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CT Only: Do you use morale?

Do you use Morale when running CT?

  • No.

    Votes: 2 12.5%
  • Yes, PCs only

    Votes: 0 0.0%
  • Yes, NPCs only

    Votes: 10 62.5%
  • Yes, everyone

    Votes: 2 12.5%
  • Inconsistently - please comment

    Votes: 2 12.5%

  • Total voters
    16
  • This poll will close: .
Morale of the players I leave to them. Morale of the NPCs, I handle that. If the players are doing well, the NPCs will back off and come again later, maybe. If the players are not responding well, I push them hard with the NPCs. Basically, it is the morale of the players and the morale of me.
 
If you don't use morale, and have a system for it, then the players can and often are disconnected from their character and will do things that clearly no sane sentient person would do. There has to be a system to keep their actions in check, so they play "in character" rather than like they are in some FPS game and don't particularly care if they are wounded or die. NPC's are subject to the same system in the same manner.

I also have a system that covers longer term morale. That is, if the player keeps putting their character in messed up situations where they are treated poorly, abused, or subject to horrible conditions, the character can suffer negative consequences eventually.
 
The Reaction table is a big part of my refereeing process as well.

The only reason to use morale rolls for PCs is when there's a blatant "your 20-year career-Marine character knows he'd better back out of this, even if you as a freshman-comp-sci student player don't understand why" case.
how did you know I was a freshman comp-sci student playing a gung-ho marine?! (really did, though the GM preferred D&D so we ended up misjumping to a fantasy world. Gravbelts and powered armor vs dragon: we both died though my marine was blessed by a goddess for her bravery and came back. so in theory that was not entirely dumb: who knew magic existed and an animal could actually damage armor?)
 
If you don't use morale, and have a system for it, then the players can and often are disconnected from their character and will do things that clearly no sane sentient person would do. There has to be a system to keep their actions in check, so they play "in character" rather than like they are in some FPS game and don't particularly care if they are wounded or die. NPC's are subject to the same system in the same manner.

I also have a system that covers longer term morale. That is, if the player keeps putting their character in messed up situations where they are treated poorly, abused, or subject to horrible conditions, the character can suffer negative consequences eventually.
The problem here is that the human experience covers such a wide range of variability that some people are reduced to tears by being called bad names and some people can get shot several times and go on like just another day and got work that still needs doing. If you're going to enforce a system on players, you almost need another stat, call it Guts, where 2 is crying at namecalling and 12 earns medals of honor. I just leave it to players to RP however their characters play want to be. We have one player who's very skittish and won't even walk into a peaceful TL4 farm village without having done tactical recon and watched the village for a day from concealment, even when the party is running against a time-critical goal. The other players walked into the village without him and started getting info from the locals and Mr. Skittish gave up and rushed to re-join the party.
 
The problem here is that the human experience covers such a wide range of variability that some people are reduced to tears by being called bad names and some people can get shot several times and go on like just another day and got work that still needs doing. If you're going to enforce a system on players, you almost need another stat, call it Guts, where 2 is crying at namecalling and 12 earns medals of honor. I just leave it to players to RP however their characters play want to be. We have one player who's very skittish and won't even walk into a peaceful TL4 farm village without having done tactical recon and watched the village for a day from concealment, even when the party is running against a time-critical goal. The other players walked into the village without him and started getting info from the locals and Mr. Skittish gave up and rushed to re-join the party.
I have one included, essentially it lets you try and be a hero. What you describe doesn't cover what I use morale for. It's usually for the unexpected, like surprise situations.
 
I have one included, essentially it lets you try and be a hero. What you describe doesn't cover what I use morale for. It's usually for the unexpected, like surprise situations.
Coping with the unexpected is often down to training and experience as much as anything. To pull an example from RL, the pilot that landed with no engines on the Hudson River was in a situation not covered by any training or procedures, but he pulled everyone out alive. I am curious how your system works, thoiugh.
 
I would be loath to tell players 'your morale has failed, you've lost your nerve, you must leave the encounter'. That takes away too much player agency. I would be OK with a -2 (or whatever) penalty for pushing on despite crippling fear or mind-clouding effect.
That's why I like 2e Boot Hill's Bravery attribute: it doesn't say you can or can't do something, but it may affect how steady you are while doing it.

Neither do I, and players know (at least in Traveller) that combat uses to be quite deadly, so they better fight at their own risk.
I warn my players up front I don't pull punches: no fudging the dice, no 'balanced encounters.'

Either they take me seriously, or they don't. If they do, then I don't need to roll for player character morale.

And if they don't, well, the problem sorts itself out, usually right quick. 😈
 
I would be loath to tell players 'your morale has failed, you've lost your nerve, you must leave the encounter'. That takes away too much player agency. I would be OK with a -2 (or whatever) penalty for pushing on despite crippling fear or mind-clouding effect.
I've (literally) never seen morale as an agency issue, but that's because I've never seen player agency above that of a board game as valuable. I've long used "You describe what you attempt" instead of "you say what you do"... Agency applies only to the attempt, not the outcome of the attempt. By setting that expectation from the get go, the hobgoblin of the OSR, "player agency" (which wasn't an issue I even saw discussed until the 00's) was a total non-issue. It was always a game, and agency was never absolute. And if any portion of game exists, agency is inherently always limited, and hence a state of absolute agency in game a delusion.
 
Coping with the unexpected is often down to training and experience as much as anything. To pull an example from RL, the pilot that landed with no engines on the Hudson River was in a situation not covered by any training or procedures, but he pulled everyone out alive. I am curious how your system works, thoiugh.
The system uses training and experience as a baseline then applies situational modifiers to this. There is also an option for being a "hero" where you can attempt to pass a check to do something insane or reckless with a chance of catastrophic failure being possible too. The long-term version applies when you are in a situation for days that is wearing you out mentally and physically, like say, in a survival scenario. Yes, you can lose it mentally or physically and end up dead in those simply because you didn't take care of yourself. Your character has limits based on their rolled-up characteristics.
 
I've (literally) never seen morale as an agency issue, but that's because I've never seen player agency above that of a board game as valuable. I've long used "You describe what you attempt" instead of "you say what you do"... Agency applies only to the attempt, not the outcome of the attempt. By setting that expectation from the get go, the hobgoblin of the OSR, "player agency" (which wasn't an issue I even saw discussed until the 00's) was a total non-issue. It was always a game, and agency was never absolute. And if any portion of game exists, agency is inherently always limited, and hence a state of absolute agency in game a delusion.
Well, yes, I agree agency only applies to the attempt. I've seen morale tables that require players to back down or break off an attack, though admittedly not recently.
 
Well, yes, I agree agency only applies to the attempt. I've seen morale tables that require players to back down or break off an attack, though admittedly not recently.
Mine limits your actions or directs your range of responses. Nothing quite like the player being told, as they're in the middle of a gunfight, "You've had enough of this $4!+ and are royally p!$$ed off. You've gone berserk, so what next?" Or, of course, the ever popular "Run away!"
 
My system also works on perceptions each character would have in the situation. That is, for example, again in a gunfight, one or two characters move away from the gunfight, let's say because they want to get into better firing positions or better cover, but other players see this, and their perception is the players moving rearward are running away or fleeing the gunfight. That has an effect on their own morale and may cause them to run away too. No mind reading--unless you happen to be psionic or something--allowed.
 
My system also works on perceptions each character would have in the situation. That is, for example, again in a gunfight, one or two characters move away from the gunfight, let's say because they want to get into better firing positions or better cover, but other players see this, and their perception is the players moving rearward are running away or fleeing the gunfight. That has an effect on their own morale and may cause them to run away too. No mind reading--unless you happen to be psionic or something--allowed.
I can see that in a militia or adhoc adventure group, but not a team military or other that has worked together before. I’d say the tactics and leader DMs cover that eventuality. If I’m doing hardcore fight, the Striker morale/command system does a more detailed breakdown of keeping a unit together.
 
If the PC party includes any service veterns, or anyone who has played x-box, they will understand the importance of personal comms for unit cohesiveness.
If they haven't learned about small unit tactics, how to respond to an ambush etc then what are they doing with their time during jump?
 
I can see that in a militia or adhoc adventure group, but not a team military or other that has worked together before. I’d say the tactics and leader DMs cover that eventuality. If I’m doing hardcore fight, the Striker morale/command system does a more detailed breakdown of keeping a unit together.
But, that would typically be the exception, not the rule with a player party. The typical party has persons from different service backgrounds, usually very diverse, who haven't worked together for any serious period of time. They have disparate weapons and equipment, some usually do not have a combat background, etc. They are essentially a small squad who are fighting together without much practice--and no, most of the time players are busy with other 'stuff' aboard ship besides training for combat as a military unit--if any as a unit.
 
That's why you have training simulations and scenarios.


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That's why you have training simulations and scenarios.
Many of which wind up utterly wasted time...

In a given firefight, only about half actually shoot, and half of them shoot for effect. 1 in 20 infantrymen panic in combat, despite the hundreds of hours training, and just never wind up putting lead down range. Ever. At least according to US Army Training & Doctrine Command, IIRC the 2007 report.

Minis games seldom take this into account. RPGs almost never take it into account.
 
If the PC party includes any service veterns, or anyone who has played x-box, they will understand the importance of personal comms for unit cohesiveness.
If they haven't learned about small unit tactics, how to respond to an ambush etc then what are they doing with their time during jump?
Only if they were in after individual comms started seeing use.
Also, most ships don't have enough space to practice open ground/urban exterior tactics... And that's noting that Traveller ships have about 3× the open space per person of modern naval vessels.
 
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