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Traveller Space Opera

rancke

Absent Friend
Not the game but the genre.

Traveller adventurers tend to be ordinary people (Except for the Imperial nobles that the character generation system unfortunately tends to supply in far too great numbers). Space opera heroes tend to be larger-than-life. So what sort of modifications to the CT character generation system do you think would be needed to create such characters?

* They'd have better average stats (except for Soc, which I think should be the same range, heroes coming from all strata of society).

* They'd have more skill levels (though not necessarily more skills).

* They'd suffer less from the effects of aging.

* They'd have more and better (or at least more nifty) gear.

Opinions? Suggestions? What other rules modifications would be needed to do Space Opera? Some sort of "cheat death" rule, perhaps?


Hans
 
They get some kind of saving rolls. Or at least they should get to avoid the rule about all the damage from the first hit is taken off a single stat thereby avoiding having them get taken out n the first round. A space opera hero has to be able to hold off hordes of alien barbarians while the women and children get to the evacuation ships.

He needs a foil. Some minor race alien or sidekick to help him out. He can be a PC or NPC.
 
Traveller adventurers tend to be ordinary people (Except for the Imperial nobles that the character generation system unfortunately tends to supply in far too great numbers).

Soc of B+ does not necessarily indicate an Imperial noble. The character could very well be a local noble, part of a feudal society that has no connection at all with the Imperium.

At least, that's the way it is in CT.





Space opera heroes tend to be larger-than-life. So what sort of modifications to the CT character generation system do you think would be needed to create such characters?

* They'd have better average stats (except for Soc, which I think should be the same range, heroes coming from all strata of society).

I think Mongoose Traveller does this by allowing arrange-to-taste.

* They'd have more skill levels (though not necessarily more skills).

MGT definitely does this.



Some sort of "cheat death" rule, perhaps?

Didn't someone say that MGT doesn't have a Survival throw, too? I dunno about it, though.

Sounds like Mongoose Traveller is your game.
 
Some sort of "cheat death" rule, perhaps?
Didn't someone say that MGT doesn't have a Survival throw, too? I dunno about it, though.
I believe the OP is referring to cheating death during game play, not chargen. Maybe the OP could clarify for us.

Clarification: Depending on which chargen method you use, MGT does have a survival throw for each term of service and it is up to the GM whether to use the Iron Man survival rules or roll on the mishap tables.

Regarding the list from the OP
* They'd have better average stats (except for Soc, which I think should be the same range, heroes coming from all strata of society).
* They'd have more skill levels (though not necessarily more skills).
* They'd suffer less from the effects of aging.
* They'd have more and better (or at least more nifty) gear.
You certainly could, but I don't think you need to tweak all of this. I think it is more 'heroic' when a character is fairly average but has one or two exceptional skill or characteristic that makes them stand out from the rest of the group when the situation calls for it.

Sounds like Mongoose Traveller is your game.
Private to Supplement Four
Spoiler:
Isn't it the game for everyone!! :D
Please take it to a new thread or private message if you feel you need to respond to this.
That may be true, because I don't believe CT provides as many chargen options, like MGT's point buy system which is certainly one method for creating a 'space opera' character with characteristics and skills to fit your needs. While buying a different version of traveller is an option, I believe the OP posted in the CT thread and probably prefers suggestions for CT.

I believe that no matter what version of Traveller you play, many games do lean toward being 'larger than life', no matter what the characters abilities - the GM creates situations that don't typically happen to average folk and the rewards are often equally unusual. The GM often tweaks the situation to suit the group so that they have a chance at success. This GM is probably more important to the success of a 'space opera' than the characters stats.
 
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I believe the OP is referring to cheating death during game play, not chargen. Maybe the OP could clarify for us.
Indeed. Many Space Opera heroes are not only insanely competent but also ridiculously lucky. What I'm aiming for is something in between; Space Opera Light, if you like.


Hans
 
So what sort of modifications to the CT character generation system do you think would be needed to create such characters?

* They'd have better average stats (except for Soc, which I think should be the same range, heroes coming from all strata of society).

When I roll-up a character I roll three sets of stats. I can choose only one set, but I can arrange the stats to my liking. This forces me to make a choice of lesser evils, but then I can arrange the stats into a persona I would like to play. After all, we are the adventurers and main characters of our Travels.

Also, during char gen I allow one re-roll. As far as survival rolls, I keep those legit (the one re-roll does apply however). Makes rolling a character a little exciting.

When it comes to running the game. The Ref can decide if a player should be given a second chance at a bad roll, or reverse a good roll if the player did something dumb but lucked out on the roll.
 
First, I'd like to point out that when I think of space opera movies and books, there is usually one main character everything revolves around - hence the need for an insanely competent individual. Traveller is often played in a group. In my opinion, it is better to have unique individuals than a group of similarly insanely competent characters.

For 'cheating death' or to add that 'ridiculously lucky' feature to the game, there has been numerous methods posted here on CotI and other forums. Some allow players to gain hmm, I can't recall the name, I'll call them 'hero points' since it fits our topic. Anyways, some allow characters to earn hero points during game play, some start out each game session with a set number of hero point. Some allow hero points to be used to add to a die roll, some allow you to spend a point to re roll a die, some both dice. The concept though, is to allow you to overcome a bad random roll in a crucial circumstance. Obviously this needs to be balanced so that you don't just re roll, or add points to every bad throw. It might take numerous sessions of gaming before you come up with something that works for you.

EDIT: An original idea I just had (I'm sure someone has thought of it, but I never read it) is to allow points to be spent to make the GM re roll, or to spend points to reduce the roll a GM makes so that your hero can avoid the death blow.

As always, post and share your failures and successes.
 
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I don't think I'd change stats or skills or anything, I think I would introduce 'Attitude'. As in 'Travellers Are Special'; no one else would dare to fly off into space. The vast majority live their lives of quiet desperation on the worlds of their birth. But Travellers are a different breed, drawing a sense or awe mixed with envy. In Western terms, Travellers would be the saddle tramps who drift into town, who are willing and able to do the heroic thing.

Of course, the original poster could just be looking for some Flash/Buck/Wilma vs Ming kind of vibe.
 
Why not give your space opera light characters an edge by means of technolgy?

Instead of a cheat death saving throw or a luck roll give them improved armor, unique weapons (the captain's pistol springs to mind) and special gear (think of the stuff the Stainless Steel Rat got to use).

You could go down the route of mysterious alien tech (done to death), ancient artifact (done to death then left to fossilise) or psionic abilities (aaarrrrgggghhhh).

After all is said the best way to give it a space opera feel is just to fudge your dice rolls in the players' favour so they think they are lucky ;)
 
I think Mike has something there. Without the player's knowledge, why not reward stupid behavior and outrageous stunts? ("I leap up and swing from the chandelier, firing as I go!").
If you could hide the fudging, you'd actually start to encourage pulp-like endeavors.
 
If you could hide the fudging, you'd actually start to encourage pulp-like endeavors.

Why not just introduce a mechanic that makes the dice cooperate with that type of play?

Hero points. Character points. Luck points. Whatever. Some type of DM pool that players can draw from to alter throws and do fantastic stuff.

Jump up and swing by the chandelier? Firing as you go?

No problem. You've got to throw DEX or less on FIVE dice to pull that off (very low probability), but you can use your Hero points to make the throw easier...use 3 points, and the throw becomes DEX or less on 2D.

Something like that.

That way, throws remain realistic. The GM can manage how "pulp" the game gets by how he awards Hero points. And, PCs can pull off super-hero stunts by using the points--but they won't use them all the time, because they've only got a limited pool of them.
 
I think Mike has something there. Without the player's knowledge, why not reward stupid behavior and outrageous stunts? ("I leap up and swing from the chandelier, firing as I go!").
If you could hide the fudging, you'd actually start to encourage pulp-like endeavors.

This is a very good way to encourage role playing as well.

I think it's the ref's notes in The Traveller Adventure that suggests giving a bonus of +1 to a roll if the player describes it well.
 
Why not just introduce a mechanic that makes the dice cooperate with that type of play?

Hero points. Character points. Luck points. Whatever. Some type of DM pool that players can draw from to alter throws and do fantastic stuff.

Jump up and swing by the chandelier? Firing as you go?

No problem. You've got to throw DEX or less on FIVE dice to pull that off (very low probability), but you can use your Hero points to make the throw easier...use 3 points, and the throw becomes DEX or less on 2D.

Something like that.

That way, throws remain realistic. The GM can manage how "pulp" the game gets by how he awards Hero points. And, PCs can pull off super-hero stunts by using the points--but they won't use them all the time, because they've only got a limited pool of them.

I've never really liked these sorts of mechanics because they feel just too artificial - and can often be very limiting.
 
My default mode for Traveller is "Raiders of the Lost Ark in Outer Space". Here's what I do. First, in rolling stats, re-roll any die that comes up 1. I used to just allow the re-roll, now I let them roll and add. Multiple 1s keep rolling. This generates higher than average stats, without any fiat on my part. Second, I allow more skills, like gunnery and pilot, to default to 0 level for PCs. That way, anyone can jump into a turret when the Space Nazi TIE fighters attack. Third, I try to set up scenarios where the NPCs have reasonable limits, usually on resources or time. Most of my NPCs are poor, most of my Space Facist governments are cheap. If the players "beat" the scenario, they do it fairly, without further ad hoc fudging from me.
 
They get some kind of saving rolls. Or at least they should get to avoid the rule about all the damage from the first hit is taken off a single stat thereby avoiding having them get taken out n the first round. A space opera hero has to be able to hold off hordes of alien barbarians while the women and children get to the evacuation ships.

He needs a foil. Some minor race alien or sidekick to help him out. He can be a PC or NPC.

Well, we do have the brownie point rule...
instead of those points just being available once, how about once per gaming session?
There could also be the opportunity to buy BPs with experience.
 
When I roll-up a character I roll three sets of stats. I can choose only one set, but I can arrange the stats to my liking. This forces me to make a choice of lesser evils, but then I can arrange the stats into a persona I would like to play. After all, we are the adventurers and main characters of our Travels.

In my case, if I am rolling by hand...
method 1) I roll seven stats and drop the low one, but the stats stay in the order they are in
method 2) roll re-enlistment only until fail, then fill in the blanks
method 3) roll survival only until fail, fill in blanks

Of course, those are just for me, when i am looking for inspiration or a good NPC. For a new player, I let them roll dice and I keep all the paperwork hidden from them. When they are done, they get their character with a backstory already generated.

If there is enough interest, I can write up a quick guide and an example.
 
trying to reignite interest...

Why not just introduce a mechanic that makes the dice cooperate with that type of play?

Hero points. Character points. Luck points. Whatever. Some type of DM pool that players can draw from to alter throws and do fantastic stuff.

Jump up and swing by the chandelier? Firing as you go?

No problem. You've got to throw DEX or less on FIVE dice to pull that off (very low probability), but you can use your Hero points to make the throw easier...use 3 points, and the throw becomes DEX or less on 2D.

Something like that.

That way, throws remain realistic. The GM can manage how "pulp" the game gets by how he awards Hero points. And, PCs can pull off super-hero stunts by using the points--but they won't use them all the time, because they've only got a limited pool of them.

Hey, I really like that!

Since brownie points are a part of character generation, you can keep them secret from the players.

You can determine the 'pulp level' by how they can be used.
full die, 3 pts per die, 1 pt per die, 1 pt per roll.

If i didn't mention it before, i would have those brownie pts available once per session, too. Come on, how many BP does james Bond use per movie?

If they want to push their luck, they can try--but what happens when the points run out? Think of indy in that last movie (the one i haven't seen yet) swinging with his whip...and them missing and doing a biff through the windshield.:oo:

Now if i only had someone to play with so i can surprise them...:(
 
Hey, I really like that!

Since brownie points are a part of character generation, you can keep them secret from the players.

You can determine the 'pulp level' by how they can be used.
full die, 3 pts per die, 1 pt per die, 1 pt per roll.

If i didn't mention it before, i would have those brownie pts available once per session, too. Come on, how many BP does james Bond use per movie?

If they want to push their luck, they can try--but what happens when the points run out? Think of indy in that last movie (the one i haven't seen yet) swinging with his whip...and them missing and doing a biff through the windshield.:oo:

Now if i only had someone to play with so i can surprise them...:(

That'd work. You've definitely got the idea.

I like the hidden aspect, too.
 
I like the brownie point idea. MegaTraveller had brownie points (which were only useful in character creation); allowing their use in during play would encourage players to save 'em. (They aren't, however, secret. Though the referee could roll a die as a 'secret reserve'.)

GURPS also had some clever 'cinematic' rules. One particularly applicable to Traveller was the Imperial Stormtrooper Marksmanship Academy: the first burst of automatic fire (or PGMP shot, or RAM grenade) against the PCs always misses, allowing them to take cover. Another was Handheld Nukes: grenades used by the enemy make a big bang and raise a lot of dust, while those used by the PCs and their allies are capable of wiping out entire squads.

Additional cinematic rules for Traveller:
It's Hard To Hit A Moving Target: Any PC that is aware of an attack and is moving is treated as evading.
My Other Pistol is Also A Gauss Pistol: A PC can use an additional one-handed weapon in their off hand at -2 skill levels. They must attack the same target. If the skill level penalty reduces their effective skill below zero, then they are treated as nonskilled in the off-handed weapon.
I Dinnae Think I Can Keep Her Online Much Longer: A character with 3+ levels of skill in Engineering, Electronics, Gravitics or Mechanical can temporarily keep a destroyed vehicle or ship system operation for (one die + skill - 3) turns. Doing so requires the character's full attention - s/he can't do anything else except speak (and most of that should be complaints and curse words.)
The Password is 'admin': PCs with a Computer skill of 3+ can hack into just about any system, given time. Doing so, however, may not be advisable.
Phagh, It Takes More Than Plasma To Hurt a Marine!: Any PC may spend a brownie point to reduce any hit to 1D damage (i.e., a graze or hit to an extremity.) They may only do so once per round, though.

--Devin
 
I like the brownie point idea. MegaTraveller had brownie points (which were only useful in character creation);

Just a little clarifcation. The brownie point idea was actually first used for CT, in a magazine article, and then ported over the MegaTraveller when that edition was published.
 
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