So many ATVs in high tech places, when they're just bad air/rafts?

Discuss the Traveller RPG and its many settings
ChalkLine
Weasel
Posts: 33
Joined: Sat Mar 23, 2019 5:41 pm

Re: So many ATVs in high tech places, when they're just bad air/rafts?

Postby ChalkLine » Wed Jun 05, 2019 12:23 pm

Condottiere wrote:
Fri May 17, 2019 2:14 pm
You can't nail down anti gravity in Traveller.

It appears to be mostly plot driven.

All things to all sophonts.
I know I'm stating your subtext, but it's exactly this that makes it impossible for a GM to look the players in the eyes and say "you can't use a grav vehicle on this planet, it will have to be a surface-interface vehicle instead."

As this is a plot point I'm trying to develop at the moment it's annoying. If you bar grav vehicles from a planet then you are saying grav interface vessels can't be used either. I know this may sound picky but players have a habit of running straight over to holes in logic and poking them.
ChalkLine
Weasel
Posts: 33
Joined: Sat Mar 23, 2019 5:41 pm

Re: So many ATVs in high tech places, when they're just bad air/rafts?

Postby ChalkLine » Wed Jun 05, 2019 12:28 pm

Condottiere wrote:
Sun Jun 02, 2019 8:57 am
Anything that's part of the spaceship manifesto, only requires forty years to pay it off.

Plus interest.

Not accounting for the Wand of Wonder, the Locker of Ships.
This

I had to put a stop to this right away. The players ran out of money for the tramp freighter and started to sell of stuff like extra vacc suits. Then they suddenly realised that the Ship's Locker was the cornucopia of vacc suits and they could easily retire on second hand vacc suit sales.
It was tongue-in-cheek of course but I can see that in some groups that'd get out of hand quickly.

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