creativehum
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It's another example GDW's deliberately vague wording, CH.
On the '77 encounter table, a result of 12 is a pirate. Period. No doubt about it.
The referee can "massage" the result in various ways and experienced referees will. There's nothing to say that an attack occurs, it's just an encounter after all. Overly literal referees will always equate "encounter" with 'attack" despite, as you note, they're being two different things.
On the '81 encounter table, the referee is explicitly told they have wiggle room. A roll which results in a TP, CP, or SP encounter "... can be construed as a pirate; such a ship will probably attack, or at least try to achieve a position where it can make the attempt."
Not must be a pirate. Not will definitely attack. Not will achieve an attack position. Can, possibly, and try.
The inexperienced or overly literal referee is reminded that the encounter table - or any table - is not a set of handcuffs but instead an aid for their imagination.
Got it. And good points.
Interestingly, I was approaching it from the other point-of-view -- that of the Players and their Player Characters.
in my Lamentations of the Flame Princes (B/X D&D) I simply present the Players with opportunities and obstacles. Some of these obstacles are monsters or NPCs that want to lob their heads off if they get a chance.
The Players could go for a stand-up fight against these aggressive threats. But they have learned not to go toe-to-toe if possible. The rules are set up that the moment one begins rolling dice involving combat things can go south fast.
They come up with clever solutions to undermine the threat before engaging, or simply dodge the threat, or use clever means that let them attack but limit their exposure to counter-attack.
In the same way, even if the PCs in a Free Trader "encounter" a pirate ship upon arrival in a system that doesn't mean the PCs have to engage in a battle. The range of options of how to respond is wide and varied -- and, again, informed by the circumstances of the crew at that moment.
If they are carrying a princess that has promised them a huge treasure if they get her to her home world, for example, allowing their ship to be boarded might not be as appealing an option as if they were just carrying some electronics parts.
Or the PCs might be in need of backup for an upcoming assault on a world an offer an alliance of necessity, offering the pirates a cut of the spoils if they join with them.
And so on...
I have been startled by the ways in which my Players come up to deal with the crisis points set before them. I would assume the same would be true in my upcoming Traveller game.