creativehum
SOC-14 1K
This is all interesting and sort of making my head spin (in a pleasant way?) as ideas are popping all over.
This caught my eye in particular:
I have this rule: Don't roll dice for something when there's an outcome you don't like. So... If I was playing with the starship as a conveyance and it was only there to move the PCs around, I don't think I'd have a combat. Ever. I mean, I suppose I could fudge the dice. But I don't fudge dice.
More to the point at hand, this:
I see your point about the world building washing away. But to your question...
Well, maybe?
When I think of the Classic Traveller rules, I think of the combat section in Book 1, yes. And the ship combat in Book 2 (but per the points above we'll leave them aside for a moment).
But there are also the Encounter rules in Classic Traveller. NPC encounters, animal encounters, legal encounters, patron encounters, rumor encounters -- and the starship encounters, which, again, we're taking off the table for a moment.
All those random encounter rules imply a game play in which "the adventure" could be derailed at any time. It would almost suggest that Classic Traveller wasn't designed for "adventures" as we tend to use the term in RPG products today. In fact, if we look at Adventure 1: The Kinunir, we find that the table of contents lists four "Situations."
I would suggest that this kind of structure -- "situations" not "adventures" -- makes a heck of a lot more sense for the Classic Traveller rules than some sorted plotted adventure.
With situation based design the PCs have opportunities and obstacles before them and they are free to pursue any paths of progress they wish. And any sorts of obstacles might arrive -- many of them random. New pursuits or threats greater than or more interesting than what was on the table before them might grab the interests of the PCs and send them in directions that would have been completely unexpected in last week's session. Many of the early Classic Traveller adventures were written with this sensibility in mind.
Of course, for one shots or convention games or per an agreement of everyone involved it is easy enough to jettison the random encounter rules --- especially if one is using an "adventure" in the contemporary sense of the word. I'm currently prepping BITS Spacedogs for a local con and it would be foolish to bring all the Classic Traveller rules to bear on a four game slot when there's so much to cram in. But that's the point -- we're leaving rules out on purpose. Because to keep them produces a starkly different kind of play.
The fact that the Traveller line added and continues to experiment with all sorts of "suggests" or "scenes" or any other kind of delimited adventure structure only suggests the difference between what was expected in play between early CT play and later editions. And all those random encounter tables are part of that.
So, here is one way in which looking at the Classic Traveller rules as written would probably produce a very different kind of "adventure" structure for anyone to use when the material was written for a different edition of the game.
Beyond this, there is the issue of the animal encounter tables (which are elaborate and deep and depending different sorts of terrain presumed on given worlds).
Then there is the matter of armor and weapons, which is a simple selection in Books 1 and 3, is expanded in Book 4, and then rockets into lots and lots of options in further editions of the game. Anyone who was used to one version might be confused why the options of armaments were so limited, and vice versa.
Finally, I return to the point I made earlier about skills: In Classic Traveller the skill list is limited and will not be able to solve all problems. It is assumed that the PCs will not be able to do certain things or solve be able to make a roll to keep pushing forward. This is in contrast, say with Mongoose Traveller, which actually lists the skills the PCs will need to have in the Patron Encounters.
In Classic Traveller, however, a lack of skill (or a failure of a skill) is not a dead end. It is assumed the PCs will come up with some new path (often not involving a skill roll at all) to bring themselves closer to their goals. They will narrate details to the Referee, the Referee will respond with adjurations of results or make rolls on the spot based on odds he determines right then and there. This is a model of play that is markedly different from other sorts of play where the goal is to bring the challenges to the skills of the PCs (or bring the skills of the PCs to the challenges).
My point is that I believe there are plenty of ways, some subtle, some obvious, in which the rules of Classic Traveller will permeate a great deal of play, and especially the play style, and the design of "adventure" (or "situations") and environments and so forth will be affected by those differences.
This caught my eye in particular:
But for others, the starship itself is really a conveyance. A mechanic to get them to the other world, and the ref may well scare the players, but won't let the ship fail and jeopardize the adventure.
I have this rule: Don't roll dice for something when there's an outcome you don't like. So... If I was playing with the starship as a conveyance and it was only there to move the PCs around, I don't think I'd have a combat. Ever. I mean, I suppose I could fudge the dice. But I don't fudge dice.
More to the point at hand, this:
If you're going to toss away the 3I, are the actual Traveller mechanics that important to your adventure?
I see your point about the world building washing away. But to your question...
Well, maybe?
When I think of the Classic Traveller rules, I think of the combat section in Book 1, yes. And the ship combat in Book 2 (but per the points above we'll leave them aside for a moment).
But there are also the Encounter rules in Classic Traveller. NPC encounters, animal encounters, legal encounters, patron encounters, rumor encounters -- and the starship encounters, which, again, we're taking off the table for a moment.
All those random encounter rules imply a game play in which "the adventure" could be derailed at any time. It would almost suggest that Classic Traveller wasn't designed for "adventures" as we tend to use the term in RPG products today. In fact, if we look at Adventure 1: The Kinunir, we find that the table of contents lists four "Situations."
I would suggest that this kind of structure -- "situations" not "adventures" -- makes a heck of a lot more sense for the Classic Traveller rules than some sorted plotted adventure.
With situation based design the PCs have opportunities and obstacles before them and they are free to pursue any paths of progress they wish. And any sorts of obstacles might arrive -- many of them random. New pursuits or threats greater than or more interesting than what was on the table before them might grab the interests of the PCs and send them in directions that would have been completely unexpected in last week's session. Many of the early Classic Traveller adventures were written with this sensibility in mind.
Of course, for one shots or convention games or per an agreement of everyone involved it is easy enough to jettison the random encounter rules --- especially if one is using an "adventure" in the contemporary sense of the word. I'm currently prepping BITS Spacedogs for a local con and it would be foolish to bring all the Classic Traveller rules to bear on a four game slot when there's so much to cram in. But that's the point -- we're leaving rules out on purpose. Because to keep them produces a starkly different kind of play.
The fact that the Traveller line added and continues to experiment with all sorts of "suggests" or "scenes" or any other kind of delimited adventure structure only suggests the difference between what was expected in play between early CT play and later editions. And all those random encounter tables are part of that.
So, here is one way in which looking at the Classic Traveller rules as written would probably produce a very different kind of "adventure" structure for anyone to use when the material was written for a different edition of the game.
Beyond this, there is the issue of the animal encounter tables (which are elaborate and deep and depending different sorts of terrain presumed on given worlds).
Then there is the matter of armor and weapons, which is a simple selection in Books 1 and 3, is expanded in Book 4, and then rockets into lots and lots of options in further editions of the game. Anyone who was used to one version might be confused why the options of armaments were so limited, and vice versa.
Finally, I return to the point I made earlier about skills: In Classic Traveller the skill list is limited and will not be able to solve all problems. It is assumed that the PCs will not be able to do certain things or solve be able to make a roll to keep pushing forward. This is in contrast, say with Mongoose Traveller, which actually lists the skills the PCs will need to have in the Patron Encounters.
In Classic Traveller, however, a lack of skill (or a failure of a skill) is not a dead end. It is assumed the PCs will come up with some new path (often not involving a skill roll at all) to bring themselves closer to their goals. They will narrate details to the Referee, the Referee will respond with adjurations of results or make rolls on the spot based on odds he determines right then and there. This is a model of play that is markedly different from other sorts of play where the goal is to bring the challenges to the skills of the PCs (or bring the skills of the PCs to the challenges).
My point is that I believe there are plenty of ways, some subtle, some obvious, in which the rules of Classic Traveller will permeate a great deal of play, and especially the play style, and the design of "adventure" (or "situations") and environments and so forth will be affected by those differences.