Original_Carl
SOC-12
We went over fill form 1 for the yacht and corrected a couple of mistakes. The first was that I had failed to properly account for necessary hangar space for the ship's vehicles. The second error was erroneously writing down the wrong value for the ship's fuel processing capacity. With those corrected we apportioned cabin space.
We had a lot of discussion about the compartments. We made sure to install two bars, a gym and a dining hall, in addition to an officer's wardroom, a crew wardroom, clinic and emergency low births for passengers and crew.
One interesting design choice came out of the exercise. We opted to put one of the consoles into the owner's luxury suite, leaving three on the bridge. This launched us into some humorous speculation about a paranoid owner growing his fingernails and beard while acting as the ghost of the ship.
We settled on crew, but never rolled them up. We're thinking a couple of ex-Spacers to act as the head pilot/navigator and the chief engineer. The rest will be Citizens.
The final couple hours of the session, we worked on the interior hit location sheet. This was difficult. Choosing whether to put the computer next to the junior officer quarters or a luxury suite was a lengthy discussion. Put the fuel into its own dedicated compartments or scatter it about the ship? It gave us a lot to think about. Maybe too much.
Development of the ship in a group setting has helped us to begin thinking of the ship as a character in itself. The players are beginning to talk about the ship like it's real. They want to fly it places. They're already thinking about how to operate it, and what their roles will be aboard it.
In the latter part of the session, we discussed the combat rules and ran a sample fight. I made it a melee and we used miniatures on a hex mat for blocking. I had written up a post for this site showing an example of using the personal combat system for a fist fight and I used that as the template for this combat.
I wanted to try out a rule whereby you could continue attacking targets by taking on more difficulty dice, but we opted to not do it after some spirited discussion during the fight. The players preferred to keep the more abstract nature of Traveller combat, which one of my players said was reminiscent of AD&D with it's one minute rounds. After running the fight, I think it's the right call.
After the fight, we went over all the injury and recovery rules we could find. Here's a question for the CotI, if you take damage during combat but one of your characteristics is not reduced to zero, how long does it take to recover the points you lost?
Out next session isn't scheduled until late October, I'm sorry to report. Sucks to be an adult sometimes.
We had a lot of discussion about the compartments. We made sure to install two bars, a gym and a dining hall, in addition to an officer's wardroom, a crew wardroom, clinic and emergency low births for passengers and crew.
One interesting design choice came out of the exercise. We opted to put one of the consoles into the owner's luxury suite, leaving three on the bridge. This launched us into some humorous speculation about a paranoid owner growing his fingernails and beard while acting as the ghost of the ship.
We settled on crew, but never rolled them up. We're thinking a couple of ex-Spacers to act as the head pilot/navigator and the chief engineer. The rest will be Citizens.
The final couple hours of the session, we worked on the interior hit location sheet. This was difficult. Choosing whether to put the computer next to the junior officer quarters or a luxury suite was a lengthy discussion. Put the fuel into its own dedicated compartments or scatter it about the ship? It gave us a lot to think about. Maybe too much.
Development of the ship in a group setting has helped us to begin thinking of the ship as a character in itself. The players are beginning to talk about the ship like it's real. They want to fly it places. They're already thinking about how to operate it, and what their roles will be aboard it.
In the latter part of the session, we discussed the combat rules and ran a sample fight. I made it a melee and we used miniatures on a hex mat for blocking. I had written up a post for this site showing an example of using the personal combat system for a fist fight and I used that as the template for this combat.
I wanted to try out a rule whereby you could continue attacking targets by taking on more difficulty dice, but we opted to not do it after some spirited discussion during the fight. The players preferred to keep the more abstract nature of Traveller combat, which one of my players said was reminiscent of AD&D with it's one minute rounds. After running the fight, I think it's the right call.
After the fight, we went over all the injury and recovery rules we could find. Here's a question for the CotI, if you take damage during combat but one of your characteristics is not reduced to zero, how long does it take to recover the points you lost?
Out next session isn't scheduled until late October, I'm sorry to report. Sucks to be an adult sometimes.