Supplement Four
SOC-14 5K
Here, I'm just thinking out loud as a CT Ref.
I've always balked a bit at the ease of which I've allowed PCs to get their hands on serious weaponry in a Traveller game. Players find a world that is the Traveller equivalent to Beirut in the 1980's or Mogadishu in the 1990's, and they get what they want.
And, this is fine if you want your tramp freighter crew to be like Firefly.
"Let's be heroes!"
But..as Ref, I was thinking of ways I could limit this in the game. I'm attracted to the PCs using shotguns and standard autopistols instead of ACRs and hand grenades. Cloth armor instead of Combat Armor.
For me, it just boils down to knowing the worlds in my subsector (developing them with personalities, the people having a culture, and seeing what the stats have to say about the place).
What do you need for a Traveller Beirut or Mogadishu? A place where you can just walk down the main street and hit the vendors selling heavy weapons, open air, on tables along the side of the road?
You need a high population.
You need low or no law level.
You need the right government.
You need some political turmoil (to attract the black market arms dealers).
And, I'm thinking....I'll need a barrier to getting to that place. Maybe it's far away in the subsector from where the campaign starts.
Maybe the system in interdicted.
Maybe whomever is at war with the world, if the conflict stretches between stars, has blockaded the world.
Or, maybe the No Law aspect also reaches to the system, and Corsairs or Pirates are known to prey heavily on that system.
And, even if all that is in the game...I think the journey to, and obtaining the weapons, should be an adventure--not just a quick stop.
In the mean time, the players are using what they mustered out with--that old TL 6 single action rifle the character mustered out with 30 years ago. Or, the shotgun the character purchased the first chance he got after the campaign started.
Oh...and if the PC do get their dream Merc weapons anyway (if they figure it out in the game, I give it to 'em...I'm that type of Ref. Anything's possible.), those suckers can be confiscated if pulled out and used in the wrong place.
I've always balked a bit at the ease of which I've allowed PCs to get their hands on serious weaponry in a Traveller game. Players find a world that is the Traveller equivalent to Beirut in the 1980's or Mogadishu in the 1990's, and they get what they want.
And, this is fine if you want your tramp freighter crew to be like Firefly.
"Let's be heroes!"
But..as Ref, I was thinking of ways I could limit this in the game. I'm attracted to the PCs using shotguns and standard autopistols instead of ACRs and hand grenades. Cloth armor instead of Combat Armor.
For me, it just boils down to knowing the worlds in my subsector (developing them with personalities, the people having a culture, and seeing what the stats have to say about the place).
What do you need for a Traveller Beirut or Mogadishu? A place where you can just walk down the main street and hit the vendors selling heavy weapons, open air, on tables along the side of the road?
You need a high population.
You need low or no law level.
You need the right government.
You need some political turmoil (to attract the black market arms dealers).
And, I'm thinking....I'll need a barrier to getting to that place. Maybe it's far away in the subsector from where the campaign starts.
Maybe the system in interdicted.
Maybe whomever is at war with the world, if the conflict stretches between stars, has blockaded the world.
Or, maybe the No Law aspect also reaches to the system, and Corsairs or Pirates are known to prey heavily on that system.
And, even if all that is in the game...I think the journey to, and obtaining the weapons, should be an adventure--not just a quick stop.
In the mean time, the players are using what they mustered out with--that old TL 6 single action rifle the character mustered out with 30 years ago. Or, the shotgun the character purchased the first chance he got after the campaign started.
Oh...and if the PC do get their dream Merc weapons anyway (if they figure it out in the game, I give it to 'em...I'm that type of Ref. Anything's possible.), those suckers can be confiscated if pulled out and used in the wrong place.