Don't We have Augmented Reality now at TL-7?Hmm
TL type tons power cost CP 4 mechanical 4 5 2 5 enhanced mechanical 4 1 30 4 6 electro-mechanical 2 1 70 6 7 electro-mech linked 1 1 200 8 7 computer linked 1 1 350 10 8 dynamic linked 2 2 500 30 9 holographic linked 3 4 1000 60
TL type tons power cost CP 7 HUD 1 1 20,000 50 8 AR 5 8 500,000 1500 9 holographic 2 4 100,000 200
Personally, one of my favourite previous mechanics that hasn't as yet found its way into Mongoose 2nd is Uncertain Tasks, which I believe were originally introduced in MegaTraveller (I'm sure Sigtrygg will be able to precise its origin).
There's an inherent tension between players and referees over the idea of hidden rolls; Referees might want to leverage the narrative suspense of having a result being unknown to the players, whereas players have the justifiable concern* the referee might be making up results. The idea to leverage Traveller's 2d6 task resolution system and having the players roll one of the two dice and the Referee roll the second one hidden from the players is a brilliant compromise. It allows the Referee to have the suspense whilst also giving the players enough information to actually have agency over their choices. I truly do love it.
*In an ideal world the relationship between players and Referee should be one of inherent trust, but alas, sometimes real life doesn't line up with said ideal world.
7) Heplar: Really want to love reaction drives instead of space magic woo-woo drives, but even super efficient reaction engines are still tyrrany of the rocket equation in actual play. I just have never had players interested in messing around with fuel usage and thrust & drift mechanics. Still like HePlar, though
Incidentally this was exactly how starship controls were described in DGP's Starship Operator's Manual back in 1988! Not with my books right now (can't check), but I believe they were called dynamic controls and could be reconfigured as the user wished as they weren't old fashioned dials and switches but touch panels. The inspiration for these might have been the (then) sleek control panels of Star Trek: The Next Generation (at least that's how I saw them).Why would each workstation be different? Why are they all not just a screen that you "reconfigure" for whatever task you are doing? Each individual person would have their own different configuration based on what is the most efficient for them. Obviously there would be "basic configurations" as well, but I always figured that the future would have a workstation that automatically identified the user and loaded all of that person's presets. "Computer! Give Me an engineering workstation at Station 2 and a sensor workstation at Station 5."
Respectable. Just don't forget the Kzinti Lesson.I absolutely loved the idea of a super efficient reaction drive on ships instead of rectionless thrusters.
Provider One wagers a hundred quatloos that Pioneer will oblige you.So, for the moment, I just dream of "rocketry" in my Traveller game and wait for the day when I finally implement it. It will be glorious, I say. Glorious!!
You're not wrong (and in fact the Old Timer had things to say on the subject). At the time I found it plausible (and certainly science fictioney) but in recent years the automotive industry has been reminding us of the value of tactile feedback by the clever means of taking it away from us...Incidentally this was exactly how starship controls were described in DGP's Starship Operator's Manual back in 1988! Not with my books right now (can't check), but I believe they were called dynamic controls and could be reconfigured as the user wished as they weren't old fashioned dials and switches but touch panels. The inspiration for these might have been the (then) sleek control panels of Star Trek: The Next Generation (at least that's how I saw them).
Yes, I can't remember which Arthur C. Clarke novel it was in, but there was a line (when the controls were mostly touch panels etc.) that the emergency controls were tactile switches and buttons. Namely, in an emergency, nothing beats a big red press this button.You're not wrong (and in fact the Old Timer had things to say on the subject). At the time I found it plausible (and certainly science fictioney) but in recent years the automotive industry has been reminding us of the value of tactile feedback by the clever means of taking it away from us...
I remember this too. The book is... somewhere. Which was why I thought holographic controls should mean you didn't need to waste a space combat turn changing stations (that wasn't adopted in the update... and I hate to ask how it would work in a six second 'dogfight' round... Is it now 6 seconds to change stations, or do you spend the entire dogfight meandering around the bridge looking for the gunnery station 'on' switch?)Incidentally this was exactly how starship controls were described in DGP's Starship Operator's Manual back in 1988! Not with my books right now (can't check), but I believe they were called dynamic controls and could be reconfigured as the user wished as they weren't old fashioned dials and switches but touch panels. The inspiration for these might have been the (then) sleek control panels of Star Trek: The Next Generation (at least that's how I saw them).
Shades of why one of my characters (who's a damn good medic but has no ship combat skills at all) is studying Electronics right now, so at least he'll be able to reverse the polarity of the neutron flow or something from the terminal in Sickbay.I remember this too. The book is... somewhere. Which was why I thought holographic controls should mean you didn't need to waste a space combat turn changing stations (that wasn't adopted in the update... and I hate to ask how it would work in a six second 'dogfight' round... Is it now 6 seconds to change stations, or do you spend the entire dogfight meandering around the bridge looking for the gunnery station 'on' switch?)
DGP's Digest magazine issue 1. <edit> this is the origin of the DGP task system.Personally, one of my favourite previous mechanics that hasn't as yet found its way into Mongoose 2nd is Uncertain Tasks, which I believe were originally introduced in MegaTraveller (I'm sure Sigtrygg will be able to precise its origin).
At the risk of coming across as pedantic - bit late I know - the uncertain task is not the ref rolls one die and the player rolls the other (pretty sure I have seen that suggested as a house rule)There's an inherent tension between players and referees over the idea of hidden rolls; Referees might want to leverage the narrative suspense of having a result being unknown to the players, whereas players have the justifiable concern* the referee might be making up results. The idea to leverage Traveller's 2d6 task resolution system and having the players roll one of the two dice and the Referee roll the second one hidden from the players is a brilliant compromise. It allows the Referee to have the suspense whilst also giving the players enough information to actually have agency over their choices. I truly do love it.
*In an ideal world the relationship between players and Referee should be one of inherent trust, but alas, sometimes real life doesn't line up with said ideal world.
At the risk of coming across as pedantic - bit late I know - the uncertain task is not the ref rolls one die and the player rolls the other (pretty sure I have seen that suggested as a house rule)
I really enjoyed West End Games Star Wars roleplaying game's dice pool mechanic; you had a number of dice available to roll based on attribute or skill level; add them up and try to score higher than the target number (generally a multiple of 5). My only change for that game would be to give a -1 per die, so that even amazingly skilled 15d6 checks might still score a zero.It’s the roll under aspect that gets me. Even in D10 percentile systems, cheering for low numbers on a dice roll just feels wrong.
But there is a certain elegance to +/-1 die per difficulty level adjustment.
I am no wizard of probability, but with that system isn't a success (Total Truth result) harder to achieve than if the task weren't Uncertain? I mean you need two successes to get the Total Truth result instead of one. The Some Truth result isn't a full success, in how I interpret that, but only a partial/marginal one which might cause all sorts of complications that a full success wouldn't.Both the player and referee roll for the attempt The referee’s roll is hidden from the player and modifies the player’s roll.
- If both fail, the result is no truth. The player is misled about the success of the task attempt. Erroneous information is given.
- If one succeeds and one fails, the result is some truth. Some valid information is given. The player may fail the attempt and still get information, although he cannot know for sure.
- If both succeed, the result is total truth Totally valid information is given, although the player may still not believe it.