Jak Nazryth
Mongoose
I’ve gone back and forth over the years on this particular subject.
The question is reality vs. playability.
Traveller is one of the only game systems I know where much of the fan base see it as a reality simulator (future reality)
I’ve seen posts on various threads where people get downright insulting towards each other if somebody’s math is slightly off, or if there’s a disagreement between how much energy it takes to fire a laser rifle (and the fact it could never happen even in a “traveller backpack” because you can’t stack enough electrons in a nickel cadmium matrix to generate 1.21 gigiwatts (lol)… to fire a sustained pulse to melt through a .24 inch steel plate… blah, blah, blah…. Yes folks, someone on another forum around 2002 actually did the math and concluded that a laser rifle couldn’t even fire a single shot because it’s power pack was far too small to “hold” enough electrons required to create a 5d6 laser beam attack…… Sometimes people forget this is a science fiction role playing game..
But I digress.
The question is the cost of ships, the playability and enjoyability, and economy of ships.
I know there are lots of us, I used to be one, that likes the expense side of ships, trying to pay the bank, struggling to find enough cargo/passengers etc… to make it. One of my friends, a long time rpg’er, hates traveller because it’s “always about the ship”… as in everything you do, no matter what, is a never ending quest to make a payment. He rightly points out “I struggle to make my house payment and pay my own bills each month… why on earth would I want to play a game on the weekends where I have to do the same thing? I want to escape my reality for a few hours, not simulate it…” And he has a point.
Noted, that you can run almost any kind of campaign style be it military, or special ops, or whatever where the players are a “crew” or mission specialists working for a government or merc group etc… and therefore never have to worry about ship payments. But for the “traditional” tramp freighter, “follow your nose to adventure” style game, the ship payments can dominate all aspects of the game.
So when I restart my own traveller campaign in early 2014, I’ll be making the following changes.
Each ship share = 5%, so if you roll right, a merchant can get own 25% of a free trader (or far trader IMTU) right off the bat.
I might even say each ship share = 10% but each player is limited to 1 “result” on the mustering out tables.
Another option is to keep the ship shares and the costs identical, but the player are on their very last year of paying off the ship. So they only have to struggle for one IN GAME year after starting the campaign.
Other systems have other options on how you own and who you owe, for instance a crime lord, or other “under the table” arrangement. But to keep it within the Traveller framework, I think this might work out the best.
And this won’t “break the economy” either. One single ship with a group of very lucky individuals (they are player characters, not NPC’s after all) will not corner the market in the Spinward Marches because their bank payment is half the cost of the other average Joe..
Anyway, any thoughts?
The question is reality vs. playability.
Traveller is one of the only game systems I know where much of the fan base see it as a reality simulator (future reality)
I’ve seen posts on various threads where people get downright insulting towards each other if somebody’s math is slightly off, or if there’s a disagreement between how much energy it takes to fire a laser rifle (and the fact it could never happen even in a “traveller backpack” because you can’t stack enough electrons in a nickel cadmium matrix to generate 1.21 gigiwatts (lol)… to fire a sustained pulse to melt through a .24 inch steel plate… blah, blah, blah…. Yes folks, someone on another forum around 2002 actually did the math and concluded that a laser rifle couldn’t even fire a single shot because it’s power pack was far too small to “hold” enough electrons required to create a 5d6 laser beam attack…… Sometimes people forget this is a science fiction role playing game..

But I digress.
The question is the cost of ships, the playability and enjoyability, and economy of ships.
I know there are lots of us, I used to be one, that likes the expense side of ships, trying to pay the bank, struggling to find enough cargo/passengers etc… to make it. One of my friends, a long time rpg’er, hates traveller because it’s “always about the ship”… as in everything you do, no matter what, is a never ending quest to make a payment. He rightly points out “I struggle to make my house payment and pay my own bills each month… why on earth would I want to play a game on the weekends where I have to do the same thing? I want to escape my reality for a few hours, not simulate it…” And he has a point.
Noted, that you can run almost any kind of campaign style be it military, or special ops, or whatever where the players are a “crew” or mission specialists working for a government or merc group etc… and therefore never have to worry about ship payments. But for the “traditional” tramp freighter, “follow your nose to adventure” style game, the ship payments can dominate all aspects of the game.
So when I restart my own traveller campaign in early 2014, I’ll be making the following changes.
Each ship share = 5%, so if you roll right, a merchant can get own 25% of a free trader (or far trader IMTU) right off the bat.
I might even say each ship share = 10% but each player is limited to 1 “result” on the mustering out tables.
Another option is to keep the ship shares and the costs identical, but the player are on their very last year of paying off the ship. So they only have to struggle for one IN GAME year after starting the campaign.
Other systems have other options on how you own and who you owe, for instance a crime lord, or other “under the table” arrangement. But to keep it within the Traveller framework, I think this might work out the best.
And this won’t “break the economy” either. One single ship with a group of very lucky individuals (they are player characters, not NPC’s after all) will not corner the market in the Spinward Marches because their bank payment is half the cost of the other average Joe..
Anyway, any thoughts?