Willie Dewitt
SOC-11
Having played a bit of Traveller back in the early 80’s, I decided to use Classic Traveller (exclusively using the 3 little books, or at least, PDF’s of such) as an easy alternate game for when my D&D group was low on players. My players had zero experience with the game (and I had forgotten almost everything about the rules), but we ended up having great fun with the character creation process. Many of the results seemed to have stirred their imaginations. I’ll probably have more questions as more games happen, so thought I might start a “noob” thread for help with my particular questions and anybody who wants to jump in with such.
Please keep in mind I only downloaded book 1 so far(and did not exactly memorize it). For our first session, and to see if everybody liked the game, it seemed like enough. So my first questions pertain to that.
First off, my impression is once you are unable to reenlist in service you cannot try to enlist in any of the others. Is this so BTB? I actually allowed a couple of players who’s promising careers ended early with a bad reenlist roll to try to enlist in either the Merchant service (with a minor modifier), Scouts, or Other.
My other immediate question is regarding getting a ship on mustering out. It seems like there is a really good chance of this happening when there are several characters getting rolled up. My memory of playing back in the day was mostly guys who worked passages and took odd jobs here and there that lead to adventure. But the decent chance of somebody getting a ship seems to me to indicate that the game assumes many PC parties are going to be pretty much working for the PC owner of a ship. One of my players ended up with a Free Trader. So with him needing to make a monthly nut of 150,000 credits he’s going to have to get out and earn big bucks, and the other PC’s are going to have to go along for the ride.
Is this a typical campaign? With one or more players owning a ship and having to hustle to pay it off? Also, is getting a ship that great a deal? You’ll probably, in the scope of the characters life in game, never pay it off. Multiple “gets” of ships knock off 10 years from the time payments are made, but that does not seem a great deal (unless most campaigns are meant to span many decades). A ship over a PC’s life is going to cost something like 70+ million over the payment periods. Could you not just buy a ship for around that amount and get in hock the rest of your life, rather than get “gifted” it by the will of the dice? Any further comments and ideas on this particular item would be most appreciated. Again, sorry if I missed something in the book on this.
Please keep in mind I only downloaded book 1 so far(and did not exactly memorize it). For our first session, and to see if everybody liked the game, it seemed like enough. So my first questions pertain to that.
First off, my impression is once you are unable to reenlist in service you cannot try to enlist in any of the others. Is this so BTB? I actually allowed a couple of players who’s promising careers ended early with a bad reenlist roll to try to enlist in either the Merchant service (with a minor modifier), Scouts, or Other.
My other immediate question is regarding getting a ship on mustering out. It seems like there is a really good chance of this happening when there are several characters getting rolled up. My memory of playing back in the day was mostly guys who worked passages and took odd jobs here and there that lead to adventure. But the decent chance of somebody getting a ship seems to me to indicate that the game assumes many PC parties are going to be pretty much working for the PC owner of a ship. One of my players ended up with a Free Trader. So with him needing to make a monthly nut of 150,000 credits he’s going to have to get out and earn big bucks, and the other PC’s are going to have to go along for the ride.
Is this a typical campaign? With one or more players owning a ship and having to hustle to pay it off? Also, is getting a ship that great a deal? You’ll probably, in the scope of the characters life in game, never pay it off. Multiple “gets” of ships knock off 10 years from the time payments are made, but that does not seem a great deal (unless most campaigns are meant to span many decades). A ship over a PC’s life is going to cost something like 70+ million over the payment periods. Could you not just buy a ship for around that amount and get in hock the rest of your life, rather than get “gifted” it by the will of the dice? Any further comments and ideas on this particular item would be most appreciated. Again, sorry if I missed something in the book on this.