A Good Idea for Signs & Portents

Discuss the Traveller RPG and its many settings
Supplement Four
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A Good Idea for Signs & Portents

Postby Supplement Four » Thu Apr 03, 2008 3:10 am

I think S&P should run an article, or a series of articles, on converting Traveller characters from other rule sets to MGT. Classic Trav to MGT...MegaTrav to MGT...TNE to MGT... etc.

That sort of thing.

It will not only help those who are switching over to MGT from from another Traveller game system, but it will also help Trav players like me who will not be using the MGT rules but might buy a supplement or two if the supplement looks worth while for use in my Classic Traveller game.
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Postby Rikki Tikki Traveller » Thu Apr 03, 2008 6:01 am

Maybe you should write it. As Charlie says in the S&P55, you could earn PENNIES for your article!
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Supplement Four
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Postby Supplement Four » Thu Apr 03, 2008 8:36 pm

Rikki Tikki Traveller wrote:Maybe you should write it. As Charlie says in the S&P55, you could earn PENNIES for your article!
Awesome! I'll run right out and get that done right now!
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Postby Rikki Tikki Traveller » Fri Apr 04, 2008 1:56 pm

Glad I could help! :wink:
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Postby -Daniel- » Fri Apr 04, 2008 5:13 pm

Looking forward to the article S4. :wink:

Daniel
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Postby Rikki Tikki Traveller » Fri Apr 04, 2008 5:33 pm

Seriously though, I think it is a great idea.

Unfortunately, my experience is with CT only. Someone with experience in all of the other systems would be best suited for this type of article.

I hope someone steps up to the challenge.
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Postby Golan2072 » Fri Apr 04, 2008 5:39 pm

CT to MongT would be easy - characteristics and skills are similar and probably of similar levels; though I'll probably have to test the MongT CharGen system like I did with CT-LBB1 here to have a more sound understanding of the differences between the two chargen systems.

Ship design conversion would be more interesting - I'm just waiting to compare the two (just a few more weeks...).
Rikki Tikki Traveller wrote:Unfortunately, my experience is with CT only. Someone with experience in all of the other systems would be best suited for this type of article.
It would probably best be done as a group effort - most players and referees specialize in one or two systems which are their favorites.
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Postby atpollard » Fri Apr 04, 2008 6:14 pm

Rikki Tikki Traveller wrote:Maybe you should write it. As Charlie says in the S&P55, you could earn PENNIES for your article!
For those of us in the US, if they pay in UK pennies then the exchange rate might really help those pennies add up to US Nickels or even Dimes.
:)
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Postby Supplement Four » Fri Apr 04, 2008 7:59 pm

Golan2072 wrote:CT to MongT would be easy - characteristics and skills are similar and probably of similar levels; though I'll probably have to test the MongT CharGen system like I did with CT-LBB1 here to have a more sound understanding of the differences between the two chargen systems.
Omer, I followed your link and read your 24 character generation. There in that thread you say:
All of these have been generated using CT-LBB1 "as-is", with a single optional rule (used in order to save me some time by not wasting time on KIA characters): failed survival rolls don't kill the character but rather force him to end the career.


I'm not sure if this was mentioned anywhere in the thread--I didn't scan through the multiple pages. But, what you're using here is the Optional Survival Rule, and as has been shown before, using the Optional Rule over the Original Rule can skew your effects. Basically, characters created with the Optional Rule tend to have more skills, on average, than those created with the Original Rule.

So, your conversion rules might be a bit off if you use Optional Rule CT characters as your base rather than Original Rule CT characters.
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Postby Golan2072 » Fri Apr 04, 2008 8:30 pm

Supplement Four wrote:I'm not sure if this was mentioned anywhere in the thread--I didn't scan through the multiple pages. But, what you're using here is the Optional Survival Rule, and as has been shown before, using the Optional Rule over the Original Rule can skew your effects. Basically, characters created with the Optional Rule tend to have more skills, on average, than those created with the Original Rule.

So, your conversion rules might be a bit off if you use Optional Rule CT characters as your base rather than Original Rule CT characters.
The reason I've used this rule is that I've tried to make these tests as objective as possible. Remember that the main cause for less skills under the original rules is the "chicken factor" - players muster out early out of fear that their character would die; the problem with this is that it depends on the player - some are more risk-taking than others.

Anyhow I'll add statistics when the failed survival characters are removed; let's see how this changes the skills without the "chicken factor". And if you have a way of semi-realistically modeling the "chicken-factor" I'll gladly redo the whole tests under the core rules with this factor included.
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Postby AKAramis » Sat Apr 05, 2008 3:57 am

Supplement Four wrote: I'm not sure if this was mentioned anywhere in the thread--I didn't scan through the multiple pages. But, what you're using here is the Optional Survival Rule, and as has been shown before, using the Optional Rule over the Original Rule can skew your effects. Basically, characters created with the Optional Rule tend to have more skills, on average, than those created with the Original Rule.

So, your conversion rules might be a bit off if you use Optional Rule CT characters as your base rather than Original Rule CT characters.
If done by the rules, the short term doesn't get extra skills; many allow one extra skill for the partial term. Therefore it is the same as a character who failed to reenlist except for the age if done by the book.
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