Supplement Four
SOC-14 5K
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.
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.