Supplement Four
SOC-14 5K
I use Book 2 space combat (modified a tad, of course), as it's one of the best (imo) role-playing-centered space combat systems ever designed for Traveller. Book 2 space combat can be played strictly from the "inside" of a ship during the entire encounter.
And, that's exactly what my group did tonight. We played the entire session watching the characters make their desperate run through the asteroid belt as they tried to outrun their attackers.
I spread the deckplans out on the gaming table, used markers to show crewmen positions, and described the action to the players as the entire encounter took place.
I focussed the group on the ship, and we role-played what was happening inside the ship (I kept track of relative ship positions using the Range Band method from Starter Traveller). We'd roleplay damage control. I'd describe the creaks and groans the ship made as the pilot oriented the ship in different positions to acquire a targeting solution.
One character was injured, and we spent time roleplaying out the ship's medic dashing through the bowls of the vessel, crashbag in hand, as he rendered medical aid to the downed individual.
The cargo hold was hit during the fight, and we roleplayed the crew as they (A) tried to find the leak, and then (b) struggled to weld some patch plates over the appropriate area.
It was funny because the plates they used were from a secton of the port corridor where ship's electrician had pulled the floor sections in order to re-wire a conduit (the ship's Computer had been hit, and that's what I came up with for the acutal damage to the computer).
After about 45 minutes (in-game time), a crew of characters, led by the engineer, finally got the ship's single pulse laser working again. The ship's medic had patched up the gunner.
On the bridge, I described what type of energy readings the navigator got from his sensor scans of the enemy ship (trailing some 620,000 km behind the character's vessel), and the player would have to interpret what I would describe.
Needless to say, we had an exceptional Traveller game session tonight.
When I was dropped off, after the game, I started thinking about Hull hits. What did tonight, when a Hull hit occurred, I'd wing it by picking a section of the ship, and, on a whim, I'd say it was despressured...or I'd describe an explosion...one time the pilot actually saw a piece of antenna fly off past the bridge ports, but he checked all systems and didn't find any system performing less than it shoud have (that was kinda funny in the game).
Everytime the ship's hull was hit, though, it took me a moment to first fiture which section of the ship had been hit, and once I knew that, I had to decide what the damage was like.
So, tonight, once I got home, I took a hard look at the ship's deck plans (we use the GURPS Far Trader deckplans) and made a little chart.
This is a D66 chart, and I've weighted the bigger sections to appear on the chart more often than the smaller sections.
What I will do now, next time, when we pick up in the next game session where we left off (the fight isn't over yet!), I'm going to roll on this D66 Hull chart everytime a Hull hit is indicated on the Book 2 starship combat damage charts.
This will be an aid for me quickly locate where the ship was hit, and I can then take that ball and run with it during the game.
I'm posting this here because I thought some of you other GMs out there might be interested in doing something similar with your games. And, if you've got a TYPE A2 in your game, you can even copy this chart as-is (without having to create one for different vessel).
And, that's exactly what my group did tonight. We played the entire session watching the characters make their desperate run through the asteroid belt as they tried to outrun their attackers.
I spread the deckplans out on the gaming table, used markers to show crewmen positions, and described the action to the players as the entire encounter took place.
I focussed the group on the ship, and we role-played what was happening inside the ship (I kept track of relative ship positions using the Range Band method from Starter Traveller). We'd roleplay damage control. I'd describe the creaks and groans the ship made as the pilot oriented the ship in different positions to acquire a targeting solution.
One character was injured, and we spent time roleplaying out the ship's medic dashing through the bowls of the vessel, crashbag in hand, as he rendered medical aid to the downed individual.
The cargo hold was hit during the fight, and we roleplayed the crew as they (A) tried to find the leak, and then (b) struggled to weld some patch plates over the appropriate area.
It was funny because the plates they used were from a secton of the port corridor where ship's electrician had pulled the floor sections in order to re-wire a conduit (the ship's Computer had been hit, and that's what I came up with for the acutal damage to the computer).
After about 45 minutes (in-game time), a crew of characters, led by the engineer, finally got the ship's single pulse laser working again. The ship's medic had patched up the gunner.
On the bridge, I described what type of energy readings the navigator got from his sensor scans of the enemy ship (trailing some 620,000 km behind the character's vessel), and the player would have to interpret what I would describe.
Needless to say, we had an exceptional Traveller game session tonight.
When I was dropped off, after the game, I started thinking about Hull hits. What did tonight, when a Hull hit occurred, I'd wing it by picking a section of the ship, and, on a whim, I'd say it was despressured...or I'd describe an explosion...one time the pilot actually saw a piece of antenna fly off past the bridge ports, but he checked all systems and didn't find any system performing less than it shoud have (that was kinda funny in the game).
Everytime the ship's hull was hit, though, it took me a moment to first fiture which section of the ship had been hit, and once I knew that, I had to decide what the damage was like.
So, tonight, once I got home, I took a hard look at the ship's deck plans (we use the GURPS Far Trader deckplans) and made a little chart.
This is a D66 chart, and I've weighted the bigger sections to appear on the chart more often than the smaller sections.
What I will do now, next time, when we pick up in the next game session where we left off (the fight isn't over yet!), I'm going to roll on this D66 Hull chart everytime a Hull hit is indicated on the Book 2 starship combat damage charts.
This will be an aid for me quickly locate where the ship was hit, and I can then take that ball and run with it during the game.
I'm posting this here because I thought some of you other GMs out there might be interested in doing something similar with your games. And, if you've got a TYPE A2 in your game, you can even copy this chart as-is (without having to create one for different vessel).