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Range Bands

So, as it happens Mutant Chronicles 3e came into the store the other day. Oh okay, I ordered it for myself. Anyhow, while this is about another game I think it has something in it that is very relevant and useful for T5 and should be cloned into the player's book.

Having moved from a very tactical game which plugged right into the table top miniatures game to a narrativist metagame structure, Mutant Chronicles now uses range bands.

But what is interesting is the discussion in the GMs section on setting up scenes using range bands and the functionality and relative positioning within range bands.

In essence the GM is encouraged to describe the scene in terms of terrain objects, each of which occupies a single zone. The relative positioning of the zones forms a rough map with things in the same zone being 'close', things in an adjacent zone are at 'short range' and things two zones away are at 'medium range' and so forth. So you could say, "You guys are on the loading dock and the ship is next to that and the warehouse is on the other side of it and the next docks are up and down from it. Across from your dock is another row of docks and warehouses and on the other side of that is the road and the monorail." And essentially you wind up with a location specific narrative map that defines what those annoyingly nebulous range bands mean in more concrete terms.

There's more on the topic in the book than that, sample diagrams and discussion of various related topics like cover.

Anyhow, it's pretty spiffy and appropriate given T5's vague range band and movement system. It could be really helpful for new GMs and players.

I'll need to go over it in more detail to mine it for ideas, but for a guy who hates range bands, it certainly looks interesting.
 
In essence the GM is encouraged to describe the scene in terms of terrain objects, each of which occupies a single zone. The relative positioning of the zones forms a rough map with things in the same zone being 'close', things in an adjacent zone are at 'short range' and things two zones away are at 'medium range' and so forth. So you could say, "You guys are on the loading dock and the ship is next to that and the warehouse is on the other side of it and the next docks are up and down from it. Across from your dock is another row of docks and warehouses and on the other side of that is the road and the monorail." And essentially you wind up with a location specific narrative map that defines what those annoyingly nebulous range bands mean in more concrete terms.

There's more on the topic in the book than that, sample diagrams and discussion of various related topics like cover.

I have always loved the Range Bands from CT conceptually. They are fluid, elastic, and let the Referee keep things moving for ranged combat. That said, I never quite knew how to use them effectively until I read your post.

I have no idea if the Range Bands in T5 are distinctly different than those found in CT... But I want to thank you for this. I might even track down a copy of MC3e f there's a bit more wisdom on this.

The notion of laying down markers as defined by the bands means Players can now understand that cover is such-and-such bands away and more. Since these tactical elements are, I think vital, to the feel of Traveller play, reinforcing distances via the Range Band distances seems the bee's knees. Since range DMs, opening and closing range, and more, all depend on these bands, anything that keeps this element clear and concrete in the imagination of the Players is a good thing.

This might all b obvious to many here. But I feel like a tool that I always knew was a good idea has been explained in a way that makes perfect sense and now very powerful. Thanks!
 
Yeah, it actually blew my mind. I might give them grief for the very ffg talent trees and skills but they did more for my opinion of range bands than Traveller ever managed.
 
David, that does sound like a very useful way to apply range bands to a game. Thanks.
 
I'll certainly have to give it a look. I can see range bands for sensors and ranged attacks, but for movement and personal (HTH) combat, I have never been able to wrap my brain around the concept properly.

Cheers,

Baron Ovka
 
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