dmccoy1693 said:AndrewW said:Not always, you might think it is and not know about some of the other abilities.
Identify spell. You know what it is. You know what it does. Anything else is the DM changing the rules.
Well I certainly don't mean that personnaly, I mean that stealing a starship, and getting away with it, is not easy, unless the referee makes it easy on purpose.Greyscale said:Another thought: It seems like I am seeing a lot of 'make it impossible for the players to do such a thing' mentality. Obviously it is well within the rights of the referee to take and give things as it suits the story, but taking things from players 'just cuz plot' more than once or twice seems a bit ham-handed.
Greyscale said:Okay, first, please excuse me if this seems a little stupid: I come from a D&D background where the world magically scales to fit the players.
Okay. So the players start off in debt, they have got a crappy seeker mining ship. Right.
What happens if the players capture another ship? Ships are so crazy expensive, do they just get rich by selling it or their previous ship?
Am I just being unreasonable? It just seems very strange that players could suddenly have this sort of wealth in their hands. It would destroy the whole 'poor people in space' vibe, if, one lucky/intelligently captured ship later the whole crew has battledress and FGMP (even assuming half the money was spent on bribes to get that stuff).
Convince me I'm missing something!
Emperor Herdan said:Locals would have to impound the Pirate ship (possibly the PC's as well) until the facts could be determined. If the PC's are fairly innocent, then they could be let go but not be allowed to leave the system until a full investigation was done. If there was _any_ claim on the ship (say the original owner owed a mortgage on it, and then fled to turn Pirate) then it would revert back to the true owner (the bank) and the group get treated more like the Laws of Salvage.. A nice reward but no more than 25- 50% of the ship...
Greyscale said:The gist of my question was more along the lines of "when the players do something that would have significant rewards (in the multiple Mcr), how does that effect the game"?
Woas said:As a newcomer to Traveller myself I had the same reservations as you, but I think once you get actual play time you will realize a million Credits isn't that astronomical.
From my experience over the past 5 weeks since I started Refing a weekly face-to-face Traveller game, at first I wanted to make sure the characters had to work for their Credits. They being Bounty Hunters I started off the first 'hook' with a 250,000 Cr bounty. I thought that was pretty high but really it was a test number. After the bounty was caught and money claimed I learned that 250,000 Cr isn't really that much. Taking in: Cost of living expenses (I nail the characters on room/board when living on a colonized planet. Can easily be ~100 Cr per day), cost of fuel/berthing, ship maintenance (if you don't want to kill the characters from a misjump roll during a Jump, then a hefty 100,000+ Cr repair bill when they realized their engines turned to pudding is always fun!), monthly ship payment (and even for a simple d100 Type S ship, that monthly payment is going to be 6 figured a month!), crew payments (the players with characters that do not have Ship Shares are treated as regular crew and have a monthly salary to be paid). And there are more ways for them to spend money. And all these things are an 'all the time' deal so in a Traveller game Credits always seem to be flying out of a character's bank card for something.
So now, over these short five weeks the player's an I have realized they need to be frying the big fish. To even get their attention I need to entice them with 500,000 Cr to 1 MCr bounties. And really they won't look at the half a million credit bounties unless the job looks like it has a quick turn around.
For example the last bounty they went after was worth 500,000 Cr. After they collected that bounty an everything was paid for the ship netted a whopping 9,000 Cr profit out of half a million!
Greyscale said:The gist of my question was more along the lines of "when the players do something that would have significant rewards (in the multiple Mcr), how does that effect the game"?
ShadowDragon8685 said:I think part of the problem is that, in MongTrav so far, I have yet to see a "ship" result other than "Scout" that resulted in the player simply getting a Jump-capable ship, free and clear - and even "Scout" isn't free and clear, since your ship and you can be pressed back into service! It was always something stupid like "five shares of a useless type of ship, or two shares of another."
AndrewW said:ShadowDragon8685 said:I think part of the problem is that, in MongTrav so far, I have yet to see a "ship" result other than "Scout" that resulted in the player simply getting a Jump-capable ship, free and clear - and even "Scout" isn't free and clear, since your ship and you can be pressed back into service! It was always something stupid like "five shares of a useless type of ship, or two shares of another."
I'll disagree, any ship can be useful if it gets you where you are going and back again.
ShadowDragon8685 said:If all you need is transport to and fro, you might be better of hiring someone else to take you. Or using your TAS free bianual high passage.
I'm not saying a ship isn't a ship, but some ships are more ship than others - really, which is better, a scout, or a 'roid miner? Unless you want to go mining, you're gonna say the scout. Which is better, if you're PCs, who are typically people who want lots of weaponry around? A scout or a Corsair? The Corsair, obviously.
Then you wind up with shares in... A laboratory ship. Unless you're planning on doing some serious science, that's going to be pretty useless. And a Yacht's not much better, being a slow luxury tub.
ShadowDragon8685 said:You could probably get away with lowering that a whack if you lowered their expenses significantly - such as, say, just giving the players a ship by fiat at the start of the game. Or giving them the opportunity to capture a larger, beefier vessel so they can tell the creditors of the Type S to take the damn thing, we mailed you the start-up codes.
Well said. Frex, in the OTU, even PCs controlling sub-sector wide corporations, or entire multi-system planetary navies are still just the little guys.Vile said:But you can just as easily run a game where the PCs are wealthy, it will just be a different type of game. And in an interstellar setting, there will always be lots of people with lots more money than the PCs. Owning a small corporation in a universe of megacorps will introduce them a whole new world of 'being poor'. :wink:
Woas said:True, I could 'give' the ship to them. But where's the fun in that? :twisted:
ShadowDragon8685 said:You could probably get away with lowering that a whack if you lowered their expenses significantly - such as, say, just giving the players a ship by fiat at the start of the game. Or giving them the opportunity to capture a larger, beefier vessel so they can tell the creditors of the Type S to take the damn thing, we mailed you the start-up codes.