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Running Classic Traveller

OldSalt

SOC-7
For me Classic Traveller is one of the games I'm generally confident I can run at short notice. I first encountered it in the 70s but my rather elderly memory seems to recall a more complete game.

I'm working from the long, black floppy book reprints and I have to hand The Classic Books 0-8 and The Classic Supplements 1-13, with more available with a trip to my gaming archives later in the week.

I've got three characters rolled up using Book 1 and I'm trying to run things as written, more or less.

Here are the things I'm missing, some of which must have been house ruled or read from other sources:
* Details of skill rolls for starship crew skills
* A 15 or 25mm scale combat system with action points
* The Scout Belt secret

I can probably improvise quite a lot, I've been playing RPGs since '77 but I fear that I'll try to rewrite everything if I start to fill in the gaps from scratch ... I've always felt that guass weapons should preceed workable laser technology, for example.

I'm getting better at sniffing out where the rules are hidden, or mentioned obliquely, but I'm not up to speed again yet.
 
* A 15 or 25mm scale combat system with action points.

Does Snapshot have action points?

Snapshot.jpg


EDIT: Here it is ...
Table of Contents
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Game Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
Die-Rolling Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
THEGAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3.
Anoverview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Stacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Turn Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.
Adjacency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.
Action Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Movement Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Combat Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Line-of-Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7.
COMBAT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8.
Basic Throw to Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Die-Roll Modifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Endurance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Zero-G Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 0
Strength and Dexterity Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . .1 1
SPECIALRULES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2
CHARACTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Character Generation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Animals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.5
SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 6
They're Loose! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.6
Hijacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .-.1 7
Mutiny . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Boarding Party . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 8
Additional Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Personal Extensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Polearms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Bowweapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2.1
Pistols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.2
Sporting Longarms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 2
Military Longarms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Energy Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Support Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
ARMOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2.5
SHIPPLANS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 6
Plan.Symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 6
Interior Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

ACTION POINTS
Action points allow a character to perform actions during the turn. Each character
receives an allocation of action points equal to the sum of his endurance and
dexterity characteristics (exception: if this sum is less than six, the character
receives an allocation of six action points).
Actions points are not transferable between characters, and they may not be
accumulated from turn to turn if unused. The allotment is based on the calculation
performed at the beginning of the game, and is not influenced by later reductions in
characteristics based on wounding.
Action points are used to perform actions, which may be either movements or
attacks. Several of each may be performed by a player in any order desired, subject
only to the number of action points available to the character. For example, given
sufficent APs, a character could move, attack twice, and move again in a single turn.
 
I understand MegaTraveller has baked in starship skill rolls, so maybe you saw a magazine article or material on that, or some general article I'm not familiar with, but to my knowledge there was never a main set of published ship skill rolls in one place.

The Computer rules however have hardcoded sections where Gunnery and Pilot skill to be plus or minus DMs on to-hit, based on whether one bought or made the right enabling programs and there is enough CPU to run them.

Snapshot is the onboard ships and facility shooting game, Azshanti High Lightning was a Striker Lite treatment both of which came with ship plans geared to using minis.

Striker is the 'outdoors/merc action' game version, with vehicle builds, an early modern-era type treatment of command/control issues, and also for miniatures.

i have no idea what the scout belt secret refers to.
 
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I've read through a lot of Traveller editions over the years so I could easily be thinking of another edition.

Snapshot & Striker sound about right. I may actually have one or both as a reprint, I might also have some of the correct little black books.

My feeling is that I just need a little bit more more structure than LBB1 combat. Rules for cover, moving, evasion, additional aiming and covering fire - that lind of thing.

Snapshot seems to be the thing to look for. If it was reprinted in the long black floppy book reprints I might well have it, as I said.

The secret scout belt thing? I'm pretty sure it was nothing more than a dagger hidden in the buckle, I just couldn't find the reference when push comes to shove.
 
When I spotted the plans for Ahzanti High Lightning ships in Supplement 5, I did get moderately excited. However there no additional rules to be found there. :(
 
I understand MegaTraveller has baked in starship skill rolls, so maybe you saw a magazine article or material on that, or some general article I'm not familiar with, but to my knowledge there was never a main set of published ship skill rolls in one place.

MT Imperial Encyclopedia has them as a flow-chart for routine operations.
 
Use the ship's boat skill for inspiration as to the sort of rolls a pilot could make during role played encounters.

Similarly the engineer could try to overpower the reactor to try and get enough for a double fire, or roll for damage control, again during role played encounters.

Navigators could try to find asteroids to hide your approach, or use the ship's sensors to try and learn something about the approaching ship - during a role played encounter.

Put another way, CT was never about a list of stuff characters with certain skills could do. it is for referees and players to make stuff up.
 
Use the ship's boat skill for inspiration as to the sort of rolls a pilot could make during role played encounters.

Similarly the engineer could try to overpower the reactor to try and get enough for a double fire, or roll for damage control, again during role played encounters.

Navigators could try to find asteroids to hide your approach, or use the ship's sensors to try and learn something about the approaching ship - during a role played encounter.

Put another way, CT was never about a list of stuff characters with certain skills could do. it is for referees and players to make stuff up.

These are the moments I wish for a +1 Button.
 
Put another way, CT was never about a list of stuff characters with certain skills could do. it is for referees and players to make stuff up.

I think all the Traveller versions are the same in that respect - the rules are simply guidelines and examples of the sort of rolls a referee should use.

It's the same for Mongoose Traveller. One of the biggest difficulties with MgT is the referee having to decide the difficulty and time required for a task in a second or two in order to keep the game flowing. I guess Traveller will always be like that because there are so many possibilities that will arise during a typical game.

I am sure practice makes you better, I know I am rubbish at it though!

PS whats the 'Scout Belt Secret' about?
 
One of the biggest difficulties with MgT is the referee having to decide the difficulty and time required for a task in a second or two in order to keep the game flowing.

oh, that's easy, takes no time at all, can make any decision you want.

what's hard is figuring out what happens next, after the decision is made and the consequences begin. ten sessions later, "but you said ...!" takes a long time to calculate all that.
 
I think all the Traveller versions are the same in that respect - the rules are simply guidelines and examples of the sort of rolls a referee should use.

This probably isn't worth a huge discussion -- and certainly not an argument...

But the MegaTraveller rules explicitly tell the Referee to build a catalogue of Tasks as created case by case in the game. (If I remember correctly, the Referee was advised to use and index card for each Task as it came up.)

These Task write-ups would include to the Throw required, as well as all the other details (Time, Mishap, and so on). The Referee would then always be able to refer back to the Tasks he created.

While I concede there is a flexibility of the sort Mike just wrote about for CT, in my view there is a fierce distinction in the two very different kinds of play found in the application of these two approaches.

Now, I might see a bigger difference than others.... which is why the conversation probably can't go too far. (I'm sure this is a matter of taste more than anything else.) But I do so see a large difference between them.
 
The only scout belt secret that I can think of is from the Paranoia Press Scouts and Assassin's supplement. I think there's a hidden comm unit or something. I'll go find my copy and look it up.

D.

EDIT: The "Identibuckle" is a highly complex metabolic and genetic identification disc that also includes service history. Try to use it if it isn't yours and it goes off via shaped charge like a point-blank "service sidearm" in 90 seconds. If it is yours, you can activate this function - replacement cost is 5KCr.

D.
 
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The only scout belt secret that I can think of is from the Paranoia Press Scouts and Assassin's supplement. I think there's a hidden comm unit or something. I'll go find my copy and look it up.

D.

Actually, its a hidden suicide/booby-trap unit.
 
I think the designers of MT intended the task system to be freeform and make stuff up on the spot - much like it worked in the Traveller's Digest before morphing into the MT task system
Trouble is they started publishing standard tasks, and then you would have players saying 'it worked like this last week' etc. and so the necessity of a task library became an unintended consequence.

Take the SoM for example - task after task, where is the freeform make stuff up?

The other trend I disliked was the need to make die rolls for everything routine - probability works in such a way that you will fail if you have to make too many consecutive routine rolls. It becomes a die rolling game instead of a role playing game.
 
I concur with your points -- especially the original intent of the DGP's Task system and its shift over time.

I'd also say (as Whipsnade has stated several times) that the Classic Traveller rules contain game mechanics to resolve situations in the abstract, and are not built as a model or to model an actual world.

I would go further and say that the entire hobby (not just Traveller) shifted from this first kind of play (found in OD&D and Classic Traveller) the more "We need to model things" approach at the end of the 70s onward. In the case of Traveller this is how you end up lots of rolls for routine actions. After all, you've got all these rules to model the fictional world, so you want to use them to see if everything went off without a hitch at liftoff.
 
One of the biggest difficulties with MgT is the referee having to decide the difficulty and time required for a task in a second or two in order to keep the game flowing. I guess Traveller will always be like that because there are so many possibilities that will arise during a typical game.

Having spent decades winging it with 1st edition D&D (and OD&D) unclear wonkiness, I took to CT recently like an old friend. For a true old school rpg gamer, what is quoted above is a feature of a true classic rpg, not a negative. "Rulings not Rules." I'm really finding it's as simple as I want to make it. Sure I have to take into account and remember some basic duck and cover modifiers for combat for the sake of consistency, but for the most part I've been winging it with recent CT sessions. None of my players have seen the rules, and this helps a lot (no "hey, but the book sez...").

For non-combat skills it's even more open and fun. Apply mods at will! No two situations are ever exactly alike. I'm also finding it easy to hit on ideas for various ship personnel to make skill rolls for. Players love to roll for stuff, even if it's just the computer tech slapping cartridges in and out of the processor during an encounter.
 
One of the biggest difficulties with MgT is the referee having to decide the difficulty and time required for a task in a second or two in order to keep the game flowing. I guess Traveller will always be like that because there are so many possibilities that will arise during a typical game.

Having spent decades winging it with 1st edition D&D (and OD&D) unclear wonkiness, I took to CT recently like an old friend. For a true old school rpg gamer, what is quoted above is a feature of a true classic rpg, not a negative. "Rulings not Rules." I'm really finding it's as simple as I want to make it. Sure I have to take into account and remember some basic duck and cover modifiers for combat for the sake of consistency, but for the most part I've been winging it with recent CT sessions. None of my players have seen the rules, and this helps a lot (no "hey, but the book sez...").

For non-combat skills it's even more open and fun. Apply mods at will! No two situations are ever exactly alike. I'm also finding it easy to hit on ideas for various ship personnel to make skill rolls for. Players love to roll for stuff, even if it's just the computer tech slapping cartridges in and out of the processor during an encounter.

I specifically set up the Lamentations of the Flame Princess game I'm running in part as "training wheels" for running Classic Traveller. LotFP is an OSR clone of Basic D&D -- and it is full of the "unclear wonkiness" you refer to. (Feature, not a bug).

Because Classic Traveller has "skills" it lays a traps for people used to later RPGs that assume a different paradigm and application of what "sklls" are and what they can be used for. I wanted to sink into a refereeing a set of rules that was full of the instincts and play style assumptions that would have made perfect sense back in 1977.

In my digging into how to approach the original Traveller rules I've looked at the game culture and game designs that would have been part of Miller's world when making the game. (Things like refereed war games, orginal Dungeons & Dragons, and Dave Wesley's Braunstien).

I have found a playful looseness in the hobby at the time of Classic Traveller's releas that seems perfect for the rules as written. They are very different than what RPGs would become in the next decade. But this also means the rules are fine as is... not broken, nor in need of repair at all.
 
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Snapshot seems to be the thing to look for. If it was reprinted in the long black floppy book reprints I might well have it, as I said.

All the Traveller games where reprinted in one Floppy Black with blue top and bottom strips...

If push comes to shove it is Available on the CT CDrom from FarFuture as well as a individual pdf on DrivethroughRPG.
 
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