Supplement Four
SOC-14 5K
I've often considered creating Book 9 or Supplement 14. I'd make this look exactly like the orignal LBBs, cover, typeface, and all. Then I'd put it up on the net in pdf format for as a fan book for anyone to download and use in their games.
In this book, I'd devote a long chapter to GM creation of task throws. I wouldn't suggest a system like Rule 68A or a specific task system. But, what I would do is discuss some of the stuff that we've been discussing here: the value of a CT skill level and such. I'd endeavor to give the CT GM tools to use when (and help his thinking) creating task throws in his game. I'd use examples out of the LBB's and show the pros and cons of each type of throw.
The best advice on creating throws that I've seen published for CT is MWM's advice in the Traveller Adventure. I might even include what Marc says there (if he would permit me).
I believe that CT GMs would greatly benefit from this type of discussion (because I see so many bring in tropes from other Traveller versions which don't quite fit with CT's methodology).
Another section of the book would discuss Classic Traveller sensors. CT seems to take the view that it's damned near impossible to hide in space. You need a massive body, or something that inteferes with Sensors in order to hide. But, this has never really been spelled out in the game. I think a chapter discussing this would be welcome.
A chapter I would devote to customization. For example, take the Marines career and change a few skill options, customizing the career for a particular planet or TL (or campaign). Or, with equipment. Not all rifles are exactly the same--discuss changing using the base rifle stats, then tweaking them a bit, to produce various types of rifles, each with its own pros and cons.
I think a section on Cascade, Default, and Combination skills should be included, too. Maybe include an optional rule for logical skill use: Shouldn't a person who is skill with a revolver also be skilled with an autopistol? And, discuss the difference between individual weapon skills, the Pistol skill, and the Handgun skill.
You get the idea of what I envision for this book. Maybe one day I'll get around to writing it.
I'd need a cool, Traveller-ish title, though. To date, I haven't found anything that fits the bill. I've always liked how GDW named thier Traveller books and games: Striker, Mercenary, Azhanti High Lightning, Merchant Prince.
I need a name like that for this book. Book 9 - Ship's Locker just doesn't seem to work. That sounds more like an equipment book. The title should be Traveller-ish cool but also speak to the grab-bag rule discussion contained in the book.
If you have any ideas, then let me know.
In this book, I'd devote a long chapter to GM creation of task throws. I wouldn't suggest a system like Rule 68A or a specific task system. But, what I would do is discuss some of the stuff that we've been discussing here: the value of a CT skill level and such. I'd endeavor to give the CT GM tools to use when (and help his thinking) creating task throws in his game. I'd use examples out of the LBB's and show the pros and cons of each type of throw.
The best advice on creating throws that I've seen published for CT is MWM's advice in the Traveller Adventure. I might even include what Marc says there (if he would permit me).
I believe that CT GMs would greatly benefit from this type of discussion (because I see so many bring in tropes from other Traveller versions which don't quite fit with CT's methodology).
Another section of the book would discuss Classic Traveller sensors. CT seems to take the view that it's damned near impossible to hide in space. You need a massive body, or something that inteferes with Sensors in order to hide. But, this has never really been spelled out in the game. I think a chapter discussing this would be welcome.
A chapter I would devote to customization. For example, take the Marines career and change a few skill options, customizing the career for a particular planet or TL (or campaign). Or, with equipment. Not all rifles are exactly the same--discuss changing using the base rifle stats, then tweaking them a bit, to produce various types of rifles, each with its own pros and cons.
I think a section on Cascade, Default, and Combination skills should be included, too. Maybe include an optional rule for logical skill use: Shouldn't a person who is skill with a revolver also be skilled with an autopistol? And, discuss the difference between individual weapon skills, the Pistol skill, and the Handgun skill.
You get the idea of what I envision for this book. Maybe one day I'll get around to writing it.
I'd need a cool, Traveller-ish title, though. To date, I haven't found anything that fits the bill. I've always liked how GDW named thier Traveller books and games: Striker, Mercenary, Azhanti High Lightning, Merchant Prince.
I need a name like that for this book. Book 9 - Ship's Locker just doesn't seem to work. That sounds more like an equipment book. The title should be Traveller-ish cool but also speak to the grab-bag rule discussion contained in the book.
If you have any ideas, then let me know.