V2 Animal Generation

nats

Banded Mongoose
I was surprised to see what Mongoose have done with the animals in V2 - basically its just a matter of the ref picking what he wants, no more 'generation' fun and games. My son was not amused as he has been using the V1 rules to generate animals lately. For example it is possible in the rules as is to create a scavenger without teeth (sacrilege!) although I can think of situations where scavangers would necessarily need teeth.

I wonder if another Animals book is on the cards? Is that the way the game is going - flexible Core Rules with extra design books to supplement the rules as required?
 
I hope so. I'd like a new book with lots more options for designing animals.

I've been fun creating beasties using the limited system we have so far. Mind, given the system so far, it wouldn't be hard to create random tables for it either.

I'm posting the animals I convert or create here under Animal Encounters.
 
While we can appreciate the fun in generating animals, we looked hard at how they were actually used in games and created a system that puts things firmly in the hands of the ref to create any animal he likes without restriction - to the point where he can do it on the fly during a game.

I imagine we will return to animals at some point in the future and, indeed, we have a proposal at the moment for a book that covers not just animals but all kinds of hazard. Won't be for this year though.
 
msprange said:
While we can appreciate the fun in generating animals, we looked hard at how they were actually used in games and created a system that puts things firmly in the hands of the ref to create any animal he likes without restriction - to the point where he can do it on the fly during a game.

I imagine we will return to animals at some point in the future and, indeed, we have a proposal at the moment for a book that covers not just animals but all kinds of hazard. Won't be for this year though.

Its a tough balance between rules for the sake of it and providing enough of a guideline for the referee to avoid saying 'just make it up'. Because of course referees can always make things up if they feel the need. I definitely feel that the old MgT was too rules heavy, so I do appreciate the lighter more flexible new version.

I'm not sure about giving the referee complete freedom though. Scavengers not having teeth as a weapon could be immersion breaking if a player asks how that scavenger eats his prey when he only has claws. I suppose the rules are only stating the animals main weapon though, so that wouldnt preclude the animal also having smaller teeth that arent used as a weapon I guess.

Interesting anyway - its definitely going to mean me learning to be a bit more flexible and open minded with the new Traveller rules after being used to generating everything in detail - and that isnt necessarily a bad thing. Certainly its bringing Traveller into the modern roleplaying age, and it will definitely enable animal generation on the fly, which is good. The animal tables for terrain never really worked very well.

More traits though definitely welcome - aquatic and chameleon are missing I think? And possibly also traits like reptilian, insectoid, burrower - that sort of thing would be good.
 
nats said:
More traits though definitely welcome - aquatic and chameleon are missing I think? And possibly also traits like reptilian, insectoid, burrower - that sort of thing would be good.

Oh, they will come - we are planning to tie them directly into Aliens, so you can switch between the two freely. Enterprising refs may also want to switch between animals and the traits Robots use in CSC (of which, again, more will be added)...
 
nats said:
msprange said:
While we can appreciate the fun in generating animals, we looked hard at how they were actually used in games and created a system that puts things firmly in the hands of the ref to create any animal he likes without restriction - to the point where he can do it on the fly during a game.

I imagine we will return to animals at some point in the future and, indeed, we have a proposal at the moment for a book that covers not just animals but all kinds of hazard. Won't be for this year though.

Its a tough balance between rules for the sake of it and providing enough of a guideline for the referee to avoid saying 'just make it up'. Because of course referees can always make things up if they feel the need. I definitely feel that the old MgT was too rules heavy, so I do appreciate the lighter more flexible new version.

I'm not sure about giving the referee complete freedom though. Scavengers not having teeth as a weapon could be immersion breaking if a player asks how that scavenger eats his prey when he only has claws. I suppose the rules are only stating the animals main weapon though, so that wouldnt preclude the animal also having smaller teeth that arent used as a weapon I guess.

Interesting anyway - its definitely going to mean me learning to be a bit more flexible and open minded with the new Traveller rules after being used to generating everything in detail - and that isnt necessarily a bad thing. Certainly its bringing Traveller into the modern roleplaying age, and it will definitely enable animal generation on the fly, which is good. The animal tables for terrain never really worked very well.

More traits though definitely welcome - aquatic and chameleon are missing I think? And possibly also traits like reptilian, insectoid, burrower - that sort of thing would be good.
Referees do limit themselves and their games greatly if they do only what the rules say. No one ever ruined a game by added teeth to a savanger. It's weird how people complained that animal rules in MgT 1st were too much, and mostly skipped over anyway, and the lack of speed values for anything. Now people are complaining that referees can make animal encounters too quickly. The new animal rules basically follow how referees have been handling animals in Mongoose anyway. But now that the rules are written that way, it's unplayable. Ha!
 
As someone who made a few animals using the RNG tables in MgT1, I quickly realized the random is too much for a balanced encounter. It can generate something of no challenge, or impossible such, so I ended modifying it anyway.
 
Interestingly enough, I am working on just such a tome for possible TAS release.

I absolutely agree that a random table is not necessary for a single encounter; but if the Travellers are going to explore a world, then the Referee should have access to a full encounter table (2D similar to older versions) so that they can represent a diverse biome. In this situation a "balanced" encounter is not really desired. Some creatures are just too tough and the Travellers should run away (Dragons), while others will be a cake-walk (herd of bunnies) - but in a diverse Biome BOTH types will be present and could be encountered by the Travellers.

My current list has about 40 Traits (many with several variations) that can easily be added to any creature and could be adapted to intelligent sophonts as well.

Not sure when it will be done; still working on the creature lists etc. but the bulk of the sciency research is already done (originally planned for a 1st edition OGL release but now being rethought).
 
I agree - preparing a particular encounter is one thing, world generation is another. In the case you mentioned the random generator, especially one that takes the planet's traits, is a very useful tool.
 
arcador said:
I agree - preparing a particular encounter is one thing, world generation is another. In the case you mentioned the random generator, especially one that takes the planet's traits, is a very useful tool.

Yes I hadnt thought of it from that perspective actually that is a very good point. The present system is not any use for developing a world and its ecosystem. Its only useful for one off encounters. If you are creating a whole world then yes you should be able to create creatures that suit that worlds characteristics. I can definitely see an opening there for an official 'world creation handbook' - its probably one of the books I have been most wanted to see for Traveller for ages and there has never been one in any of the versions I have owned.

It could cover creation of a solar system in detail, main world ecosystem incl plants and animals, terrain types and events, starport and spaceport, cities and cultures, world quirks and special situations (like ringworlds etc) - all fleshed out from the basic characteristics as pre-generated by the Core Rule Book. That would be a brilliant book I would love to see that!
 
World Builders Handbook for MegaTraveller (I think) was pretty good, but didn't do the creature tables.
There was also an old CT supplement that created tables for all the various atmosphere and terrain types. Just a book of stats though.

There was also a Mongoose book for 1st Edition that tried to do what you are asking for, but in my opinion fell a bit short (which is why I started on my own version) - specifically, the random encounter table was removed...

Lots of people have been asking for a MGT world building book, but no love yet.
 
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