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Run! (to your local shop); its the Scoundrels

Burocrate

SOC-12
Cavet: I am a big fan of MG Traveller.

That being said I was really impressed when I paged this new MGT book. It had the required and expected sections: CharGen, New Skills, New Benefits, New Equipment and New Ships. The bits that caught my attention were the sections on running scams, pirate operations, prison terms and basic Scoundrel adventures.

I have been waiting for material for the less-than-legal career path and I am very pleased with this book.
 
My take on Scoundrels:
Over all, very, very good. Useful expanion on carrers, farley well done too.
Excellent sections on Criminal Organization, trust effects, several takes on heists, from the gm and players perspective, complex to streamlined.
The section on hacking likewise is spot on. I like the sections on smuggling and the LAW. The section on piracy is also quite handy and includes a mechanic for fencing goods, nice for many kinds of ill-gotten goods.

The ship section, ah yes, has new ship building rules, a few new gadgets, and the new ships, with floor plans.

The new ship building rules cover smuggler holds, and external cargo carrying construction rules and effects.

Last but not least, the odd jobs section is priceless.

I like the art in it, not an awful lot of it and well done when it is.

The tools, augments, weapons and armour are well done as well.

Final Thoughts: I like it, glad I bought it, it will be used, more often than any other source book so far, baring perhap Traders and gunboats and the CSC.
 
Pardon my ignorance, what is social combat? It gives the impression of one upsmanship, or who has a more spendid sneer for his lessers.
 
Pardon my ignorance, what is social combat? It gives the impression of one upsmanship, or who has a more spendid sneer for his lessers.

In a number of indie games, social combat is a process in rules for adjudicating attempts to convince/seduce/lure/baffle other characters by mechanical process.

The best example is Burning Wheel/Burning Empires Duel of Wits.

It turns social actions into a minigame, much like fire combat is a minigame.

When one side wins, the other side is convinced/seduced/lured/baffled (as appropriate); the injuries are instead compromises the loser forces.

Each action is resolved as a task, but also requires the player to make an in character statement. If the statement is particularly good (relevant, in character) they may get a bonus on the task.​
 
Pardon my ignorance, what is social combat? It gives the impression of one upsmanship, or who has a more spendid sneer for his lessers.

I can't really add to what Aramis said, except to suggest you read the thread I linked to in my first post above. :)

Social combat rules provide a way of determining the outcome of non-violent conflict without relying on GM fiat.
 
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