Bouncing ideas around... Alex Goodwin (02 Jul 2022 19:44 UTC)
Re: [TML] Bouncing ideas around... Evyn MacDude (02 Jul 2022 20:00 UTC)
Re: [TML] Bouncing ideas around... Phil Pugliese (02 Jul 2022 20:15 UTC)
Re: [TML] Bouncing ideas around... Rupert Boleyn (02 Jul 2022 21:11 UTC)
Re: [TML] Bouncing ideas around... Greg Nokes (02 Jul 2022 23:10 UTC)
Re: [TML] Bouncing ideas around... Alex Goodwin (05 Jul 2022 10:29 UTC)
Re: [TML] Bouncing ideas around... Rupert Boleyn (05 Jul 2022 12:25 UTC)
Re: [TML] Bouncing ideas around... kaladorn@xxxxxx (09 Jul 2022 07:50 UTC)
Re: [TML] Bouncing ideas around... Phil Pugliese (09 Jul 2022 16:26 UTC)
Re: [TML] Bouncing ideas around... kaladorn@xxxxxx (09 Jul 2022 23:07 UTC)
Re: [TML] Bouncing ideas around... Phil Pugliese (09 Jul 2022 23:22 UTC)
Re: [TML] Bouncing ideas around... kaladorn@xxxxxx (10 Jul 2022 04:52 UTC)
Re: [TML] Bouncing ideas around... Mark Urbin (10 Jul 2022 13:46 UTC)
Re: [TML] Bouncing ideas around... Bruce Johnson (13 Jul 2022 00:00 UTC)
Re: [TML] Bouncing ideas around... Phil Pugliese (13 Jul 2022 00:43 UTC)
Re: [TML] Bouncing ideas around... Thomas RUX (13 Jul 2022 03:26 UTC)
Re: [TML] Bouncing ideas around... kaladorn@xxxxxx (19 Jul 2022 19:30 UTC)
Re: [TML] Bouncing ideas around... Phil Pugliese (10 Jul 2022 14:04 UTC)
Re: [TML] Bouncing ideas around... kaladorn@xxxxxx (10 Jul 2022 15:57 UTC)
Re: [TML] Bouncing ideas around... kaladorn@xxxxxx (10 Jul 2022 15:58 UTC)
Re: [TML] Bouncing ideas around... Harold Hale (03 Jul 2022 05:16 UTC)

Re: [TML] Bouncing ideas around... Greg Nokes 02 Jul 2022 23:10 UTC

Yeah, I’m dealing with the same for a game that I’m running.

Currently using MT2, and not a fan (even with the 2020 update). Ship to ship just feels off, as does personal combat.

I’m a long time GURPS person, so I’m probably going to just build characters by hand that are “close” to the MT2 characters.

Sent from my iPhone

> On Jul 2, 2022, at 2:12 PM, Rupert Boleyn - rupert.boleyn at gmail.com <xxxxxx@simplelists.com> wrote:
>
> 
>
>> On 03Jul2022 0744, Alex Goodwin - alex.goodwin at multitel.com.au (via tml list) wrote:
>> Evening all,
>>
>> After Parental Advisory died in an in-game fireball nearly six months ago now, I'm starting to get an itch to run Traveller again.
>>
>> I've got a few ideas, and figured would ask the Learned Members (yes, Collision, that means you as well) for feedback and advice.
>>
>>
>> As for mechanics:
>>
>> MGT2 - mechanics creaked way too much - I found the sensor and economic rules, for starters, ultimately nonsensical.  About all I found worth salvaging was the lifepath (NOT the aging).
>>
>> MGT1 - not no.  HELL NO.
>>
>> T5 - I really, _really_ wanted to like this edition.  I liked the dice roll mechanics - being able to simultaneously critically succeed and critically fail on the same roll would be side splitting with my mob.  I found the skill system confusing, lifepath both confusing and too detailed (FreeTrav, STOP THAT SNIGGERING), and the less said about psionics in T5, the better.
>>
>> CT/MT/ - Don't know much about it.  Now there are alternatives, I suspect ironman chargen is something that sounds nice, but will really cheese off players with bad dice karma (such as Herr Sweep's Wheatonic level thereof).
> Only the original 1977 printing of CT had 'failed survival equals death'. The rest it just terminates chargen and means you got no benefits from that term.
>
> Under no circumstances would I use the more detailed chargen systems in the various CT books or in MT's player book. They give characters that are insanely more skilled than the normal system does.
>
> MegaTraveller has a lot of errata, unfortunately. However, it has (IMO) the best of the CT-style chargen and skill systems, and I like the task system quite a bit. Unless you're heavily into detailed spaceship design, rather than use the MT rules I'd use CT's *Book 5: High Guard*.
>
> I'm not sure that either CT's or MT's economics would fare any better under close scrutiny than MgT's did. MT's *World Builder's Handbook* has a fair bit on surveying systems and worlds. Unfortunately it's generally unavailable, being a DGP publication and not part of the material FFE has for sale.
>
>>
>> TNE/T4/T20 - Don't know much about it.
> I love TNE, but it's a very different system. Chargen still uses terms, etc., but they give far more control to the player. Spaceships require fuel to manoeuvre in normal space as well as to jump, which has the possibly unfortunate effect that most ships carry enough fuel for several jumps between refuellings if they're careful about their normal space fuel consumption. If they're not, well... oooops.
>
> TNE's *World Tamer's Handbook* also has stuff on system and world surveying (and is available for online purchase), but doesn't discuss out-of-system long range survey at all, and has a focus on planetary surveying with an eye to colonisation.
>>
>> GT/GT:ISW, through its parent systems, scratch my itches for consistency, character development, etc.  However, one thing notably lacking which powered _a lot_ of Parental Advisory was a lifepath.
> It's the thing I miss most when using GURPS to do Traveller.
>>
>> Best idea I have to fix that is to knock off MGT2's lifepath, and beat the stuffing out of the character conversion notes in GT: 2e.  However, concerns about point balance still have currency.
>>
>> Referring to Parental Advisory, it would be sheerest folly to expect the raw recruit, Rhett Shird (age 26, blamed for causing IW2) to work out to the same point value as Badass Badass-Moustache or Old Joe (both psykers, Joe in his 70s, Badass-Moustache (I think) in his mid 60s).
> Well, their objective power in MgT, CT, etc. would be wildly different as well. In play differing point values in GURPS don't matter that much as long as everyone has some skill or talent they can bring that's useful to the party - assuming that the players don't care about it. Note that learning new skills is fairly easy in GURPS, and stats influence skill level very strongly, and there's no built-in niche protection to stop a high-IQ engineer quickly also becoming the best at science, sensor ops, piloting, etc., so you need to be aware of this and have players that are in board with not trampling too hard on other PC's niches, especially if some of the characters are young and have limited skills - they need to be able to be the go-to guy in their niche or players will rapidly start wondering why that guy is even on the crew.
>
>>
>> Learned Members, thoughts?
>>
>>
>> If MGT2 was any indication, untrained psi abilities weaken with age.  G3 handled this straight up with explicit power levels for
>>
>> each ability which can fade with age.  G4, not so much.
>>
>> For example, out of G4: Psionic Powers, the Life Extension ability.  Level 1 allows the character to attempt a yearly skill roll to retard their own aging.  Levels 2 and up (as written) allow the character to affect (level - 1) _other_ people - which slams headlong into the in-setting restriction of self-healers being unable to affect anyone else.
>>
>> Same book, Emotion Sense (aka telempathy - the added m is deliberate) - level 1 requires skin contact, level 2 is penalised by _normal_ range penalties (additional -6 per 10x range), level 3 is penalised by  _long-distance_ range penalties (additional -2 per 10x range), and level 4 points and laughs at range.
>>
>> Third example, out of the same book, Cyberpsi (directly interfacing with a computer). Level 1 requires touching the box or a network cable plugged into it, level 2 is penalised at -1 per yard of distance, level 3 uses normal range penalties, and level 4 uses long-distance range penalties.
>>
>> Each separate ability has an eponymous skill driving it - simply penalising those skills across board by some time-related figure (like -1 per term of adulthood before psi training) seems like too much of a kludge.
>>
>> Should I simply follow GT:ISW's lead - doesn't seem to give three fifths of one half of sod all about untrained psi powers fading. Or, as Einstein's Theory of Negativity put it, "SOD IT!".
>>
>> Again, Learned Members, thoughts?
> The G4 psionics books weren't written for Traveller, so they'll need some hammering/evisceration to fit. If you want age-weakening, one way would be to rule that the later in life the character is when they get training, to lower the cap on levels (or points) that can be put into a power is. I'd leave psi skills uncapped by age, so an old character might be limited in raw power, but with sufficient effort they can be just as effective within that power limit as anyone else.
>
> --
> Rupert Boleyn <xxxxxx@gmail.com>
>
> -----
> The Traveller Mailing List
> Archives at http://archives.simplelists.com/tml
> Report problems to xxxxxx@simplelists.com
> To unsubscribe from this list please go to https://www.simplelists.com/confirm/?u=g8EYmpjfNu22Uwq2slNgbtlSYHMIUXYZ