Note Scouts have military class sensors alongside the drives.Because it's a quick stab at trying to distinguish military hardware and civilian hardware. Unrealized potential to be sure, but there you are.
Note Scouts have military class sensors alongside the drives.Because it's a quick stab at trying to distinguish military hardware and civilian hardware. Unrealized potential to be sure, but there you are.
I suppose. It just seems to me that they were tossing in ideas when they were writing the rules. That's kind of all I'm saying, and that the rules, once again, are said to be guidelines by the author.The basic premise was a bit siloed. Exploration campaigns used Scout/Couriers to start with, and probably didn't need to upgrade.
"Space Police" campaigns might use the Type T Patrol Cruiser.
Mercenary campaigns, well, there's the Type M for that. Maybe it can handle dirty fuel, maybe not, but it doesn't much matter since travel is incidental to the campaign -- all the fun shooty stuff happens on the ground and you can handwave the rest.
Commerce campaigns started with a Type A using jump tapes, then Generate. The next step up was to the Type R, and if things went well, that ship could be upgraded to J2/2G. After that, the Type M Liner provided Jump-3. By then, the ref should have built up a decent stock of interesting worlds to visit so the training wheels could come off.
And all of this was built within the '77 rules where you couldn't jump two times without carrying a double load of fuel (for example, a Type S couldn't do J-1 out, then J-1 back again without refueling).
Very much so. As did actual playing experience (we'd call it "a public beta test" these days).My personal sense is that the background overtook what was intended,
{ nod nod }This should have been multiple answer allowed....
it's official and it's broken. Just like the X-boat after 1981.
Those who dare reap the rewards.Well, I don't agree with that entirely. I understand that that was probably the thinking behind the rules as written way back in the late 70s, but then there's also the "map your own subsector" mini-campaign suggestion towards the end of the starship travel section. Which, to me at least, trumps the whole idea of exceptions, and needs to open up the possibility to regular Joes in their type-Rs or Beowulfs to "jump the fence" and visit systems that are off the beaten path. That, I think, was actually part of the intent of the game in first place.
True, and that's a theme of Traveller (not unique among RPGs, of course).Those who dare reap the rewards.
Aye.Nothing is broken that has a good deck plan.
Someone said, here, in a game, somewhere: "players really connect with a deck plan" and I feel that, esp when picking out which stateroom is yours.Aye.
Good deck plans solve a lot of ills with the worlds you leave behind in your wake ...
Is it just me or is it strange that GDW never did deck plans for the Beowulf Free Trader except the ones in Snapshot and it was just called a 200-ton Tramp Cargo Carrier? I would have thought it would have been in S7-Traders and Gunboats for sure.Someone said, here, in a game, somewhere: "players really connect with a deck plan" and I feel that, esp when picking out which stateroom is yours.
Page count was an issue back in those days.I would have thought it would have been in S7-Traders and Gunboats for sure.
Yes, but I'm sure the Type A would have been more use than the Express Boat Tender or even the Seeker.Page count was an issue back in those days.
True, and the Type S is a judges guild design, originally. Though Spinward Marches Campaign, the players steal a Gazelle, and I have played a game where we had a Type T and were the space patrol. It was an OTU/ATU with the Marches "post-apocalyptic" after occupation by the Zhodani. We had to go around, solve problems, and wipe out pockets of resistance. We used the FASA deck plan.Is it just me or is it strange that GDW never did deck plans for the Beowulf Free Trader except the ones in Snapshot and it was just called a 200-ton Tramp Cargo Carrier? I would have thought it would have been in S7-Traders and Gunboats for sure.
We never let rules get in the way of a cool deck plan.True, and the Type S is a judges guild design, originally. Though Spinward Marches Campaign, the players steal a Gazelle, and I have played a game where we had a Type T and were the space patrol. It was an OTU/ATU with the Marches "post-apocalyptic" after occupation by the Zhodani. We had to go around, solve problems, and wipe out pockets of resistance. We used the FASA deck plan.
Yes. The Chameleon is a perfect example.We never let rules get in the way of a cool deck plan.
The FASA deck plans were great. And in on-board combat the larger the ship the better the action. More places to hide and longer-range shots.Yes. The Chameleon is a perfect example.
Ships are often the "dungeon crawl" of Traveller, and mobile lair where your character keeps their stuff.The FASA deck plans were great. And in on-board combat the larger the ship the better the action. More places to hide and longer-range shots.