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Rules - INDEX Thread

Yep, there's an index of all of the Ship Designs posted on CotI (index in The Fleet forum) started by Employee 2-4601 that got stickied for example. Might need some maintenance again as I don't recall it being updated lately. But then maybe there haven't been any new designs posted since?

So stickied index threads are a good idea, in moderation and properly placed of course. Too many scattered about and you have the same problem and somebody has to make an index of all the indexes
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Sensors and Transponders

A strong argument for no sensors used in the official Classic Traveller rules points to transponders. By Imperial Law, transponders continually broadcast the ship's ID and relevant information. When a ship emerges from J-Space in a system, it's bombarded by contacts--all transponder signals broadcasting ID and current position.

Military vessels have transponders that can be adjusted to broadcast as if the Navy ship were another vessel or be turned off all-together. But, all civilian ships must incorporate a transponder that constantly broadcasts and cannot be switched off.

Of course, the military grade transponders find their way to the grey and black market, and they can be had for a price. The penalty for being caught with such a device is high and can include imprisonment or forfieture of the ship or both. One would think that corsairs with such a transponder would have an edge over the civilian traffic the pirates prey upon, but in actuality, the opposite is true. Modern sensors are good enough to detect a ship long before it's within any range to do much damage to a civilian vessel (accoriding to Classic Traveller rules, its easy for a civilian ship to detect out to one-half light second or 150,000 km), and if a ship approaches without a transponder broadcast, it is perfectly legal to blast that vessel from the sky. Corsairs have learned to be more crafty, either by broadcasting a false signal (which still doesn't overcome the the problem of sensor dectection range) or finding position on a vessel by hiding behind a moon/planet/asteroid/satellite in space.

There is another strong opinion posited by Classic Traveller players that, even with transponders that can be switched to silent mode, modern starship sensors will be able to detect other vessels just by the heat of their drives to a distance far greater than that of space combat (but this opinion conflicts the Detection Range listed under Classic Traveller space combat rules).

Either way, sensors and game statistics on sensors are moot. They're considered part of a ship's equipment, and are needed for various tasks associated with the ship. But, with all ships broadcasting position all the time, ship's sensors is something that doesn't need to be addressed. Classic Traveller assumes all ships are known and plotted on the gaming board when the starship combat scenario begins.





On the other hand, DGP has published sensor rules for Classic Traveller in their product Grand Survey. If you can find this out of print CT item, it is well worth buying--every page stuffed with very useful information you can use in your game. Also look for DGP's companion publication Grand Census. Together, they're two CT products that every CT GM should be able to reference for his game.



-------------------------------------------------
Not that it would be that important to you, but in my game, I use both ideas above. I use the constant-broadcast transponder idea, and I use the DGP sensor rules on the rare occasions when sensor checks must be made. I find the two approaches quite agreeable with the Official Traveller Universe as well.




EDIT: Just to clarify. Sensors were not "omitted" from Classic Traveller. They were just deemed unimportant for space combat. See Book 2 pg. 13: Scanners, detectors, and sensors are mentioned, all as part of the bridge and basic starship controls. Sensor dectection range is listed on pg. 32 of Book 2.




1st Edition Traveller used different detection ranges than what is listed in 2nd Edition. You can view those detection ranges HERE.




EDIT 2: Power Projection FLEET, a Traveller starship combat game, addresses the use of sensors in Traveller by stating this: "Space is vast, almost entirely empty and very, very cold (just a few degrees above absolute zero) such that even gases freeze solid. A ship's drives have to emit a lot of energy to provide any reasonable thrust, so the energy from a manuvering ship is very easy to detect against the super-cold background of space.

"Even if a ship turns off its drives, it has to maintain a reasonalbe internal temperature for its crew; it containst a power plant which has to power a lot of electrical equipment (life support, computers, etc.). These systems all emit heat (as a waste by-product) which must be shed from the ship to prevent it building up and cooking the crew. Even a carefully contructed 'stealthy' ship must find a way to get rid of this energy, and can therefore be detected using the advanced military sensors avaialable to Traveller ships.

"The problems astronomers have detecting potential Earth-impacting asteroids might make you think it's easy to hide in space. However asteroids are typically as cold as the space around them, vary enormously in how bright (reflective) they are, and current telescopes and their asocieted computers only allow us to scan limited sections of the night sky relatively slowly.

"Traveller ships have far improved sensor technology and computer processing power, plus ship sensors don't suffer the warping and attenuating effects of viewing space through a planet's atmosphere.

"In summary, in [Traveller], its is generally pretty easy to detect the presence of other starships and extact a fair amountof information as to the ship's type and status, based on its energy emissions."
 
Sensors and Transponders

A strong argument for no sensors used in the official Classic Traveller rules points to transponders. By Imperial Law, transponders continually broadcast the ship's ID and relevant information. When a ship emerges from J-Space in a system, it's bombarded by contacts--all transponder signals broadcasting ID and current position.

Military vessels have transponders that can be adjusted to broadcast as if the Navy ship were another vessel or be turned off all-together. But, all civilian ships must incorporate a transponder that constantly broadcasts and cannot be switched off.

Of course, the military grade transponders find their way to the grey and black market, and they can be had for a price. The penalty for being caught with such a device is high and can include imprisonment or forfieture of the ship or both. One would think that corsairs with such a transponder would have an edge over the civilian traffic the pirates prey upon, but in actuality, the opposite is true. Modern sensors are good enough to detect a ship long before it's within any range to do much damage to a civilian vessel (accoriding to Classic Traveller rules, its easy for a civilian ship to detect out to one-half light second or 150,000 km), and if a ship approaches without a transponder broadcast, it is perfectly legal to blast that vessel from the sky. Corsairs have learned to be more crafty, either by broadcasting a false signal (which still doesn't overcome the the problem of sensor dectection range) or finding position on a vessel by hiding behind a moon/planet/asteroid/satellite in space.

There is another strong opinion posited by Classic Traveller players that, even with transponders that can be switched to silent mode, modern starship sensors will be able to detect other vessels just by the heat of their drives to a distance far greater than that of space combat (but this opinion conflicts the Detection Range listed under Classic Traveller space combat rules).

Either way, sensors and game statistics on sensors are moot. They're considered part of a ship's equipment, and are needed for various tasks associated with the ship. But, with all ships broadcasting position all the time, ship's sensors is something that doesn't need to be addressed. Classic Traveller assumes all ships are known and plotted on the gaming board when the starship combat scenario begins.





On the other hand, DGP has published sensor rules for Classic Traveller in their product Grand Survey. If you can find this out of print CT item, it is well worth buying--every page stuffed with very useful information you can use in your game. Also look for DGP's companion publication Grand Census. Together, they're two CT products that every CT GM should be able to reference for his game.



-------------------------------------------------
Not that it would be that important to you, but in my game, I use both ideas above. I use the constant-broadcast transponder idea, and I use the DGP sensor rules on the rare occasions when sensor checks must be made. I find the two approaches quite agreeable with the Official Traveller Universe as well.




EDIT: Just to clarify. Sensors were not "omitted" from Classic Traveller. They were just deemed unimportant for space combat. See Book 2 pg. 13: Scanners, detectors, and sensors are mentioned, all as part of the bridge and basic starship controls. Sensor dectection range is listed on pg. 32 of Book 2.




1st Edition Traveller used different detection ranges than what is listed in 2nd Edition. You can view those detection ranges HERE.




EDIT 2: Power Projection FLEET, a Traveller starship combat game, addresses the use of sensors in Traveller by stating this: "Space is vast, almost entirely empty and very, very cold (just a few degrees above absolute zero) such that even gases freeze solid. A ship's drives have to emit a lot of energy to provide any reasonable thrust, so the energy from a manuvering ship is very easy to detect against the super-cold background of space.

"Even if a ship turns off its drives, it has to maintain a reasonalbe internal temperature for its crew; it containst a power plant which has to power a lot of electrical equipment (life support, computers, etc.). These systems all emit heat (as a waste by-product) which must be shed from the ship to prevent it building up and cooking the crew. Even a carefully contructed 'stealthy' ship must find a way to get rid of this energy, and can therefore be detected using the advanced military sensors avaialable to Traveller ships.

"The problems astronomers have detecting potential Earth-impacting asteroids might make you think it's easy to hide in space. However asteroids are typically as cold as the space around them, vary enormously in how bright (reflective) they are, and current telescopes and their asocieted computers only allow us to scan limited sections of the night sky relatively slowly.

"Traveller ships have far improved sensor technology and computer processing power, plus ship sensors don't suffer the warping and attenuating effects of viewing space through a planet's atmosphere.

"In summary, in [Traveller], its is generally pretty easy to detect the presence of other starships and extact a fair amountof information as to the ship's type and status, based on its energy emissions."
 
The Undersea Environment published by GameLords, LTD.

Written by J. Andrew Keith, this supplement for Classic Traveller introduces two new skills: Swimming and Diving. It also includes a whole host of rules specific to the underwater environment. Topics like using regular skills underwater, vehicles functioning underwater, swimming rules, bouyancy, diving, pressure, world gravity, decompressing, visibility and sound, temperature, underwater combat, underwater communication, unbilical diving, are discussed.

The book also includes vehicles, tools, equipment, and weapons suitable to underwater adventures.
 
The Undersea Environment published by GameLords, LTD.

Written by J. Andrew Keith, this supplement for Classic Traveller introduces two new skills: Swimming and Diving. It also includes a whole host of rules specific to the underwater environment. Topics like using regular skills underwater, vehicles functioning underwater, swimming rules, bouyancy, diving, pressure, world gravity, decompressing, visibility and sound, temperature, underwater combat, underwater communication, unbilical diving, are discussed.

The book also includes vehicles, tools, equipment, and weapons suitable to underwater adventures.
 
The Traveller Logbook published by Judges Guild

Besides the additions to character careers and background, this JG offering provides an alternate set of damage tables for Book 2 Starship Combat that are much more elaborate than what is seen in LBB2.

Besides that, there are several forms that can be photocopied, like a character sheet, service jacket, ship summary, crew rouster, ship's title, and ship's design specs.

There's even a table which a GM can throw randomly to see where a character is presently aboard a ship.
 
The Traveller Logbook published by Judges Guild

Besides the additions to character careers and background, this JG offering provides an alternate set of damage tables for Book 2 Starship Combat that are much more elaborate than what is seen in LBB2.

Besides that, there are several forms that can be photocopied, like a character sheet, service jacket, ship summary, crew rouster, ship's title, and ship's design specs.

There's even a table which a GM can throw randomly to see where a character is presently aboard a ship.
 
Traveller Little Black Books published by GDW.

I'm not going to list info on the LBBs as everyone knows what's in them.

There are nine rule books. Note that there are also different editions that vary in content.

Book 0: An Introduction to Traveller

Book 1: Characters and Combat

Book 2: Starships

Book 3: Worlds and Adventures

Book 4: Mercenary

Book 5: High Guard

Book 6: Scouts

Book 7: Merchant Prince

Book 8: Robots





Understanding Traveller




Although there is some variance, the core rules to Classic Traveller can also be found in Starter Traveller and The Traveller Book.




Some official rules are also printed in various issues of The Journal of the Travellers' Aid Society. Various other rules, both official and optional can be found in many adventures and other Traveller supplemental materials.




There are 13 rules supplements, and 3 special supplements.

Supplement 1: 1001 Characters

Supplement 2: Animal Encounters

Supplement 3: The Spinward Marches

Supplement 4: Citizens of the Imperium

Supplement 5: Lightning Class Cruisers

Supplement 6: 76 Patrons

Supplement 7: Traders and Gunboats

Supplement 8: Library Data A-M

Supplement 9: Fighting Ships

Supplement 10: The Solomani Rim

Supplement 11: Library Data N-Z

Supplement 12: Forms and Charts

Supplement 13: Veterans

Special Supplement 1: Merchant Prince

Special Supplement 2: Exotic Atmospheres

Special Supplement 3: Missiles





Some rules can be taken and used in Traveller from some of its perrpheral games.

Mayday

Snapshot

Azhanti High Lightning

Fifth Frontier War

Invasion: Earth

Striker

Imperium

Dark Nebula
 
Traveller Little Black Books published by GDW.

I'm not going to list info on the LBBs as everyone knows what's in them.

There are nine rule books. Note that there are also different editions that vary in content.

Book 0: An Introduction to Traveller

Book 1: Characters and Combat

Book 2: Starships

Book 3: Worlds and Adventures

Book 4: Mercenary

Book 5: High Guard

Book 6: Scouts

Book 7: Merchant Prince

Book 8: Robots





Understanding Traveller




Although there is some variance, the core rules to Classic Traveller can also be found in Starter Traveller and The Traveller Book.




Some official rules are also printed in various issues of The Journal of the Travellers' Aid Society. Various other rules, both official and optional can be found in many adventures and other Traveller supplemental materials.




There are 13 rules supplements, and 3 special supplements.

Supplement 1: 1001 Characters

Supplement 2: Animal Encounters

Supplement 3: The Spinward Marches

Supplement 4: Citizens of the Imperium

Supplement 5: Lightning Class Cruisers

Supplement 6: 76 Patrons

Supplement 7: Traders and Gunboats

Supplement 8: Library Data A-M

Supplement 9: Fighting Ships

Supplement 10: The Solomani Rim

Supplement 11: Library Data N-Z

Supplement 12: Forms and Charts

Supplement 13: Veterans

Special Supplement 1: Merchant Prince

Special Supplement 2: Exotic Atmospheres

Special Supplement 3: Missiles





Some rules can be taken and used in Traveller from some of its perrpheral games.

Mayday

Snapshot

Azhanti High Lightning

Fifth Frontier War

Invasion: Earth

Striker

Imperium

Dark Nebula
 
The Moutain Environment published by GameLords, LTD.

This rules supplement adds a new cascade skill called Mountaineering to the Traveller arsenal. Mixed Climbing, Rock Climbing, and Ice Climbing are all choices when Mountaineering is received.

What you get in this book is extensive rules on just about every aspect of climbing. Topics such as route finding, climbing in zero G, climbing in a Vacc Suit, equipment failure, fatigue, high altitude, and a whole host of other situations are discussed. An entire rules sections makes a mini-game of climbing a mountain--it can be quite fun, and it definitely gives the feel of all the things that need to be considered when climbing.

Special encounters are given, like "Events" on an animal encounter chart. Much equipment is described.

Weather rules are included that can be used with or without the mountain environment.

This is a small book of 48 pages in LBB format, but it's extremely dense with information.
 
The Moutain Environment published by GameLords, LTD.

This rules supplement adds a new cascade skill called Mountaineering to the Traveller arsenal. Mixed Climbing, Rock Climbing, and Ice Climbing are all choices when Mountaineering is received.

What you get in this book is extensive rules on just about every aspect of climbing. Topics such as route finding, climbing in zero G, climbing in a Vacc Suit, equipment failure, fatigue, high altitude, and a whole host of other situations are discussed. An entire rules sections makes a mini-game of climbing a mountain--it can be quite fun, and it definitely gives the feel of all the things that need to be considered when climbing.

Special encounters are given, like "Events" on an animal encounter chart. Much equipment is described.

Weather rules are included that can be used with or without the mountain environment.

This is a small book of 48 pages in LBB format, but it's extremely dense with information.
 
Starship Velocity

Remember that operating the M-Drive in Traveller is cheap. Most starships will accelerate at maximum thrust for the first half of their journey, flip around, and use the ship's M-Drive to decelerate the last leg of the trip. In a straight line, this is the fastest method for a ship to travel between to points. It's the method that the Travel Formula is based upon.

Visual range in space, even computer enhanced, is less than 10,000 km. Therefore, players will only "see" other vessels, most of the time, via sensor readings. A GM should keep this in mind when describing contacts.

Sensors can easily tell, though, which side of a craft the bright drive is being used. It should be very easy to tell on what leg of a journey a target is on: accelerating, the ship is on the first half of its journey; decelerating, it's on the later half. And since most journeys are taken in a straight line, it's typically elementary, with speed and course known, to calculate the vessel's destination.

GMs should remember to sometimes describe starships seemingly moving backward, as they decelerate on the later half of their journeys.

I ran a scenario recently where the players' ship got into trouble in the Patinir asteroid belt. I had previously established the "corridor", which is a route through the asteroids used by many merchant vessels. When the players' ship got into trouble, an SOS went out. I random rolled a ship close enough to respond to the SOS. Then, I random rolled which direction it was coming from (which would also tell me which leg of the journey it was on). The ship was moving from the station, along the corridor, towards the players' ship.

The players' were saved, right?

No. I figured thrust. I simply used the travel formula from the ship's starting point at the station to the jump point at the end of the corridor. The ship was on its last leg of the journey, so the players' contact was described as an inverted ship, drives bright slowing the vessel. But, I also figured the ship's speed when it passed the players' ship. And, this is when the players' hopes were dashed. This new ship, acknowledging the players' SOS, was moving too fast to help the players. It moved so fast that it was in combat range for only two Space Combat rounds (2000 seconds) before it was gone again.

It was this speeding missile that passed by.

The ship was already decelerating as much as it could, so there was nothing it could do.

The players' and the new ship exanged words for about half an hour, and then it was gone.

GMs should consider encounters like this in space. Just because another vessel is close, that doesn't mean it can effect a combat encouter. A couple of quick calculations by the GM, using the Travel formula, will tell you velocity on other vessels. Close contacts, especially if they are coming from a different heading, will usually be much, much slower than the players' ship, or much, much faster.

Traveller isn't Star Wars. Ship's don't decelerate on a dime. They have to spend as much time decelerating as they do accelerating.

Food for thought when GMs are managing space encounters.
 
Starship Velocity

Remember that operating the M-Drive in Traveller is cheap. Most starships will accelerate at maximum thrust for the first half of their journey, flip around, and use the ship's M-Drive to decelerate the last leg of the trip. In a straight line, this is the fastest method for a ship to travel between to points. It's the method that the Travel Formula is based upon.

Visual range in space, even computer enhanced, is less than 10,000 km. Therefore, players will only "see" other vessels, most of the time, via sensor readings. A GM should keep this in mind when describing contacts.

Sensors can easily tell, though, which side of a craft the bright drive is being used. It should be very easy to tell on what leg of a journey a target is on: accelerating, the ship is on the first half of its journey; decelerating, it's on the later half. And since most journeys are taken in a straight line, it's typically elementary, with speed and course known, to calculate the vessel's destination.

GMs should remember to sometimes describe starships seemingly moving backward, as they decelerate on the later half of their journeys.

I ran a scenario recently where the players' ship got into trouble in the Patinir asteroid belt. I had previously established the "corridor", which is a route through the asteroids used by many merchant vessels. When the players' ship got into trouble, an SOS went out. I random rolled a ship close enough to respond to the SOS. Then, I random rolled which direction it was coming from (which would also tell me which leg of the journey it was on). The ship was moving from the station, along the corridor, towards the players' ship.

The players' were saved, right?

No. I figured thrust. I simply used the travel formula from the ship's starting point at the station to the jump point at the end of the corridor. The ship was on its last leg of the journey, so the players' contact was described as an inverted ship, drives bright slowing the vessel. But, I also figured the ship's speed when it passed the players' ship. And, this is when the players' hopes were dashed. This new ship, acknowledging the players' SOS, was moving too fast to help the players. It moved so fast that it was in combat range for only two Space Combat rounds (2000 seconds) before it was gone again.

It was this speeding missile that passed by.

The ship was already decelerating as much as it could, so there was nothing it could do.

The players' and the new ship exanged words for about half an hour, and then it was gone.

GMs should consider encounters like this in space. Just because another vessel is close, that doesn't mean it can effect a combat encouter. A couple of quick calculations by the GM, using the Travel formula, will tell you velocity on other vessels. Close contacts, especially if they are coming from a different heading, will usually be much, much slower than the players' ship, or much, much faster.

Traveller isn't Star Wars. Ship's don't decelerate on a dime. They have to spend as much time decelerating as they do accelerating.

Food for thought when GMs are managing space encounters.
 
GMing Skills


Consider yourself GMing a game. The PCs are in their ship, having just received a Signal GK. Triangulating the transmission, they find a derelict free falling in the system's asteroid belt.

It's time to go EVA. The players want to suit up and jump from one ship to another.

"No problem," you say as you flip out the rules listed under the Vacc Suit or Zero-G Combat skill (or even the Zero-G rules listed on pg. 45 of The Traveller Book, or the rules in Beltstrike), "who's got Vacc Suit skill?"

Not a single character has Vacc Suit skill written on their character sheets.

What do you do now? Rule that not one of these spacers knows how to operate a Vacc Suit? Use the rules mentioned above with the no-skill penalty?

Sure, if you want.

But, you could also take stock of common sense, and as the GM, award Vacc Suit-0 to any deserving character.

Check the character's homeworld. Does it makes sense that the character will probably have at least some expertise with Vacc Suit? If the character's homeworld is an asteroid belt, it certainly does. Certain atmo types might make it reasonable that the character may have some previous experience working with a Vacc Suit.

What about the character's prior career? Is there anything there that would make you think the character may have used a Vacc Suit before?

If so, allow the player to write the skill on the character's sheet, right then, at Skill-0.

Just use common sense.




I used Vacc Suit in this example because it's easy. But, take this idea with you into other areas of the game. If a character's background screams out, "I'VE GOT EXPERIENCE IN THIS AREA!" then allow the character to have a Skill-0 with that skill eventhough the skill never popped up during chargen.

If the character if from a water world with a Type 6 atmo, then give him Swimming-0. Why not?





In my game, I consider every character to have any skill that can be had without special training at Skill-0. There's no need to even write this on the sheet because every character's got them.

So, every character has Bribery-0, because anybody can attempt a bribe. Admin-0. Streetwise-0. Steward-0. Carousing-0. These are all skills that don't require special training. It's in the spirit of Book 1 where it is stated that every character can pick up every weapon listed in that book and use it at Skill-0 proficiency.

Not all skill are covered under this rule, though. Skills that require specific training (like Pilot, Engineering, Swimming, Navigation, Medical)...all of these are not considered Skill-0 for every character. You've got to receive some training before you even get a Skill-0 in these types of skills.

This is the type of thing I consider, as well, when deciding whether to give a character Skill-0 expertise.

I'm much more prone to give a character Forgery-0 than I am Ship's Boat-0. The former anyone can try (and I'd still pop a negative on thier Forgery task throws), but the later requires formal training before any chance of success is possible.




Skills also "overlap". You'll see this in various descriptions in Traveller. The Vacc Suit skill, for example, can be used to operate BattleDress. BattleDress can be used as "Vacc Suit" if needed. Those two are inter-changeable on a certain level.

The BattleDress skill, though, also covers some areas that the Vacc Suit skill doesn't--like operating equipment and weapons on the BattleDress.

Zero-G Combat (from Book 4) and Vacc Suit are also closely related, but different on some counts.

ATV and Wheeled Vehicle can be used interchangeably. Air/Raft and Grav Vehicle can as well.

As a GM, if a character has Air/Raft-1 and Grav Vehicle-2, you might as well clean up the sheet by erasing Air/Raft-1 and keeping Grav Vehicle-2.

And, some skills are related but weighted differently. For example, A character with Leadership-4 and a character with Recruiting-1 will have the same effect on hiring personel. Whereas Leadership tends to attract all types of people within the character's sphere of personality, the Recuriting skill is more discerning and would receive DMs on seeking hirelings for specific tasks or positions.

See, these are all examples from the books. When it comes to the game, use your noggin. Just because it doesn't "say" a skill is related in the Traveller books doesn't mean that you shouldn't make a rule to that effect.

In my game, I see a correlation between ship's sensors and the Navigation skill. I mean the navigator uses sensors for most of his job. So, Navigation, in my game, is the same as Sensor Ops.

Gunners, too. Much of their work in firing the weapons deals with sensor data. If you've got Gunner-2 in my game, you can use that skill as if you've got Sensor Ops-1.

They seem related to me, so that's how I call it.




There's plenty of precedent for this type of thing in Traveller, too. Many skills can be used as a different, related skill at a lower level. Liaison, for example, from Book 5, can be used as either Admin or Streetwise at the next lower level.

Carousing, in Book 5, can be used as Steward at one level lower. Pilot can be used as Ship's Boat at one level lower.

Sometimes, the connection between two skills might not be as strong. If so, consider the skill at 2 levels or more lower. Xeno-Medicine, for example, from Book 1, is used at two levels lower than the Medic skill.

In my game, I do this with weapons. Everyone's got all the Book 1 weapons at Skill-0. But, say a character has Rifle-3. I'll let that character use like weapons at the same skill level: AutoRilfe-3. I'll say some like weapons can be used at one level lower: SMG-2 or Shotgun-2. And, for long connections, I'll do the skill at two levels lower: Pistol-1.

I think you'll find, with all the overlap and connections that are made between like skills, that the CT character, with few skills, is actually much more skilled than you ever gave him credit for.
 
GMing Skills


Consider yourself GMing a game. The PCs are in their ship, having just received a Signal GK. Triangulating the transmission, they find a derelict free falling in the system's asteroid belt.

It's time to go EVA. The players want to suit up and jump from one ship to another.

"No problem," you say as you flip out the rules listed under the Vacc Suit or Zero-G Combat skill (or even the Zero-G rules listed on pg. 45 of The Traveller Book, or the rules in Beltstrike), "who's got Vacc Suit skill?"

Not a single character has Vacc Suit skill written on their character sheets.

What do you do now? Rule that not one of these spacers knows how to operate a Vacc Suit? Use the rules mentioned above with the no-skill penalty?

Sure, if you want.

But, you could also take stock of common sense, and as the GM, award Vacc Suit-0 to any deserving character.

Check the character's homeworld. Does it makes sense that the character will probably have at least some expertise with Vacc Suit? If the character's homeworld is an asteroid belt, it certainly does. Certain atmo types might make it reasonable that the character may have some previous experience working with a Vacc Suit.

What about the character's prior career? Is there anything there that would make you think the character may have used a Vacc Suit before?

If so, allow the player to write the skill on the character's sheet, right then, at Skill-0.

Just use common sense.




I used Vacc Suit in this example because it's easy. But, take this idea with you into other areas of the game. If a character's background screams out, "I'VE GOT EXPERIENCE IN THIS AREA!" then allow the character to have a Skill-0 with that skill eventhough the skill never popped up during chargen.

If the character if from a water world with a Type 6 atmo, then give him Swimming-0. Why not?





In my game, I consider every character to have any skill that can be had without special training at Skill-0. There's no need to even write this on the sheet because every character's got them.

So, every character has Bribery-0, because anybody can attempt a bribe. Admin-0. Streetwise-0. Steward-0. Carousing-0. These are all skills that don't require special training. It's in the spirit of Book 1 where it is stated that every character can pick up every weapon listed in that book and use it at Skill-0 proficiency.

Not all skill are covered under this rule, though. Skills that require specific training (like Pilot, Engineering, Swimming, Navigation, Medical)...all of these are not considered Skill-0 for every character. You've got to receive some training before you even get a Skill-0 in these types of skills.

This is the type of thing I consider, as well, when deciding whether to give a character Skill-0 expertise.

I'm much more prone to give a character Forgery-0 than I am Ship's Boat-0. The former anyone can try (and I'd still pop a negative on thier Forgery task throws), but the later requires formal training before any chance of success is possible.




Skills also "overlap". You'll see this in various descriptions in Traveller. The Vacc Suit skill, for example, can be used to operate BattleDress. BattleDress can be used as "Vacc Suit" if needed. Those two are inter-changeable on a certain level.

The BattleDress skill, though, also covers some areas that the Vacc Suit skill doesn't--like operating equipment and weapons on the BattleDress.

Zero-G Combat (from Book 4) and Vacc Suit are also closely related, but different on some counts.

ATV and Wheeled Vehicle can be used interchangeably. Air/Raft and Grav Vehicle can as well.

As a GM, if a character has Air/Raft-1 and Grav Vehicle-2, you might as well clean up the sheet by erasing Air/Raft-1 and keeping Grav Vehicle-2.

And, some skills are related but weighted differently. For example, A character with Leadership-4 and a character with Recruiting-1 will have the same effect on hiring personel. Whereas Leadership tends to attract all types of people within the character's sphere of personality, the Recuriting skill is more discerning and would receive DMs on seeking hirelings for specific tasks or positions.

See, these are all examples from the books. When it comes to the game, use your noggin. Just because it doesn't "say" a skill is related in the Traveller books doesn't mean that you shouldn't make a rule to that effect.

In my game, I see a correlation between ship's sensors and the Navigation skill. I mean the navigator uses sensors for most of his job. So, Navigation, in my game, is the same as Sensor Ops.

Gunners, too. Much of their work in firing the weapons deals with sensor data. If you've got Gunner-2 in my game, you can use that skill as if you've got Sensor Ops-1.

They seem related to me, so that's how I call it.




There's plenty of precedent for this type of thing in Traveller, too. Many skills can be used as a different, related skill at a lower level. Liaison, for example, from Book 5, can be used as either Admin or Streetwise at the next lower level.

Carousing, in Book 5, can be used as Steward at one level lower. Pilot can be used as Ship's Boat at one level lower.

Sometimes, the connection between two skills might not be as strong. If so, consider the skill at 2 levels or more lower. Xeno-Medicine, for example, from Book 1, is used at two levels lower than the Medic skill.

In my game, I do this with weapons. Everyone's got all the Book 1 weapons at Skill-0. But, say a character has Rifle-3. I'll let that character use like weapons at the same skill level: AutoRilfe-3. I'll say some like weapons can be used at one level lower: SMG-2 or Shotgun-2. And, for long connections, I'll do the skill at two levels lower: Pistol-1.

I think you'll find, with all the overlap and connections that are made between like skills, that the CT character, with few skills, is actually much more skilled than you ever gave him credit for.
 
Fiddling With Stuff

Do GMs fiddle with equipment enough?

I would suspect not.

I suspect that most GMs use the equipment listed in the books "as-is", copied directly onto the character's sheet.

These pieces of equipment (and weapons too) were meant to be used as examples, baselines, inspiration for GMs to create their own stuff.

I think, too often in the modern world of gaming, GMs are loathe to create their own designs.

Let me direct your attention to pg 17 of LBB3. There, it states that the items listed are described as if they were manufactured in a TL 10+ interstellar society. Should the players visit a lower tech world and buy something, then it is suggested that the items be altered. They should be both bulkier and inexpensive.

[EDIT: LBB 4, pg. 43, addresses the TL/price issue.]

I think this idea has become diluted in later versions of Traveller, and I think that many GMs will be surprised when they read what I wrote above on pg. 17 of LBB 3.

So, if the characters are on Aramis, a TL B planet in the Spinward Marches, and a mechanical tool set is purchased, then GMs should consider using the set of tools as is--necessary for making many task rolls involving the Mechanical skill.

But, let's say the crew travels one parsec to TL 4 Pysadi, and there they buy some binoculars. Should those binoculars purchased on Pysaidi be the same as those purchased on Aramis? I mean, binoculars are TL 3, so both societies can easily produce them.

According to what's stated on pg 17 of LBB 3, the TL 3 binoculars purchased on Aramis should closely resemble the description in LBB 3. But, the ones purchased on Pysadi should be bulkier and heavier and probably cost more as well.

Think of the big, heavy, bulking binoculars that were available in WWI, then compare that to the light, fit-in-your-pocket binocs, made in a synthetic case, that you can pick up at your local sporting goods store today.

Both binocs can be manufactured at TL 3, but those manufactured at a higher tech level are vastly different from the introductory versions.

This is something for GMs to keep in mind.






GMs should also consider altering equipment and weapons just to make the game more interesting. A certain company on Aramis might be known for their tools. Most mechanical tool sets are simply required to attempt tasks using the Mechanical skill. But this company on Aramis, They really know how to make tools! If you pick up a mechanical tool set from them, you get a +1 DM on all your Mechanical skill based tasks!

Don't be afraid to make weapons unique. Change the range mods a tad. Alter weight. Think of accessories that are desireable for the weapon. Come up with alternate ammunition. Maybe modifications are needed to the weapon to use alternate ammo (a bigger bore?). Maybe certain versions of the weapon by specific manufacturers have ammo clips that hole more ammo.

"This Armington-Sturgeon bolt-action rilfe comes stock with a scope. The butt is actually made from a ceramic material, believe it or not, that makes it lighter than most weapons of its class. There's a special design holding breach unique to this weapon that preps the round before it is fired. A&S believe this all but eliminates misfires, but in effect, what it does is allow the weapon to carry two extra rounds of ammunition when fully loaded--and extra one in the prep-breach, and one in the barrell. This weapon has a shorter barrell than most rifles of its class, filling a need for mid-range target rifles. The weapon receives a +1 DM at Medium range but is -1 DM at Long and Very Long."

You get the idea.

Players in D&D get attached to their vorpal weapons. Well, create something in your game that will excite them as well.

When the pick an SMG off a dead guard, don't just call it an SMG and go on the game. Describe the weapon. Maybe make it unique in some ways. Players might even start to reconize weapon manufacturers that they like.

You could even do the opposite. Create weapons by a cheap get'em-out-the-door manufacturer. Maybe these weapons are prone to misfire. If you do, you'll get situations like this in your game, "What he carryin'?"

"Looks like an SMG of sorts."

"Check the brand. Recognize it?"

"Looks definitely imported. Wait...it's a STUDZ MULTI-GUNN."

"STUDZ-MULTIGUNN? Forget it. It's trash. Check his other equipment."

I've focused on weapons, but my point here can easily be applied to almost any type of equipment.

This kind of stuff can even lead to the "pull" of an adventure.
 
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