Jak Nazryth
Mongoose
A couple of the guys I play with argue and bicker over the most minor issues, even issues that have nothing to do with the game.
One such issue is a shake down cruise. They argue how much time it should talk before new players take over a new ship etc..
I patiently point out that there isn't any rules I know of that require a shake down. It simply works. You need a used ship for "quirks".
However, this brings on an interesting question.
1) Should there be rules for a shake down cruise for the groups new ships?
2) If so, what systems should be "shaken" and how long should it take?
My personal answer for 1) is... no. It's a sci-fi role-playing game. An adventure class ship that most Traveller groups tramp around in should be fine, especially if brand new, no shake-down required.
One of the only things I would use as an exception is if a GM has a plot hook / adventure for a new class of ship, but again... no rules.
Any suggestions?
One such issue is a shake down cruise. They argue how much time it should talk before new players take over a new ship etc..
I patiently point out that there isn't any rules I know of that require a shake down. It simply works. You need a used ship for "quirks".
However, this brings on an interesting question.
1) Should there be rules for a shake down cruise for the groups new ships?
2) If so, what systems should be "shaken" and how long should it take?
My personal answer for 1) is... no. It's a sci-fi role-playing game. An adventure class ship that most Traveller groups tramp around in should be fine, especially if brand new, no shake-down required.
One of the only things I would use as an exception is if a GM has a plot hook / adventure for a new class of ship, but again... no rules.
Any suggestions?