/hi law/avg stellar

Marine - Infantry branch - medic
Rank: O2 1st Lieutenant
Awards: MCUF, Command Cluster x2, Combat Ribbon x3

Skills: Computer - 0, Vacc Suit - 0, Combat Engineer - 1, Electronics - 1, Grav Vehicle - 1, Handgun - 1, Long Blade - 1, Medical - 1, Tactics - 1, Tracked Vehicle - 1

Cr 5000

---

I have three house rules to begin with: the first is that Jack-of-all-Trades skill, in addition to the benefits it provides in MegaTraveller normally, also adds 1 for every 2 full levels of Jack-of-all-Trades skill possessed to any task that has been increased in difficulty due to lack of skill (for every 2 full points over 8, it will add 1 to skilled tasks as well, but that level of skill is very unlikely, to put it mildly); the second is that surprise rolls are rolled as Routine tasks, and surprise occurs on exceptional success or failure, benefiting the appropriate side; thirdly, no roll can take more points from the Tactics pool than the highest Tactics or Leadership skill available, and no one can take points from the pool who is not in communication. I know what I mean by that last, and don't want to write it up in detail right now, but basically it just means that communication is necessary to use other people's Tactics points for benefit. If not in communication, use your own Tactics or do without.

Edit to add: There's a fourth house rule I am going to use, which is to use the Mongoose Traveller characteristic modifiers instead of MegaTraveller's characteristic/5 method.

---

One thing I noticed after I generated the characters was how much the party resembled a cross between Star Wars and Firefly/Serenity. That makes me happy, because those are probably my favorite SF properties. Edit to add: Outside of Dune, that is.