Its interesting that in the "Integrating with Traveller" section of AHL, there's no mention of determining a Morale number for a character
In my gaming group we always assumed rules from LLB4:Mercenary page 28 (Experience and morale) appled here...
Its interesting that in the "Integrating with Traveller" section of AHL, there's no mention of determining a Morale number for a character
Understand: Morale failure need not be "runs away." (exception: beasts passing the flee check)The thing about these numbers (or any numbers someone might come up with) is that they are wildly culturally and chronologically specific, with no consistent way to modify them for other cultures, times, or anything. I can totally imagine Aslan passing a morale check others might fail. Or Vargr, for different reasons.
Historically, in the 19th century and before, most of the TNs in the system described above would be very low, but even lowering the pass to a 3+ means 1 in 36 runs away, which is not how movies portray these things (which is all I know about them). The Charge of the Light Brigade could almost certainly not have happened under those rules. The Western Front in WW1 and the D-Day landings in WW2 could probably never have happened, and a lot of historical things that happened could likewise not have happened due to even 1 in 36 people running away.
I am OK with morale rules for NPCs, which these seem to be representing, but I don't feel like these specific rules would do a very good job of portraying specific groups.
Understand: Morale failure need not be "runs away." (exception: beasts passing the flee check)
It can be as simple as holing up in cover and not firing back.
Failure of a casualty or unexpected fire morale check will cause the character to panic and flee. Regardless of what was chosen for the character in the decision phase, the character must, in the action phase(s) immediately following the failed check, run away from the location of the enemy characters until he or she reaches a position of complete cover (referred to as cowering). The character will then remain there until he or she successfully makes a morale check.
But this means that 1 in 12 veterans will turn tail and run away and cower if someone takes a serious wound. And half the regulars. Evidence from RL conflicts suggest these numbers are wildly high and that even draftees hold it together under fire better than the designers of the game system predicted.Morale Values, Human
Recruit 4
Regular 7
Veteran 10
Elite 13
So, this is not one check for the group, this is every individual rolling the dice. The most recent conflicts had TV news embedded with soldiers, and we saw none of this.While the order in which a player's characters move is determined by the player, all characters whose movement will require a morale check must take the morale check before any characters move.
I had this happen recently in a non-Traveller game, and the player would not let it drop. The rules said he would have to get 'complete rest' during the day to recover a point, but he wanted to also guard a prisoner, who was obviously not friendly and escape-oriented. (Players were groundside at the time.) I told him there was no way that guarding a prisoner was compatible with rest, and he argued for like half an hour. That was my last participation in that game.And, if a player decides to push their character too hard (I once had a player demand his character could carry 5 gallons of water on a day's-long walking tour), I fake a roll and warn the player his Character failed the check and....
So my game was going through a rotating gamemaster situation after the original gamemaster backed out, and I was, for that session, the gamemaster, but I didn't feel sufficiently empowered to kick the other player out of the group, which is why I left them. Sadly, I cannot make your game time, but your game sounds interesting.@Badenov
I am guessing you were not the game master, so yeah. That sort of issue with a player can drag a game down.
The Player who wanted to carry the 5 gallons of water is no longer with my game and I have the character (the ship's gunner) NPC'd.
Eventually, I handled it by explaining what his character could carry, per the Book 1 encumbrance rules
When he tried to shrug that off, I explained the Exhaustion rolls and die modifiers.
When he tried to argue that, I put my foot down and said "I am the Game Master and these are the rules. Accept that or leave."
He made noises of acceptance, but then groused when I made rolls and applied effects over the day-long trek with the group he'd paid to join.
At the mid-day point, he "finally" admitted he had been foolish to over encumber himself, and poured out the water....but much of the damage had been done (And, as a former Airborne Pathfinder for the US Military, I was 1,000% educated on the damage he'd experience)
At the end of the trek, due to the effects of his over-encumbrance, the guides with his group informed him they were calling a helicopter to have him removed. They said he was damaging the ability of the other customers to enjoy the multi-day trek, and would not get a refund because his removal was his own fault.
This was the beginning of a wobble which eventually led to his removal from the game.
PS: I have a new potential player joining this coming Saturday's game (Jan 25, 2025) to decide if he wants to take on the gunner.
I also have a female ship's chief engineer who's former player had to drop after the death of her husband.
If you are able to play once a month on Saturdays, between Noon and 5-6pm Eastern
I use a mix of CT, MT and some House rules.
DM me if you're interested
Doable with a good pack, etc., but at around 50 pounds/23kg, not something you'd do trivially unless that sort of thing is part of your day job (e.g. you're light infantry).And, if a player decides to push their character too hard (I once had a player demand his character could carry 5 gallons of water on a day's-long walking tour).
Part of the player's defense was that he was the chief gunner for their ship, and in good health.Doable with a good pack, etc., but at around 50 pounds/23kg, not something you'd do trivially unless that sort of thing is part of your day job (e.g. you're light infantry).
My house encumbrance rules give scouts vet bonuses the same as the marines and army. The idea is that yes they do space/courier work but also rough country exploration expeditions.Part of the player's defense was that he was the chief gunner for their ship, and in good health.
And I replied,
"So, averaging one jump per every two weeks and no work out regime, you spend half your life boxed up in a cramped tin can without working your musculature. And, your career was a mix of the Imperial Navy and Scout Service.
So, there never was a point in your character's life where you "Could" have handled that load."
That's fair, especially given the rule set you were using.Part of the player's defense was that he was the chief gunner for their ship, and in good health.
And I replied,
"So, averaging one jump per every two weeks and no work out regime, you spend half your life boxed up in a cramped tin can without working your musculature. And, your career was a mix of the Imperial Navy and Scout Service.
So, there never was a point in your character's life where you "Could" have handled that load."
I use TNE or GURPS, and their encumbrance rules are a bit more generous (a lot more in the former case), so I don't need to make allowances for careers (and in GURPS it's covered by having or not having the Hiking skill).My house encumbrance rules give scouts vet bonuses the same as the marines and army. The idea is that yes they do space/courier work but also rough country exploration expeditions.
Anyone with recon or survival skill should probably get the bonus too.
I don't worry about "generous" regarding encumbrance, since I was an Airborne Pathfinder.I use TNE or GURPS, and their encumbrance rules are a bit more generous (a lot more in the former case),
"Will the ground and temperature let me skip the ground mat? How many pairs of socks should I take vs the minimum I must take vs how many can I afford to take?"I don't worry about "generous" regarding encumbrance, since I was an Airborne Pathfinder.
Air-deployed forward special operations were the epitome of encumbrance and understanding why you're carrying every ounce or gram...
I remember reading one of the SciFi books and the trooper has a small person robotic mule that was tied to a transmitter on their belt. This allowed them to have access to a lot more than they could carry. I am not saying this was a great solution, just it was one that my 15 year old brain loved the visual of.I don't worry about "generous" regarding encumbrance, since I was an Airborne Pathfinder.
Air-deployed forward special operations were the epitome of encumbrance and understanding why you're carrying every ounce or gram...
Boston Dynamics has you covered.small person[al] robotic mule
Yep, and maybe a little bit bigger one if desired.Boston Dynamics has you covered.
I remember reading one of the SciFi books and the trooper has a small person robotic mule that was tied to a transmitter on their belt. This allowed them to have access to a lot more than they could carry. I am not saying this was a great solution, just it was one that my 15 year old brain loved the visual of.
The US Army has often expected soldiers to carry upwards of 66 lb (about 30 kg) on bivouac.Doable with a good pack, etc., but at around 50 pounds/23kg, not something you'd do trivially unless that sort of thing is part of your day job (e.g. you're light infantry).
Hehehe...The US Army has often expected soldiers to carry upwards of 66 lb (about 30 kg) on bivouac.