Updated Vehicle Handbook in the works

CT Striker had the following vehicle damage results, which may illuminate how Chadwick saw grav vehicles working....
"Suspension - ...a grav vehicle loses one fourth of its total Gs, which may or may not make it unable to move...
Transmission - ...a grav vehicle may not move except straight up or down...
Power Plant - ...The vehicle's power plant is disabled...grav vehicles float to the ground..."
 
With the right group of players, sandboxing can be such an incredible experience. It engages the players' minds and imaginations. It heightens the stakes, drama, and player buy in because it's their idea, it's their plan, it's their adventure. It's their characters' lives. This adds so much meaning. The setting, that's the ref's canvas. That's where he expresses his creativity, in the worlds, the societies, the situations, the current events, the people, the challenges, and the consequences that are there for the players to interact with. The ref paints vivid locations which bring home to the players that their characters are travelling, they're travelling to new worlds with new places, new situations, and new opportunities to discover. Combined with compelling player character motivations, these things can create roleplaying experiences that players remember for decades. And, the Spinward Marches alone are such a sandbox, a vast wide open sandbox, with so much potential for adventures of every kind.

Yes I criticize D&D, but here's an example of great D&D. I was acquainted with a group of players who knew their characters and the setting so well that they didn't need dice or a single book to play D&D. Sometimes they'd meet for a couple of hours before going out to dinner or something, and simply roleplay their characters in game, planning an adventure, talking to important NPCs, interacting with their characters' families and relatives, and doing all that immersive rp that made their full D&D sessions so deep and rich. They were habitual sandboxers, because the setting was their imaginations' back yard, and they loved it for all the adventure and roleplay opportunities the setting gave them (2nd Edition Forgotten Realms, from Thay to the Sword Coast, from Waterdeep to Zhentil Keep).
While I agree totally that with the right people a sandbox can be awesome that said a good sandbox really depends on to major things communication and preparation. A GM has to have a lot of general background preparation done otherwise the game will tend to fall into monster of the week. For my PoD campaign I intend to run one of my bits of preparation is deciding in advance which worlds in to be expanded out and to create my NPC file so when I need a NPC that I expect might be a recurring one I have someplace to start with and to go back to. The players need to also communicate what they want to do and how they have seen what has happen.. I encourage anyone who want to run a sandbox to get a copy of Strikeforce https://www.drivethrurpg.com/en/product/196663/aaron-allston-s-strike-force Allston ran his sandbox for 30 years and is literally the grandfather of sandbox RPG

As for your friends that don’t use game mechanics while I love that they are creating a great story and it’s definitely good RP it’s not RPG anymore. Game mechanics are only conflict resolution devices but they are still a major part of the game without them if someone in the group doesn’t agree with the rest of the groups narrative you end up with the playground “I shoot you , No I shoot you first”. Plus without any randomization system (ie game mechanics) there’s no trying to deal with that unexpected situation.
 
I've been running a Traveller sandbox off and on for over 40 years... two of the players from the original group are no longer with us :(

I have found over the years some of the best sessions are the ones where the dice are never rolled at all, in point of fact if the characters do stuff well within their capabilities the game actually states there is no need to roll dice.
 
While I agree totally that with the right people a sandbox can be awesome that said a good sandbox really depends on to major things communication and preparation. A GM has to have a lot of general background preparation done otherwise the game will tend to fall into monster of the week. For my PoD campaign I intend to run one of my bits of preparation is deciding in advance which worlds in to be expanded out and to create my NPC file so when I need a NPC that I expect might be a recurring one I have someplace to start with and to go back to. The players need to also communicate what they want to do and how they have seen what has happen.. I encourage anyone who want to run a sandbox to get a copy of Strikeforce https://www.drivethrurpg.com/en/product/196663/aaron-allston-s-strike-force Allston ran his sandbox for 30 years and is literally the grandfather of sandbox RPG

As for your friends that don’t use game mechanics while I love that they are creating a great story and it’s definitely good RP it’s not RPG anymore. Game mechanics are only conflict resolution devices but they are still a major part of the game without them if someone in the group doesn’t agree with the rest of the groups narrative you end up with the playground “I shoot you , No I shoot you first”. Plus without any randomization system (ie game mechanics) there’s no trying to deal with that unexpected situation.

Excellent book recommendation! And, I agree, great preparation and understanding is necessary on the part of the ref, and the players need to be fully prepared to have well thought out ideas and plans for what they want their characters to do, and they need to communicate that to the ref. This kind of player communication with the ref is vitally important, because only then can the ref put his creativity to work adjudicating and enhancing the players' adventure. When people care enough and make this kind of effort, the adventures can be incredible.

Just to clarify, what the guys were doing was the roleplaying in support of their full D&D sessions, in which they used the game mechanics.
 
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WINCH-from-Mongoose1.png
This is from the Mongoose 1st edition's Special Supplement 3: Vehicle Upgrade Manual

Could this please be included in the updated Vehicle Handbook for Mongoose 2nd?
 
View attachment 4123
This is from the Mongoose 1st edition's Special Supplement 3: Vehicle Upgrade Manual

Could this please be included in the updated Vehicle Handbook for Mongoose 2nd?
How about this?

Winch
A winch is an attachment with a 25-metre cable that acts as a tow hitch or, when powered, is able to pull another vehicle or object at up to the winch’s vehicle’s size in Spaces (twice this if it is an unpowered or less dense object). A winch can be used to pull the vehicle itself forward if attached to a solid larger object, such as a building or sturdy tree. It is usually attached to the forward face of a vehicle, but that is not a requirement. A vehicle can have no more than one winch attached to any one face.


TLCost per vehicle Space
Winch3Cr50
 
You get a lot of potential bang for buck for fifty starbux.

You're floating - you don't have to land.

You can use a stronger winch for cargo.
 
How about this?

Winch
A winch is an attachment with a 25-metre cable that acts as a tow hitch or, when powered, is able to pull another vehicle or object at up to the winch’s vehicle’s size in Spaces (twice this if it is an unpowered or less dense object). A winch can be used to pull the vehicle itself forward if attached to a solid larger object, such as a building or sturdy tree. It is usually attached to the forward face of a vehicle, but that is not a requirement. A vehicle can have no more than one winch attached to any one face.


TLCost per vehicle Space
Winch3Cr50
Oh great, someone already mentioned this, I’d look into making it more versatile though, such as for rescue baskets or am I not seeing how long 25m is? Also, since it popped into my head just now, fast-ropes.
 
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