I just wanted to say I've really enjoyed this thread.
The main point I'm taking away was brought up in several post, but summed up in one of Welsh's posts:
In the age of sail, pirates often boarded their victims without a fight, and I think this is likely in Traveller for non-player ships. The convention was that no one would be killed if the victim gave up without a fight, but if you fought back, everyone would be murdered. So crews, being poorly paid and having no stake in the ship or her cargo, were disinclined to fight back. Don't see that changing in Traveller, except with PC crews.
Since my focus is Classic
Travellerplay, which really means Players making decisions for their Player Characters, this is perfect for my needs, since it offers of plenty of Opportunities and Threats for the Players to sort through.
When facing pirates, the Player Characters, if in charge of the ship, need to make choices about how they want to handle the situation. They can surrender and be boarded. Or they can fight. Either will entail risks and dangers. How heavily are they invested in the ship? Can they risk damage? Do they think they can manage a victory? All these things are RPG Session Adventure Grease.
And if they they are the pirates and they need something from another ship, do they risk piracy? Do they think they can win? Are the bluffing the other ship? What happens of the other ship calls their bluff? And so on. Again, perfect material to use during RPG sessions.
Ships tend not to be blown to smithereens in Classic
Traveller ship combat. But lots of damage, sometimes crippling, can be inflicted. So the question becomes, "How much are we willing to gamble here?" That seems like a very Classic
Traveller question.
The other quote that is vital is this one from Enoki:
A better question is "What is the purpose of boarding?" I'd say the main one is that the ship itself is valuable enough to want to capture it rather than destroy it. If it weren't, then why board? Just turn it into so much wreckage and leave the survivors to die in the cold of space.
Certainly, we've seen that cargo is rarely worth the risk involved in taking a ship. By itself it is almost an irrelevancy. That means you want the ship and that means taking it relatively intact. That alone argues for boarding.
I would offer that this question is vital for RPG play.
Who is doing the pirating? Why? What do they need? Perhaps the cargo
is that vital to the people who need that specific cargo? Maybe it is the ship. Perhaps they are looking for a passenger? If it is the ship the pirates want, are the PCs willing to part with it? Are they looking for ransom (for passengers? for the ship? the cargo?)
Who are these people? How desperate are they? What have they done with their lives that they have become pirates? What bridges have they burned? What are their temperaments? What might not seem a very big haul for those still part of society might be a small treasure for those scratching out a living in a remote corner of space, far from society and civilization, exiled by either the law or their desire to live apart from the rule of law.
What are their tactics? Well, what resources do they have? Are they on their own? Backed by a noble house? A planetary government? Are they on their last legs or commanding several ships? Are they willing to die for one more success? Or will they only attack when they think they have overwhelming odds?
Much of this depends the Referee's setting, of course, and I make no assumptions about such things. (
Traveller can handle countless kinds of settings.)
But, more importantly, I'm making no assumption that there is a uniform method for piracy or boarding actions. Different people with different agendas, different resources, and different assumptions about life, wealth, and risk will all handle such circumstances in different ways. In RPG play especially, this is the juice, as it provides countless opportunities for variety. What worked to board a ship once (or repel a boarding once) might not work again given a different set of antagonists.
For the Players especially this means more problems solving, choices, on the fly decisions about tactics and strategy. (Surrendering the ship now might mean a chance to get it back later, and so on.) Encountering adversaries of difficult cultures, different temperaments, different resources and strategies means lots of opportunities for surprise, victory, loss, vengeance, strokes of luck, brilliant ideas, and so on.
So, again, thanks for this thread. You all have clarified some things for me and made me even more excited about getting to ship-to-ship conflicts in
Traveller.