Evil Aardvark
Banded Mongoose
One of the things that comes up regularly is that Traveller isn't a game about combat. People say you should only engage in combat if you really have to, that you should expect to get messed up unless you're really prepared. People also bring up that this isn't a game about dungeon-romps where you go from fight to fight. Sometimes people mention that the inspirations for Traveller weren't fight-centric.
I don't disagree with any of that, in principle. But...
I don't know if I'm right, but there it is as food-for-thought.
I don't disagree with any of that, in principle. But...
- Across various products we've got, probably, 1000+ pages of stats for weapons and armor. Why? Why do we have stats for so many guns if we're not supposed to use a lot of guns? We've got orders of magnitudes more weapons than D&D ever did.
- We've got Mercenaries - with detailed rules for micro-managing gun design! Even Shadowrun hasn't take in that far. I know that most people don't use it, but they're there.
- Weapons and armor vary across a huge price-range. We start characters off, relatively, poor and they tend to acquire wealth over time. Everyone knows combat is dangerous, so characters tend to spend their wealth on more dangerous weapons and better armor.
- Stories about parties who want do go everywhere in Battle Dress are silly but are the natural end-point in a game where combat is extremely dangerous but also commonplace. Where walking into an ambush without Battle Dress is a good-way to pick up a TPK. People become attached to their characters and want to keep playing them. They can't do that if they're dead, and they know it.
- We've got adventures that are, basically dungeons - Deathstation, for example. I don't want to play that sort of game all the time, but they have a place.
- Most other adventures contain some combat, often quite a lot.
- The source material for CT may have been EC Tubb, but that hasn't been most people's inspiration since Star Wars came out in 1978. The inspiration for modern players is currently popular and recent Sci-Fi media: The Expanse, Mandalorian, Takeshi Kovacs, Foundation (the show), Killjoys (although that one might just be me), Dune (the films), Rebel Moon. Combat is dangerous and "realistic" in those sources, but also relatively common. That's the stories that people want for themselves.
- We talk about "realism" in combat but we don't have it or even want it. In reality, if someone is close enough to push an assault rifle against my forehead... I'm in very deep trouble. In Traveller they're unable to shoot me because they're holding it with two hands. That isn't about realism, that's trying to create game where melee weapons have a place. That's great. That's using rules to shape a feel for a game.
- Traveller is a game about combat. It isn't all about combat, or even mostly about combat, but it is important. We should accept that.
- At the moment it feels like we're lying to ourselves and that makes it hard for the good people at Mongoose to shape a future that gives us what we actually want.
- The new "Battlefield Dev" rules are an example of this. They're aimed at giving us what we've said we want... but I don't know if it is actually true.
- I may be wrong, but looking at the source material, what I think we want is a game where combat may or may not occur, When combat occurs, it should have potential consequences, but should also be fast, cinematic, tactical, and fun. Combat today, is fast, but it isn't cinematic, and - with limited options other than guns and armor - it isn't very tactical or fun.
I don't know if I'm right, but there it is as food-for-thought.