Sword & Planet

Mangus

Mongoose
Hello all,

I am curious if anyone has used Traveller to run a sword & planet adventure? It seems like the system could work, but I am curious if it can capture the swashbuckling feel the genre requires?

Thanks,

Mangus
 
Well the combat system already includes edged weapons and has the effect of weapon heft. I suppose what would be nice are some explicit rules for parry/repost, swinging from a chandeliers, climbing a cliff, getting your diaphenous dress caught, etc.

Still, the system is so simple and easily house-ruled, there shouldn't be much problem with a reasonable sword and planet adventure/campaign. I always like a tech-level 2 planet where the players have only one mini-gun at their disposal :-)
 
The only problem that I could see with a Swashbuckler Traveller would be how lethal combat is in Traveller.

Traveller really doesn't allow you to fight off a dozen pirates while deftly holding the fair damsel in one arm. Odds are, you will lose that arm, and the damsel and the ship pretty quickly...

It's more of a game style thing rather than a could it be done thing.

Traveller Old West could be very doable too. Those quick-draw contests in the street will likely result in misses, but if you hit, you win...
 
Rikki Tikki Traveller said:
The only problem that I could see with a Swashbuckler Traveller would be how lethal combat is in Traveller.

Traveller really doesn't allow you to fight off a dozen pirates while deftly holding the fair damsel in one arm. Odds are, you will lose that arm, and the damsel and the ship pretty quickly...

It's more of a game style thing rather than a could it be done thing.

Traveller Old West could be very doable too. Those quick-draw contests in the street will likely result in misses, but if you hit, you win...

This was what I had concluded myself. I will have to take a closer look at the rules to see if I can bend them to fit. I have been trying to find a reason to have my group try Traveller out, and put the system to use, but when we all start talking about a sci-fi game the conversation always ends up being dominated by Star Wars and the various systems published for it.

Thanks for the response,

Mangus
 
Mangus said:
This was what I had concluded myself. I will have to take a closer look at the rules to see if I can bend them to fit.
Simple idea that may or may not work. Up the Target # to 10 and/or allow melee combat check as a response to block any hits.
 
Paladin said:
Mangus said:
This was what I had concluded myself. I will have to take a closer look at the rules to see if I can bend them to fit.
Simple idea that may or may not work. Up the Target # to 10 and/or allow melee combat check as a response to block any hits.

I'm practising with idea of opposed roll. Both players roll melee roll with full bonuses and if attacker beats defenders he hits. Allows skilled fellow to make hitting darn hard.

Though idea of such parry might be even better. Maybe with attackers effect as negative modifier(without it it becomes too easily hit, parry, hit, parry, hit, parry). Have to try that one too for my sword&sorcery rules.
 
These are some good ideas that I will need to try out to see how they work in practice.

Thanks for the feedback!
 
I played with the idea to use a modified Traveller system for the 17th cen-
tury setting I am currently "working" on, but in the end I decided to use
Chaosium's BRP - which also has rather deadly combat rules, but still a
little less lethal than Traveller, and the options needed to model a good
fencing subsystem.

In my view a swashbuckling campaign can of course be played with the
Traveller system, even without serious modifications, but for my taste
Traveller simply is not the best available system for it.
 
tneva82 said:
Paladin said:
Mangus said:
This was what I had concluded myself. I will have to take a closer look at the rules to see if I can bend them to fit.
Simple idea that may or may not work. Up the Target # to 10 and/or allow melee combat check as a response to block any hits.

I'm practising with idea of opposed roll. Both players roll melee roll with full bonuses and if attacker beats defenders he hits. Allows skilled fellow to make hitting darn hard.

Though idea of such parry might be even better. Maybe with attackers effect as negative modifier(without it it becomes too easily hit, parry, hit, parry, hit, parry). Have to try that one too for my sword&sorcery rules.

Will depend greatly on party/encounter size and how long you want the combat sequence to go.

Another idea would be to add your melee blade skill to the base to hit so. untrained - can be hit on a 5+
trained - can be hit on a 8+
skill 1 can be hit on a 9+
skill 2 can be hit on a 10+
...
 
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