Reynard said:Still waiting for the hard copy High Guard so I had to wonder if it was moved out of the Core to there. Guess not. Pirates are also missing. Makes me think it's destined for a revised Scoundrel just like the pirate career had moved to there. Either that or Mongoose decided no more specialist pirates just roll any other character and use a Free Trader like every other citizen in the Traveller universe. I must assume Pirates and Unusually Daring Pirates are created that way now.
I would not mind seeing the old Book 6: Scoundrel get a face lift and re-work. Not just pirates, but other areas just like the 1e version. In fact I would not mind seeing many of the 1e "Book" line get the 2e treatment. :mrgreen:nawara said:... but the Corsair does appear to have been made into a niche design that will appear in some supplement. Which I'm a fan of, honestly.
I find they can be useful to many different folks. :mrgreen:wbnc said:a crewman with advocate, and admin would be a good investment for such a group....
Wouldn't that depend on what you are trying to do?Condottiere said:If I recall correctly, manoeuvre factor three doesn't cut the mustard, anymore.
Thus the image of pirates stalking the gas giants catching refueling ships off guard made sense to me.Condottiere said:Space is big, and starships like lots of it personal; any approach to within weapons range is going to be looked at suspiciously, especially in the middle of nowhere.
The corsair would want to close fast and prevent their new clients from talking to anyone.
-Daniel- said:Thus the image of pirates stalking the gas giants catching refueling ships off guard made sense to me.Condottiere said:Space is big, and starships like lots of it personal; any approach to within weapons range is going to be looked at suspiciously, especially in the middle of nowhere.
The corsair would want to close fast and prevent their new clients from talking to anyone.
Yes, exactly. Hide and pounce. :mrgreen:wbnc said:Sort of like a predator staking out the Local watering hole.-Daniel- said:Thus the image of pirates stalking the gas giants catching refueling ships off guard made sense to me.
So you get shares during creation. You use them to buy into a nice ship with other like minded wanna-be pirates. You head out into the vast unknown. See a big fat merchant and make your first move.... turns out to be a Q-Ship. Now you are dealing with four fighters and lots of weapons. Ship Shares down the drain. :lol:Reynard said:Yeah, look at that, no corsair but ship shares towards any ship they could use as their jolly roger vessel.
Oh the characters don't die. The ship does. Then the characters realize being a pirate can be a costly choice. :lol:Reynard said:Obviously the referee of that situation had issues with the players to TPK so easily.
I am unsure what your issue is. There is no personal opinion to prove nor GM issues. I spoke of a possible outcome not something I think you must do as a GM. You play the game you want to and if it works for you and your players then it is a good game. Give your players anything you wish or not, let them break any laws without consequence if you wish, it really does not matter as long as everyone at the table has a good time. This is an RPG, there is no "Win or Lose" rather there is just a fun game or not. If you want to have a game where breaking laws has no consequence, great, have fun. Like I said, it is all about what you and your players want to do.Reynard said:" Then the characters realize being a pirate can be a costly choice"
It sounds more like proving a personal opinion by making it happen no matter what. I believe pirates can't win in Traveller so I will run a game in which the pirates will lose no matter what. I won't do that to any military career character because they always win. Merchants should be more targeted for failure as if they have some special protection from the dangers of space travel and interstellar interaction. If one sets players up to fail they will. The pirate career should be as viable as any other. Considering that Traveller has been associated with the Age of Sail, they are most appropriate. Playing space pirates should be as fun as playing traders (another age of Sail analog).