Supplement Four
SOC-14 5K
You know, I've often thought about tackling a project to bring a FF&S style device to Classic Traveller, if I just had the time.
Actually, we already have one of sorts. It's called Striker.
The problem is that the weapons designed in Striker are only useable with Striker (or, maybe AHL). It doesn't spit out all the Range and Armor DMs one would need for a Classic Trav game.
Wouldn't that be nice, though? To have an idea for a weapon (or maybe just customize a regular weapon, like an autorifle, by a different manufacturer that is maybe on a different world?), then then work through some steps, and end up with a Classic Traveller weapon, useable in the game, will all the required stats.
Now, I know the weapons we see in Classic Traveller were just "guessed at" to get their DMs. I know this because I've heard it from the TML. I asked LKW, point blank, how they came up with the Range, Armor, Advantaged/DisAdvantaged Stat DMs for CT. He told me, point blank, that, "we made it up."
Ever played the James Bond RPG? Great, fun game. There's an excellent resource in that game called the Q Manual. In the back, there's a system where by you can take any real-world weapon, use it's real world stats (like muzzle velocity and such), compare 'em to some charts, and end up spitting out game stats for the weapon for your James Bond campaign.
I ran a couple of the weapons that are listed in the game through that process, and guess what...what I ended up getting (starting with the real-world weapon, then using the Q-Manual process) ended up giving me exactly the game stats printed in the game.
I've got a great Palladium generic modern day weapon supplement that lists a lot of stats for modern day weapons. With a little work, running those weapons through the Q-Manual, allowed me to have a whole new set of weapons for my James Bond games.
And, I could feel confident that the stats I created for the weapons were representative of the weapon in the game.
Wouldn't it be great if we had something like that for CT?
I've often thought that I might be able to look at the finished product of weapons in CT and reverse engineer them to come up with some design tables so that I could take real world weapons (or even made-up ones) and create neat weapons useable in a CT game with a fair amount of accuracy.
Sadly, I just don't have the time to work on this right now.
But, I wish I did.
-S4
Actually, we already have one of sorts. It's called Striker.
The problem is that the weapons designed in Striker are only useable with Striker (or, maybe AHL). It doesn't spit out all the Range and Armor DMs one would need for a Classic Trav game.
Wouldn't that be nice, though? To have an idea for a weapon (or maybe just customize a regular weapon, like an autorifle, by a different manufacturer that is maybe on a different world?), then then work through some steps, and end up with a Classic Traveller weapon, useable in the game, will all the required stats.
Now, I know the weapons we see in Classic Traveller were just "guessed at" to get their DMs. I know this because I've heard it from the TML. I asked LKW, point blank, how they came up with the Range, Armor, Advantaged/DisAdvantaged Stat DMs for CT. He told me, point blank, that, "we made it up."
Ever played the James Bond RPG? Great, fun game. There's an excellent resource in that game called the Q Manual. In the back, there's a system where by you can take any real-world weapon, use it's real world stats (like muzzle velocity and such), compare 'em to some charts, and end up spitting out game stats for the weapon for your James Bond campaign.
I ran a couple of the weapons that are listed in the game through that process, and guess what...what I ended up getting (starting with the real-world weapon, then using the Q-Manual process) ended up giving me exactly the game stats printed in the game.
I've got a great Palladium generic modern day weapon supplement that lists a lot of stats for modern day weapons. With a little work, running those weapons through the Q-Manual, allowed me to have a whole new set of weapons for my James Bond games.
And, I could feel confident that the stats I created for the weapons were representative of the weapon in the game.
Wouldn't it be great if we had something like that for CT?
I've often thought that I might be able to look at the finished product of weapons in CT and reverse engineer them to come up with some design tables so that I could take real world weapons (or even made-up ones) and create neat weapons useable in a CT game with a fair amount of accuracy.
Sadly, I just don't have the time to work on this right now.
But, I wish I did.
-S4