Hey everyone,
Here is a little something we are trying out...
In the Fifth Frontier War series, Martin has been sneaking in some new rules that are really quite good. He introduced the idea of Trivial Characters (see https://forum.mongoosepublishing.com/threads/developers-diary-encounters.125712/ for an outline, if you are unfamiliar with these) which we will be adding to the core Traveller rules in due course (and, by extension, the likes of Dark Conspiracy and Pioneer).
In the to-be-released Fall of Lanth book, he has added the 'Group Narrative' rule as a sort of wider scope alternative to Task Chains. We are thinking of adding these to the core Traveller rules, and wanted to see what you all think...
How this total is achieved is largely up to the Travellers. The adventure presents a problem and the Travellers decide how to tackle it. They will decide what skills to use, though the Referee can veto anything too implausible and will decide what level of check is needed. Each Traveller makes their check and narrates what they are doing – and what they achieved – based on the result. The Referee can modify this if the Travellers are getting carried away, and can provide a result if the check is failed. The intention is to provide a group narrative, allowing the Travellers to tell their own story. The Referee can pitch in at any point, so that the group works together to create a great story with everyone getting a share of what might be called ‘camera time’.
For example, the Travellers are trying to defuse a bomb and need a total of Effect +5 to do so. They each have time for one action. Their engineer decides to pull off an access panel and start cutting wires. Although he does not have Explosives skill he does have a good knowledge of electronics. The Referee rules that this is an Average (8+) check but the usual DM-3 applies for lacking the specific skill. The engineer manages to achieve Effect +1, and narrates that he is looking for a power feed to the bomb’s timer.
At this point their astrogator, who knows next to nothing about bombs, interjects that she is searching online databases for information on this type of bomb or its control circuits. She is using Investigate. The Referee decides that a data search does not require knowledge of how to blow stuff up, so no penalty is applied. The astrogator gets Effect +3. She narrates that she has found the netsite of a specialist electronics firm which has a diagram aimed at marketing control devices to mining companies and demolitions contractors.
Meanwhile, the group’s streetwise chancer decides to help by yanking out what he thinks might be the detonators, despite everyone else’s protests. This requires Explosives, the Referee decides, and with DM-3 for not having it the rogue achieves Effect -2. He narrates his effort, and the Referee adds that the bomb’s timer has accelerated.
Everyone runs for cover, except the ex-marine who decides brute force might be the answer. She hoofs the bomb as hard as she can, hoping to break something important. She does not have Explosives, but the Referee decides the Travellers have told a good enough story to be cut some slack and waives the negative DM. The rationale for this is that a former marine might know enough about explosives to kick the right bit – a stretch perhaps, but it makes for a good story. The marine’s mighty boot achieves Effect +3, making +5 in total. The Referee narrates that she has kicked the control panel right off the warhead, sending it whanging across the chamber as the bomb itself rolls with comedic slowness to stop at the feet of the rogue.
‘You know, maybe we can sell that to someone,’ he says, pointing at the now inert warhead.
Here is a little something we are trying out...
In the Fifth Frontier War series, Martin has been sneaking in some new rules that are really quite good. He introduced the idea of Trivial Characters (see https://forum.mongoosepublishing.com/threads/developers-diary-encounters.125712/ for an outline, if you are unfamiliar with these) which we will be adding to the core Traveller rules in due course (and, by extension, the likes of Dark Conspiracy and Pioneer).
In the to-be-released Fall of Lanth book, he has added the 'Group Narrative' rule as a sort of wider scope alternative to Task Chains. We are thinking of adding these to the core Traveller rules, and wanted to see what you all think...
Group Narratives
At various points in adventures the Travellers will have a chance to create a group narrative. Usually this means there is an amount of Effect they need to achieve in total in order to bring about favourable circumstances. The Effect is based on the assumption that there are 3-5 Travellers with typical skill levels. If there are more or less, or if the Travellers are highly experienced, the Effect total can be adjusted by the Referee.How this total is achieved is largely up to the Travellers. The adventure presents a problem and the Travellers decide how to tackle it. They will decide what skills to use, though the Referee can veto anything too implausible and will decide what level of check is needed. Each Traveller makes their check and narrates what they are doing – and what they achieved – based on the result. The Referee can modify this if the Travellers are getting carried away, and can provide a result if the check is failed. The intention is to provide a group narrative, allowing the Travellers to tell their own story. The Referee can pitch in at any point, so that the group works together to create a great story with everyone getting a share of what might be called ‘camera time’.
For example, the Travellers are trying to defuse a bomb and need a total of Effect +5 to do so. They each have time for one action. Their engineer decides to pull off an access panel and start cutting wires. Although he does not have Explosives skill he does have a good knowledge of electronics. The Referee rules that this is an Average (8+) check but the usual DM-3 applies for lacking the specific skill. The engineer manages to achieve Effect +1, and narrates that he is looking for a power feed to the bomb’s timer.
At this point their astrogator, who knows next to nothing about bombs, interjects that she is searching online databases for information on this type of bomb or its control circuits. She is using Investigate. The Referee decides that a data search does not require knowledge of how to blow stuff up, so no penalty is applied. The astrogator gets Effect +3. She narrates that she has found the netsite of a specialist electronics firm which has a diagram aimed at marketing control devices to mining companies and demolitions contractors.
Meanwhile, the group’s streetwise chancer decides to help by yanking out what he thinks might be the detonators, despite everyone else’s protests. This requires Explosives, the Referee decides, and with DM-3 for not having it the rogue achieves Effect -2. He narrates his effort, and the Referee adds that the bomb’s timer has accelerated.
Everyone runs for cover, except the ex-marine who decides brute force might be the answer. She hoofs the bomb as hard as she can, hoping to break something important. She does not have Explosives, but the Referee decides the Travellers have told a good enough story to be cut some slack and waives the negative DM. The rationale for this is that a former marine might know enough about explosives to kick the right bit – a stretch perhaps, but it makes for a good story. The marine’s mighty boot achieves Effect +3, making +5 in total. The Referee narrates that she has kicked the control panel right off the warhead, sending it whanging across the chamber as the bomb itself rolls with comedic slowness to stop at the feet of the rogue.
‘You know, maybe we can sell that to someone,’ he says, pointing at the now inert warhead.