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House Rules for CT (LBB1-3)

opensent

SOC-12
I'm thinking about trying my hand a running a CT game using books 1-3. I'm looking for a fast, easy to use system that allows the game to keep flowing without looking up a lot of rules.

Obviously game design and mechanics have come along way since these first three books. I’d like to find out what simple, easy to implement house rules people are using to further develop CT games run using these three books.

I’m basically sold on some form of task system, probably UGM, unless there’s something else I should be considering. I know I want to do something with character generation, but I’m not sure what.

What other useful house rules are people using when running CT games?
 
If you are looking solely at LBB 1-3, there is that whole "death in character generation" thing you need to look at. I tend to use a failed survival role as a end to generation of that character and a half term of time spent. The player and I come up with some colorful detail to explain it. Makes for nice rping aids like a permanent limp, one eye, scarring, etc...
 
If you are looking solely at LBB 1-3, there is that whole "death in character generation" thing you need to look at. I tend to use a failed survival role as a end to generation of that character and a half term of time spent. The player and I come up with some colorful detail to explain it. Makes for nice rping aids like a permanent limp, one eye, scarring, etc...

I'm thinking about using pregenerated characters. Screen them for decent attributes then put them on a sheet and let players pick. Signal GK has nice generator:

Navy Lieutenant A37887 Age 30 3 Terms Cr 100000
Administration-1, Forward Observer-1, Navigation-1,
Ships' Boat-1, Vacc Suit-1
Low Passage, Travellers'

Maybe let players add 1 point to any existing skill, and gain one new skill at 1. The UGM seems to expect a higher number of skill levels.
 
I’m basically sold on some form of task system, probably UGM, unless there’s something else I should be considering.

Um, CT already has a Task System:

1. The player announces his intention to perform some action which is not assumed to be automatically successful.

2. The referee sets a target number to roll equal to or higher than on 2d6; 8+ is the default. The referee adjust this number upwards or downwards for more-difficult or less-difficult tasks respectively.

3. The player receives a DM of +level in the Skill most appropriate to the task.

4. The referee specifies any additional DM the PC may enjoy/suffer, based on meeting (or not) a required/advantageous number in the appropriate characteristic from the character's UPP.

5. The player rolls 2d6 and the modified result is compared to the ref-designated target number. Success or failure results. Before-modifications boxcars and snakeyes open for House Rules as "Critical" success/failure.

In 30 years, I have never understood why so many people seem find this inadequate and in need of "improvement"...
 
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I'm thinking about using pregenerated characters.
ick.

try this sometime. treat character generation as a mini-game, and let the players develop their own character. like this ....

"in your first tour as a scout the service assigns you to the repair yards on glisten, where you pick up one skill level in vacc suit. you also have the opportunity for some on-the-job training. pick two: medical, comms, ship's boat, electronics, mechanics, vacc suit.

"seeing that you decide to stick around for a second tour the scout service decides to send you to a school. choose one: tech school (choose two: computer, electronics, mechanics, comms, gravitics) or flight school (choose one: pilot, navigation) or contact school (choose two: equestrian, sidearm, liaison, leader, survival, comms)." etc.

let the player choose his career path and skill sets. doing it this way you can easily toss in an occasional mandatory skill or career situation ("your ship crashes") while letting him grow his character to be what he thinks is appropriate, making hard choices along the way about what to become. in the end the player becomes very attached to such a character, has a natural background story for him, and has a good idea of what the character is about.
 
One house rule I've come across and adopted: do not allow any attribute of less than four.

For example: that Navy lieutenant has a Dex of 3; either reroll it or improve it to 4-6.
 
In 30 years, I have never understood why so many people seem find this inadequate and in need of "improvement"...

I'm not defending the position but I think it's because a formalized task system allows the ref to shoot from the hip in a consistent manner. If you look up the modifiers associated with the Vacc Suit skill, you'll find there are a number of caveats that go with it.

Again, just explaining what I believe others are thinking.
 
a formalized task system allows the ref to shoot from the hip in a consistent manner.
or at least a pre-decided manner. modifying the result to be achieved means the ref is constantly deciding what the plus or minus should be, and that will be affected by the task and the conditions. "modifiers to hit, while hanging upside down from an airraft, in the dark, in the rain." doing it this way requires either "because I feel like it" instance-by-instance justification, or large numbers of charts to keep track of all the individual unrelated modifiers, all of which are arguable. but simply characterizing the task as "easy" or "very difficult" and letting that characterization set the number to be achieved is intuitive, rapid, and regular, and not particularly arguable.

plus, doing it that way allows certain success to be tied methodically to skill level. <skill> 1 may always achieve success on "easy", <skill> 3 on "difficult", etc.

opensent, just use whatever system with which you feel comfortable. during the game you'll want to think about the game, not about the task system.
 
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I'm thinking about trying my hand a running a CT game using books 1-3. I'm looking for a fast, easy to use system that allows the game to keep flowing without looking up a lot of rules.

I’m basically sold on some form of task system, probably UGM, unless there’s something else I should be considering. I know I want to do something with character generation, but I’m not sure what.

Take a look at the draft of Mongoose's traveller for their task system. It will work with CT just fine... (Since skill levels are in the same range.)

UGM is a "not-bad" choice (tho' I personally dislike it)

the DGP-CT aka MT Task system or the 2300AD Task System could be easily used as is as well. (DGP-CT, MT use 2d6; 2300 uses 1d10; both use 3d6 for the optional time roll).
 
A little of the subject, but how do people handle languages using just book 1? Linguistic skill doesn't show up till later.

I'm thinking something along the lines of everyone gets Galangic and then if a character has INT 7+ and EDU 8+, they can learn 1 additional language. For every additional 2 pts of EDU, they add one more language.
 
A little of the subject, but how do people handle languages using just book 1?
ignoring them is a good option ....

I just say that there's really only two languages out there, vilani and galanglic, and that however much they diverged over the long night and however much accent accumulates between planets that most people can still understand most other people. maybe with a little effort - "shrimp on the barbie" and all that.
 
This is where Books 4-7 are looking good, or megatraveller. Lanaguge is a big deal in one of the modules I'm thinking about.

Here's what I'm thinking about at this point. Use MegaTraveller Basic Character Generation, UGM for task resolution (since all the MT skills aren't covered under Book 1, and I don't especially care for the MT system), and CT combat (again, at first glance, the MT combat system looks slow).

This gives me a simple 4 year based character gen system, with plenty of skills (sans redoing all the charts and cascades), a method to resolve those skills, and a straight forward combat system. I'll work with each player through character gen one-on-one to smooth out any rough parts. I'm probably going to kick in the brownie point option so they have more ability to guide they career.

This is what I have so far for the handout:
---

Characters are created using MegaTraveller basic character creation rules, with the following modifications:

1) Each character starts with three brownie points per the advanced character creation rules. Additional points are earned based at the normal rates based on the table on pages 46 and 47 of the MegaTraveller players guide.

2) Characters may select any advanced character creation pre-employment option they are qualified for, including college, naval academy, military academy, merchant academy, medical school, and flight school. Characters who attend college may select OTC (Army) and NOTC (Navy, Marines). After pre-employment, characters conduct 4 year terms per the basic character creation rules.

3) Characters will roll for promotion every term. If a promotion is achieved, but the character does not hold a commission, the character advances to the next higher enlisted rank in the service. After two enlisted promotions, characters are no longer eligible to roll for a commission, though they may still roll for promotion.

4) Characters who do not take any pre-employment options qualify for and select a special assignment during their first term. This is in lieu of the first term special duty roll. For classes that are not represented in the advanced character creation section, the Referee will provide comparable skill tables as required.

5) If a character achieves special duty, they immediately throw another 2D. If the result is 8+, they receive a random special assignment from the applicable advanced character generation table (Army, Marines, Navy, Merchants, Scouts) in lieu of normal special assignment rolls. If the character does not qualify for a special assignment, they instead receive skill points per the standard rules.

6) At the end of each term where a commission, promotion, or special assignment is received, Army, Navy, and Marine characters should roll 2D. On an 8+, the character receives a decoration, based on the table below:

8-MCUF
9-MCUF
10-MCG
11-MCG
12-SEH

In addition, decorated characters receive a combat ribbon as well.
 
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On language, your idea is approximately what I have seen others use (including in our 30th anniversary CT game (LBB1-3)).

Your chargen process is similar to what I've seen lots of folks use. The MT generation gives a broader background, while staying at the basic level (and incorporating Supp4 careers). You might want to limit your decorations, though, on terms with a special assignment - especially if that turns up a school or training.
 
On language, your idea is approximately what I have seen others use (including in our 30th anniversary CT game (LBB1-3)).

Your chargen process is similar to what I've seen lots of folks use. The MT generation gives a broader background, while staying at the basic level (and incorporating Supp4 careers). You might want to limit your decorations, though, on terms with a special assignment - especially if that turns up a school or training.

Good suggestion. I've changed so that decoration is only rolled on any term where a commission, promotion, or special training is received. That should drop it down from every term, to roughly every other, or every 2 out of 3 terms, depending on the breaks.
 
ignoring them is a good option ....

I just say that there's really only two languages out there, vilani and galanglic, and that however much they diverged over the long night and however much accent accumulates between planets that most people can still understand most other people. maybe with a little effort - "shrimp on the barbie" and all that.



So all Aslan, Hivers, Vargyr, K'Kree, etc all speak fluent Vilani/Anglic?


Or do all aliens automatically have an autotranslator on their lapel?
 
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