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Gamemaster tips for Classic Traveller

Without being actual house rules, there are several ways of governing certain mechanics in Classic Traveller that makes the GM's life easier, his universe more believable and intriguing.

This thread is meant for you to post like ideas here in order to share them with other CT GMs.

Am I talking about house rules?

No!

I'm talking about ways of looking at Classic Traveller rules that might make them make more sense or fit better into your gaming universe.

For example, Rule 68A, linked in my sig, is a GM gaming tip-o-the-trade. It's not a house rule, but it does help GMs master the non-structured task system that is used in Classic Traveller.





CREATIVE DAMAGE

Another idea, that border on being a house rule, admittedly, can be found in this post: http://www.travellerrpg.com/CotI/Discuss/showpost.php?p=324989&postcount=1 . When doubles are thrown on a successful attack throw, this signals the GM to make some creative aspect of the damage occur. This allows for broken teeth, excessive blood loss, sprained ankles, swollen eyes, hearing loss, broken bones, and other specific details absent from the game's damage system. Read the post to get a better idea of how it works.





STUN CHECK

Another tip that also borders on the threshold of being a house rule (actually, this one probably is a slight house rule, but it changes little about the game, which is why I mention it) is that of a Stun check.

I notice that there is no way a character can be stunned for a short time during combat. If one physical stat goes to zero, then the character is incapacitated/unconscious for a good while.

The Stun check is a throw of 2D for END or less. Anytime a single stat goes to zero, the character is allowed to roll for a stun. END is used at its wounded level (and the check is impossible if END is 1 or 0). If successful, the character is stunned for a round or so (that's up to the GM), unable to act, but with the zeroed stat raised to half its normal value after the stun wears off. This is basically a shorter period of unconsciousness as described in the game and dependent on a check.

Note that one could combine this idea with the one immediately above it, having stuns come into the game after an attacker rolls doubles on a successful attack throw. These are all just ideas, here, meant to help the Classic Traveller GM run his game better. Take what you will, leave the rest.





ORDER OF ACTION

As reminded in this post: http://www.travellerrpg.com/CotI/Discuss/showpost.php?p=324993&postcount=2

Classic Traveller combat rounds are simultaneous and not instantaneous, which means all combatants are allowed to act during the round. And, damage is applied at the end of the round.

One superior feature of the simultaneous combat round is that initiative throws are not needed. That's one less throw to keep the free-form flow of the game moving, in an exciting, GM described, fashion.

Most times, its of no consequence who moves first and who moves last because everyone is going to get their turn and no one will be killed or incapaciated before they are able to act (as happens in an instantaneous game).

Sometimes, though, a character's actions are dependent on another's. For example, note the action taking place at the end of this post: http://www.travellerrpg.com/CotI/Discuss/showpost.php?p=325005&postcount=5 .

Gvoudzon is trying to shoot and kill the engineer, while the engineer is trying to move out of range. Every round, the Vargr fires, and every round, the engineer runs two range bands.

Well, if Gvoudzon fires first hits the enginner, there may be an issue if the engineer moves, crossing over a range band line, taking the Long Range penalty and making it the Very Long Range penalty. Gvoudzon, before he fires, needs to know what the range penalty will be. It could mean the difference between a hit and a miss.

One can easily just run this logically, but a simple little tip to employ when running Classic Traveller combat rounds is this: allow the characters with the lowest END scores to move and act first (and use lowered END scores if the characters are damaged) follow by the characters with higher END scores.

This will help you govern combat rounds quickly (it's a way of using initiative without adding a dice throw) and allows the fresher characters a slight advantage over the more tired ones (because they can react to the other's movements going later in the round). It also makes END a fairly important stat whether in blade or gun combat (STR being important for blade combat; DEX important for gun combat; Now END important for both.)





QUICK CHECKS

Many things can be decided in a Classic Traveller game by throwing 1D, 2D, or 3D for a stat or less. Force open a stuck hatch? Throw 2D for STR or less. Balance on a beam over blazing oil? Throw 3D for DEX or less. Remember the name of a famous explorer? Throw 2D for EDU or less. Notice a giant alien spider hanging on the ceiling? Throw 2D for INT or less.

Typically, 2D is a good choice. If you want to make it hard, then throw 3D. Super easy throws (almost automatic in most cases) should throw 1D.

Don't be afraid to attach modifiers, either. Maybe a skill applies. Remember where a cities is that you traveled to 20 years ago on a world? Throw 2D for INT or less, use Navigation as a DM (either increase INT or decrease the throw).





DON'T STANDARDIZE MODIFIERS

Remember that modifiers in Classic Traveller aren't standardized among all tasks as in other Traveller systems. A Skill-1 does not always mean a +1 DM. This is one of CT's strengths in that it allows you to customize tasks to the situation.

Skill in medicine is somewhat helpful when reviving a low berth passenger, but, pretty much, those units are automated. Anyone can handle them--no medical training necessary. Notice that reviving a low berth patient with Medical training of Medic-2 or better nets you a +1 DM on the throw. You don't get a better DM for having higher medical training, and you don't get a bonus at all if you only have Medic-1.

That's one example. There are several strewn throughout the rules.

Sometimes, skill training is paramount to a task throw. For example, using a Vacc Suit will sometimes net you a +4 DM per level of skill. If your target number is 10+, Skill-2 makes this throw automatic.

That's how to handle throws where training is the most important factor: Trained indivduals can do the task in their sleep, but those without training are pretty much doomed to fail.

The same ideas as these can be applied to a character's attributes, too. Pick a number that seems appropriate and give it a modifer. "Throw 10+ to scale the wall, +2 DM if DEX 11+."

Read the section in the Traveller Book about creating throws for the game. That's a fantastic section written by Marc Miller.





CUSTOMIZATION

Don't be afraid to customize things in the game if appropriate. Use the examples in the game to guide you. Read Loren Wiseman's Management article in JTAS#2 that describes designing a laser pistol from the stats provided in the game. That article is very telling.

If you need to customize a character generation chart, then do it. Maybe, if characters are from a water world, then the Swimming skill should be readily available a couple of times on the chart. You can either replace a skill on the generic list or give the new skill as an option, "If a physical bonus is thrown then you may pick Swimming skill instead."

In this post: http://www.travellerrpg.com/CotI/Discuss/showpost.php?p=325005&postcount=5

I customized an autopistol on the spot as I was writing the example. Inspired by the picture on the cover of the Traveller Adventure, I decided the pistol had a stock, scope, and a 30 round extended clip, as well as being fully automatic, firing 5 round bursts.

You can create all sorts of toys for your players to acquire during their travels this way. Maybe a company on Regina is known for thier sniper rifles. Look at the rifle stats and improve the Long and Very Long range modifiers by one.

This company also makes gyrostable upgrades for most autorifles. On the Advantaged DEX chart, improve the bonus by 1 point. You'll have your players seeking out "Regina Arms" merchandise in the game instead of never batting an eye at generic equipment.

Make this type of equipment specific rather than generic, too. Call it a Crafter Longlense 7000 binoculars instead of just a pair of binoculars. Consider the equipment in the book to the be average, standard example of that type of thing, but make slight differences in the equipment the players get. In this fashion, you can have an M-16 perform differently than an AK-47, rather than both having the same stats as a generic autorifle.

In speaking about character generation again, you can also effect slight changes that will make some characters known for a certain type of thing. Troop quality, for example, can be crafted. A character who goes into the Marines on one planet may be different from the Marine trained on another, just as if a soldier trained by Iraqi trainers is different from US Marines. The police forces on Jewel, for example, may be of higher quality than most because of the constant attacks of the Ine Givar.





If you have tips like this for a GM running a Classic Traveller game, this is the place to post them. I'm sure other things will come to me. As they do, I'll write follow ups.
 
I can see where you're going with this, S4, but if I'm reading this right:

One can easily just run this logically, but a simple little tip to employ when running Classic Traveller combat rounds is this: allow the characters with the lowest END scores to move and act first (and use lowered END scores if the characters are damaged) follow by the characters with higher END scores.

This will help you govern combat rounds quickly (it's a way of using initiative without adding a dice throw) and allows the fresher characters a slight advantage over the more tired ones (because they can react to the other's movements going later in the round). It also makes END a fairly important stat whether in blade or gun combat (STR being important for blade combat; DEX important for gun combat; Now END important for both.)

If the guy with lower End goes first, it means the guy crosseyed with exhaustion gets a shot off before his fresh target can move out of range...
 
I don't want to derail the thread, but these all look like house rules to me. Why the insistance that they're not?
 
I can see where you're going with this, S4, but if I'm reading this right:



If the guy with lower End goes first, it means the guy crosseyed with exhaustion gets a shot off before his fresh target can move out of range...

Both parties get to go, yes? If one goes and shoots and kills the other before the other had a chance to move, the killed character still gets to take his complete move--even though we know he'll be dead by the end of the round.

It's a simultaneous combat round. Everybody gets to act, and then combat effects are applied at the end of the round.

Just a suggestion to organize things is to allow low END characters to act, followed by high END characters. This gives the more rested characters a slight advantage because they can know and react to what the more tired, slower characters are doing.

But, you've got to use logic and not look at this as a hard and fast rule. Take the Gvoudzon example where the Vargr is firing his rifle at the engineer running through the field. You'll want Gvoudzon firing at the end of the round regardless of his END score in order to let the engineer have his move. Otherwise, Gvoudzon may shoot and kill the engineer first, and then the engineer moves because he won't techically be dead until the end of the round.

I suggest the END ordering as a quick, easy way to slam through combat rounds. "You go...you go...you go." But, the idea shouldn't be taken as a house rule--just a rule of thumb--to help the GM run the game smoothly.



I don't want to derail the thread, but these all look like house rules to me. Why the insistance that they're not?

Well, no, not all of them are. The Stun Rule is certainly a house rule. No question there. It changes the game by altering what happens when a character's single stat goes to zero.

But most of the ideas above (let's call them rules of thumb) don't break any Classic Traveller rules. CT mechanics remain intact--as I describe with the END ordering idea above. Or Rule 68A. They're just ideas and ways of playing the game aimed at helping the CT GM out.

A house rule will actually change the game in some fashion.

These "rules of thumb" I mention, don't change the rules.

That's the difference.
 
Both parties get to go, yes?

BTW, I should note that (also a rule of thumb and not a hard and fast rule) that it states, in the Traveller Book, pg. 34, that, "Generally, all individuals perform movement first, followed by their attacks."

So, a character moves, then he attacks.

But, this doesn't address the order of characters acting. Since the combat round is simultaneous, it usually doesn't matter who goes first. From a player's perspective, though, it is kind of awkward getting to move your character when you know he's going to be dead by the end of the round. This is why I suggest the END order as a rule of thumb.

You might also want to resolve damage at the end of the round, MT-style. That way, a player might know he's been hit but have no idea of how severe the damage will be.

A good GM just needs to use logic. Typically, in my games, I go with whomever speaks first...something like this...


"You follow the path through the dense tropical forest, and up ahead, where the path curves trail down to the stream, a man steps out from behind a tree. He..."

"I'll raise my rifle and shoot him!" A player interjects as I'm describing the scene. I don't even finish.

"Ok, roll your attack." I say to him.

"Total of nine! I hit!" The player says, pleased with himself he acted so quickly.

But, these are simultaneous combat rounds. The NPC gets to finish his round. So, now I continue. "The man turns to you, and his eyes go wide as he sees you've raised your rifle, pointing it at him, your eye lining up the sight, your finger turning white as your squeeze the trigger."

"'No! Wait!" He says, as both his hands come up to ward you off. "I'm with the Interstellar..."

CRACK! I slap my hand down, hard, suddenly, on the table, for effect.

"Your rifle jerks against your shoulder. That's the end of the round. Roll your damage."

I apply damage without allowing the player to see how the dice were allocated. He doesn't even know if I used the First Blood rule or not. I did, and the NPC is wounded seriously, with two stats at zero. But, I don't want the player to know the specifics...just what his character sees.

"The slug catches him in the chest. He half turns then goes down. His right leg is jerking a bit. What do you want to do?"



I just made all that up, but it's a pretty good example of how combat rounds are played in my game.
 
I thought of another tip for CT GMs that goes unused in many CT games. For some reason, people ignore the CT experience rules.

You shouldn't.

Coming straight out of character generation, a player can improve his character with two skills buffed up a level using them. So, if an ex-Army character comes out of chargen with Rifle-2 and Blade-1, the experience rules can make that character effectively Rifle-3 and Blade-2.

Not too shabby.

Also remember that there are two sets of experience rules. The initial set seen in Books 1-3 and the rules described in Book 4. Note that the Book 1-3 experience rules are geared towards self learning while the Book 4 rules focus on using an instructor.
 
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