Search found 838 matches

by Egil Skallagrimsson
Tue Feb 25, 2014 11:13 am
Forum: Traveller
Topic: House Rules - Fixing Ship Fuel Operational Times
Replies: 87
Views: 7895

Re: House Rules - Fixing Ship Fuel Operational Times

But I did (and do) take issue when someone suggests that the rule isn't broken (an opinion, no issue there) AND essentially tries to shut down the argument by suggesting they leave the game system alone and go find another that better suits their ruleset desires. That's not an argument at all. I ho...
by Egil Skallagrimsson
Tue Feb 25, 2014 10:51 am
Forum: Traveller
Topic: Plasma cannon
Replies: 4
Views: 732

Re: Plasma cannon

Fighting Ships is a book of designs for, well, fighting ships. Using MgT CRB and HG, but before HG errata, so some adjustments of the designs is necessary.

No plasma cannon, as far as I have noticed, anyway.

Egil
by Egil Skallagrimsson
Mon Feb 24, 2014 11:54 am
Forum: Traveller
Topic: House Rules - Fixing Ship Fuel Operational Times
Replies: 87
Views: 7895

Re: House Rules - Fixing Ship Fuel Operational Times

For those who feel their gaming will be enhanced by more book keeping, then there are other versions of trav, or write your own. Why does it seem that whenever somebody questions the order of things the response of "go away - we don't want your stinking questions" come up? It would be just as rude ...
by Egil Skallagrimsson
Sat Feb 22, 2014 2:58 pm
Forum: Traveller
Topic: House Rules - Fixing Ship Fuel Operational Times
Replies: 87
Views: 7895

Re: House Rules - Fixing Ship Fuel Operational Times

alex_greene wrote: Nor that so many people would obsess over the issue so much.
:lol: :lol:
by Egil Skallagrimsson
Sat Feb 22, 2014 2:56 pm
Forum: Traveller
Topic: House Rules - Fixing Ship Fuel Operational Times
Replies: 87
Views: 7895

Re: House Rules - Fixing Ship Fuel Operational Times

I don't honestly believe they thought of scenarios where the ship would have to spend extended periods in-system, or where the ship was at risk of running out of fuel before it could reach planetside. The CRB author would have to comment on his thinking regarding your first point above, but as it i...
by Egil Skallagrimsson
Sat Feb 22, 2014 2:45 pm
Forum: Traveller
Topic: House Rules - Fixing Ship Fuel Operational Times
Replies: 87
Views: 7895

Re: House Rules - Fixing Ship Fuel Operational Times

Fusion power plants would still be able to produce variable output. Increased demand for when the power is needed, for instance to operate the big weapons, and reduced demand when the ship's just coasting in sublight, running on basic life support with passive sensors. They'd be able to intensify o...
by Egil Skallagrimsson
Sat Feb 22, 2014 10:34 am
Forum: Traveller
Topic: MTU Reboot
Replies: 8
Views: 1205

Re: MTU Reboot

Some great story ideas here. :D Have you asked the players, especially those involved 2 years ago, whether they want to continue with their existing characters? If so, then, fast forward game time by a few months, with a off stage story to explain the unfortunate departure of the important PC, and p...
by Egil Skallagrimsson
Sat Feb 22, 2014 10:23 am
Forum: Traveller
Topic: House Rules - Fixing Ship Fuel Operational Times
Replies: 87
Views: 7895

Re: House Rules - Fixing Ship Fuel Operational Times

That's rather silly logic "it's a game, keep it simple". I'm not looking for FF&S level of complexity, but High Guard introduces a great deal of non-simple issues. Adding in supplements like Merchants and Cruisers, Central Supply Catalong, Sector Fleet, et al, all introduce additional complexity. H...
by Egil Skallagrimsson
Wed Feb 19, 2014 6:55 pm
Forum: Traveller
Topic: House Rules - Fixing Ship Fuel Operational Times
Replies: 87
Views: 7895

Re: House Rules - Fixing Ship Fuel Operational Times

Another vote from me for the "it's a game, keep it simple" school of thought. The peculiarities of the jump drive and its requirement for lots of fuel to jump, are part of the game design assumptions, and allows a base to construct the parameters of space going upon. Trying to make real world assump...
by Egil Skallagrimsson
Wed Feb 19, 2014 6:39 pm
Forum: Traveller
Topic: House Rules - Fixing Ship Fuel Operational Times
Replies: 87
Views: 7895

Re: House Rules - Fixing Ship Fuel Operational Times

When a free trader enters a system after a jump it might only have 4-6 days of fuel left. A inaccurate jump into a system with the only gas giant on the other side of the star would leave the ship stranded. If you calculate the odds, inaccurate jumps are an everyday occurrence. But how inaccurate i...
by Egil Skallagrimsson
Thu Feb 13, 2014 6:47 pm
Forum: Traveller
Topic: Second Edition - Comments Wanted!
Replies: 101
Views: 13898

Re: Second Edition - Comments Wanted!

Yes, with CSC & Robot as highest priority. Fix armour and weapon inconsistencies as has been said many times. Weapons and armour are fundamental to almost all rpg's. Slots for robots and the various frame types & add-ons needs an overhaul, it's almost impossible to build commonly accepted Traveller...
by Egil Skallagrimsson
Thu Feb 13, 2014 6:34 pm
Forum: Traveller
Topic: WW II: The Battle of the Bulge with TL 15 Traveller equipmnt
Replies: 30
Views: 4347

Re: WW II: The Battle of the Bulge with TL 15 Traveller equi

There was an old 'White Dwarf' scenario ('Green Horizon' by Marcus L Rowland) that postulated a non-human alien ship (which could be the PCs) landing in Nazi occupied Norway looking for deuterium. The aliens of course looked like creatures from Northern mythology.... It was designed as a short one/...
by Egil Skallagrimsson
Sun Feb 09, 2014 8:44 pm
Forum: Traveller
Topic: Skill Packages vs. Group Size
Replies: 10
Views: 1161

Re: Skill Packages vs. Group Size

I am starting a game with 7-8 PCs. What size groups are considered the default for purposes of skill packages? With this many players, do I even really need to give them one? Or because the packages are normally geared to groups of 4-6 PCs, should I give them more skills to divide up? the skills pa...
by Egil Skallagrimsson
Tue Jan 28, 2014 7:29 pm
Forum: Traveller
Topic: Psionics in the 3rd Imperium - Psion book or not?
Replies: 18
Views: 1862

Re: Psionics in the 3rd Imperium - Psion book or not?

AndrewW wrote:
GypsyComet wrote:If the CT version of Droyne was any indication, there should be a few talents in the Mongoose Droyne book as well.
There is.
Great, but when is it actually going to come out, have been waiting years!

Egil
by Egil Skallagrimsson
Tue Jan 28, 2014 7:27 pm
Forum: Traveller
Topic: High rank with low social
Replies: 14
Views: 1529

Re: High rank with low social

Soc is always a difficult one to define, in this case I tend to think the character is a little socially inept, something about him provokes a (mild) lack of respect, speech impediment, features, mildly unpleasant habits, careless about personal hygene, a bit of a bore, always fidgeting, that sort o...
by Egil Skallagrimsson
Sun Jan 26, 2014 8:21 pm
Forum: Traveller
Topic: Psionics in the 3rd Imperium - Psion book or not?
Replies: 18
Views: 1862

Re: Psionics in the 3rd Imperium - Psion book or not?

Yes, the standard setting (3I) has limited psionics, and culture that fears and hates psionic powers, but, how much you want to allow is up to you as GM. If the Zhodani, or other psionic users, are going to feature much in your campaign, then the Psion book will give you ideas and suggestions, espec...
by Egil Skallagrimsson
Sat Jan 18, 2014 10:09 am
Forum: Traveller
Topic: downtime on a ship
Replies: 21
Views: 3232

Re: downtime on a ship

who'd devote space for a shrine in their ship? Aslan. Hmm, I remember our referee letting us find and re-start a derelict starship that had a shrine. The statue was not Aslan as we all thought when the ref said one room was obviously an alien shrine. We had a good time jumping around the Marches lo...
by Egil Skallagrimsson
Tue Jan 14, 2014 7:44 pm
Forum: Traveller
Topic: Solomani Confederation (Military)
Replies: 766
Views: 113194

Re: Solomani Confederation (Military)

You could also argue that they keep the postal system alive. Well here's a question. When faced with going north to deliver the mail or east to investigate a gravitic anomaly, what do you suppose happens to the mail? So if we consider both prime missions : the scout has to - find a star system (whi...
by Egil Skallagrimsson
Tue Jan 14, 2014 7:34 pm
Forum: Traveller
Topic: Solomani Confederation (Military)
Replies: 766
Views: 113194

Re: Solomani Confederation (Military)

Scouts are military, or paramilitary (and militarized during war time) Ok, you can get drafted into the scouts, so perhaps that makes them military, oh, you can get drafted into law enforcement and the merchant marine as well, neither really very military (though law enforcers might well have bette...
by Egil Skallagrimsson
Tue Jan 14, 2014 7:19 pm
Forum: Traveller
Topic: downtime on a ship
Replies: 21
Views: 3232

Re: downtime on a ship

Some really good ideas here! Usually we treat time in jump as "off screen", especially if there are few passengers aboard. Assume the players spend the time running the ship, administering themselves and their gear, maintaining their current skills (rather than developing new ones) and resting. Howe...