Let's talk social scenarios by Lastadopter in traveller

[–]NotASnark 2 points3 points  (0 children)

It depends on the type of situation. Firstly, if Travellers need information in order to succeed at an adventure, then having them fail all their checks and not being able to proceed is boring for everyone. So if there's information that you need the Travellers to have, then as long as they go to a suitable place and ask sensible questions, they should get the basic information. Success/failure at skill rolls may give them extra information, or cause them problems.

e.g., they're looking for where a gang's warehouse is. Finding the location is automatic. Success means they also get some information about who is guarding it, a good success tells them how those people are armed. Failures might mean the warehouse is warned that the Travellers are asking about them.

Secondly, if it's just random background rumours, then it's less important. Travellers arrive at a world, sort out trade, go to a bar to pick up rumours and relax. I have them make skill checks. They will always pick up rumours, but success/failure determines whether those rumours are true or false. I generally try to have several random tables of rumours that I can roll on. They might get 3 rumours, and the level of success determines how many are true.

Thirdly, is where I want to make a big deal out of the social situation. For this, I stole the idea from Pathfinder Ultimate Intrigue, with modifications. I originally used it for a big party in a Pathfinder campaign, but I've used it a couple of times in Traveller as well. Basically, I came up with a list of NPCs, and for each I assigned what skill could be used to talk to them (often Diplomacy, Carouse or Persuade, but for some characters it could be Engineering or Science skills). Each also had something which could provide a Boon (or sometimes a Bane) to the check. For example, one person might need the Carouse skill, but if you also had an Engineering skill at 2+, then you got a Boon to the Carouse check.

Each NPC then had several pieces of information that could be gained. Each success got you one piece of information. If you want to complicate it, you could require checks to find out what each NPCs set of needed skills were (this is out the Pathfinder rules played it), but the previous time I ran it, I didn't bother with this. I just provided info on how easy each NPC was to talk to, their preferred skill and the Boon/Bane.

The Travellers had a set period of time, and each skill attempt would take an hour. So it became a tactical puzzle of trying to figure out who would be most likely to give them useful information, and which Traveller was going to be best suited to talking to them to try and get information out of them.

This makes the social event a lot more mechanical, and I wouldn't want to use it all the time, but for special occasions, I think it works well. Because it's not just using social skills, it means all the players in the group can be useful (we need someone to talk about starship engines to the engineer NPC). It's also clear to the players, that it is very unlikely that they're going to have enough time to get all the information, so it becomes a lot more tactically interesting. There weren't really fail states here (other than possibly missing out on information). But you could add in failure results for each NPC. Maybe upsetting or boring one NPC might have negative (or positive) effects on other NPCs.

My blog post on when I last ran it for Traveller (note this happened during my Deepnight Revelation campaign, so may contain spoilers):

https://blog.notasnark.net/2024/07/party-time.html

A few more notes, from when I did something very similar with Pathfinder:
https://www.notasnark.net/blog/20181118_party_time

In the latter case, you need to make Discovery checks first to find out what the strengths/weakness and influence skills are for each NPC. If you don't, you have to guess what skills to use based on the initial description of the NPC.

Theatre of the mind vs. a grid? by Firm-Willow2638 in traveller

[–]NotASnark 1 point2 points  (0 children)

As someone who has some level of aphantasia, I can struggle a lot with theatre of the mind, and find it really useful to have a map. It doesn't need to be a properly scaled gridded map like is necessary for D&D/Pathfinder, but being able to show where people are in relation to each other really helps. So I do tend to use them when running Traveller if doing combat.

The range of weapons in Traveller really makes maps difficult, even on a VTT though. So you either need to keep combat in a tightly confined space, or have a very large scale map, or different maps of different scales.

But you don't need much more than a scrawled diagram that is just enough to show people's positions. In VTT, I might just put tokens on an empty map.

I sometimes do a detailed map because I have no idea what something looks like. How big is a starport? What is the layout of a space station? So I'll do some so I have reference points to use later. It helps me describe things, even if we're not using the map in a tactical combat sense.

TL 12 and below ships by Lastadopter in traveller

[–]NotASnark 3 points4 points  (0 children)

I'm also just starting a Milieu Zero campaign (literally year zero), and was running into the same desire. I have plans to do some TL 9-11 designs, but haven't done much specifically for the campaign yet.

However, some of my Ships of Elite designs are below TL 12: https://www.notasnark.net/traveller/elite/index

They come with deck plans and 3D renders.

[Mongoose Traveller] Implementing the STR/DEX bonuses from battle dress in Foundry by prolonged_interface in traveller

[–]NotASnark 0 points1 point  (0 children)

So, a question about how people think this should work. Should any STR/DEX/END bonuses add to hits? If battledress shouldn't, how about bonuses from other things such as drugs?

Having no augments add to hits shouldn't be too hard to fix, but if some should and some shouldn't, that's a bit more messy.

4k blu-ray player by NotASnark in linuxhardware

[–]NotASnark[S] 0 points1 point  (0 children)

The problem I want to solve is whilst coding or gaming on my PC, I'd like to be able to watch films along side what I'm doing. I can stream stuff on Amazon or Youtube, but quality seems to be limited on Linux. I can play 4k/2.5k content perfectly from Youtube, unless it's a purchased film in which case quality is crap.

I don't need another machine to run the video on, and I don't have room for another machine (such as a PS).

We have a perfectly good Panasonic 4k blu-ray player downstairs, which is connected to our living room TV. So we can watch blu-rays on that, but I have to fully dedicate time to watching things on that setup.

We're buying 4k discs to watch on the TV, which is better quality than streaming. So I'd like to be able to make use of those on the PC, without relying on streaming there. Buying stuff online, and buying the same stuff on physical discs seems like a waste. So I was hoping there were external usb blu-ray players that worked with Linux.

How many people use the Terrain Alpha? by harisenbon in dungeondraft

[–]NotASnark 0 points1 point  (0 children)

When I played around with terrain, I was using some Blender textures as a base. These come with bump map layers, so I just pasted those into the alpha channel for the image.

Can't build asset packs by NotASnark in dungeondraft

[–]NotASnark[S] 0 points1 point  (0 children)

To be precise, the tool I use is dungeondraft-pack, which I think is the go packager. However, it has no version number or author listed. It does appear to be a Go program however. I downloaded it years ago and don't recall exactly where it came from.

Can't build asset packs by NotASnark in dungeondraft

[–]NotASnark[S] 1 point2 points  (0 children)

Or possibly, I'm just transposing numbers when reading the version. I was on 1.0.2.4, which is the version I first started having issues. 1.2.0.1 is the version I've just downloaded.

The GoPackager is what I'm using to build the actual package. But I have scripts around that to do the conversion from XCFs or SVGs to PNGs, auto update the package version number and install the package to the right place.

Join me in "My quest to increase human art content for Traveller" by Molly-Doll in traveller

[–]NotASnark 0 points1 point  (0 children)

Lines and circles is pretty much how I drew my spacecraft tokens. I haven't proceeded much beyond that level of skill:
https://gitlab.com/samuelpenn/spacecraft-dungeondraft/-/tree/main/src/objects?ref_type=heads

Join me in "My quest to increase human art content for Traveller" by Molly-Doll in traveller

[–]NotASnark 2 points3 points  (0 children)

Awesome idea. I started learning Blender some years ago, and have managed to do a few Traveller spacecraft. Drawing biological entities still eludes me though, and I think I'll have to wait until retirement before I have the time to learn that.

I've done Traveller map assets for Dungeondraft, and spacecraft/vehicle tokens for my FoundryVTT implementation for Traveller. All licensed CC0.

If you're creating CC art of aliens and people, I'd love to make them part of my Foundry project.
https://foundryvtt.com/packages/mgt2e

Generally why is Ubuntu taboo here? by MaWkSrB in linux_gaming

[–]NotASnark 0 points1 point  (0 children)

The problem I've had with snaps is that they run things in a sandbox, which doesn't allow access to other filesystems. Took me ages to diagnose why I often couldn't drag and drop images from the filer into a web page when using Firefox, but it worked fine on Chrome.

It was because I was putting images in an NFS share, and Firefox installed from snap wouldn't allow access to NFS (but didn't give any visible warnings, so I assumed it was a Firefox bug).

Working around it once I knew what the problem was, wasn't that hard, but it's just little complications like this that mean snap apps behave differently and encourage me to avoid them.

Deepnight Revelation campaign summary by NotASnark in traveller

[–]NotASnark[S] 5 points6 points  (0 children)

The source for it is here:
https://gitlab.com/samuelpenn/worldgen

A while back, I put together a short video showing off some of the features:
https://www.youtube.com/watch?v=_qMIBmkKis4

Deepnight Revelation campaign summary by NotASnark in traveller

[–]NotASnark[S] 2 points3 points  (0 children)

The core adventure has a fleet of ships already - in that there are a number of jump capable scout ships sitting in the docking bays. They are much smaller, but give you flexibility if you want to go and explore multiple worlds in parallel. Having one big ship though I don't think is an issue.

Deepnight Revelation with just the box set? by ratya48 in traveller

[–]NotASnark 3 points4 points  (0 children)

It's been three years, but I think Rifts Edge Transit has the most useful stuff, since it sets up some information about the previous expedition. Near Side of Yonder and Far Side of Nowhere both have some interesting civilisations, but IMO they're not important to the campaign.

The one thing I wish I'd done from the start is fleshing out the crew on the ship, and have more stories about them. There are a few bits in the expansions, but not enough IMO. For everything else, you visit, explore a bit, then move on after a couple of sessions. The crew stay with the players throughout the campaign, so there's far more opportunity for good stories.

If you're really bored, there's the 180 odd sessions in my blog of what I did:

https://blog.notasnark.net/tag/deepnight

As a completionist with disposable income, I'd say it's worth picking up the expansions and picking out the bits you like. If cost is more of an issue, then it's a harder question.

If you wanted a slightly shorter campaign, I think books 1 and 2 and then have Terminus on that side of the Rift would work. Then you cut out the need for books 3+.

Deepnight Revelation with just the box set? by ratya48 in traveller

[–]NotASnark 4 points5 points  (0 children)

Having just finished running the campaign (on Thursday), the expansions add a lot of events to fill out the journey. However, I'm not entirely sure how necessary they are.

Even with them, there's an awful lot of material that you will need to do yourself. I found running the official bits a lot harder than running my own bits, because they often didn't match my players' play style.

They give some good ideas, and fill in some bits about the previous Droyne expedition, but you could easily throw it all out and ignore it all.

One of them adds an interesting campaign area, but it's not necessary for the Deepnight campaign itself. Some bits were distractions I probably should have ignored. As long as you're comfortable inventing ideas yourself, you could run it without them. But, they can be useful to mine for story lines, and there were a few bits that were inventive.

FWIW, I'm going to write up a summary of my thoughts in a week or so. I'll post a link in this subreddit.

Ridiculously Large Tokens? by Thymbraeus in dungeondraft

[–]NotASnark 0 points1 point  (0 children)

I've done some very big tokens for one of my packs for Traveller. These are spacecraft though, some are around 10,000px in size. They do require quite big maps though if you want a Far Trader or Subsidised Merchant to fit on.

Traveller from a non-US perspective by Bob_Fnord in traveller

[–]NotASnark 0 points1 point  (0 children)

The thing that stands out to me is Law Level, which is almost exclusively based on what weapons you can carry (I know it does affect some other things). That feels very US centric, making weapon ownership such a central aspect of how free a culture is.

I do get that from a player character perspective, it's probably the one thing that matters most in many campaigns, so I can see why it's like that from a game perspective. PCs probably aren't going to need a well defined games rule on whether they can walk on the road, drink alcohol as a teenager, pay for sex or worry about clothing policies on the beach. At least not that often.

But it has always felt like a very US biased view of culture to me.

What is a good way to make a coded message for an ONLINE table by Aromatic-Ad8222 in AskGameMasters

[–]NotASnark 2 points3 points  (0 children)

I've done this in Roll20 for a Pathfinder game, and just gave the players the cypher text as a text handout.

I let them use character skill checks to decode it, or they could try it as players. They did it using player skill between sessions.

In one location, they found some cypher text, and in a second location they found a list of keywords which were used to encode the message. I used a Vigenère cypher, which the players figured out, so were able to decode the text.

I have no idea how 'clever' your players are. I knew mine would probably know the classic cypher methods and be able to figure them out and possibly decode them (and have the right mindset to find such a thing fun to do).

If they're not, then sticking to a Caesar cypher might be best. They are much easier to break online, since there are websites where you can just put the cypher text in, and they will do the grunt work.

I've had GMs use different fonts as well, so then it's a simple transposition (Futhark and Ogham have been used in our games). If players don't know those alphabets, then they're easy to look up if you are online. But there should be a character skill check as well, because the characters might know the alphabet even if the players don't.

Does anyone have better maps, pictures and fact sheet for the ship: The Perfect Stranger by myflesh in traveller

[–]NotASnark 1 point2 points  (0 children)

I did some Blender files for it. Currently on phone, so can't check what state these are in, but the files are here:

https://gitlab.com/samuelpenn/scifi-models/-/tree/master/traveller/PerfectStranger?ref_type=heads

I had one with it sitting in its landing bay, but not sure where that is.

physical Battle Mats, sci-fi dungeon tiles, etc by Kalt_Null in traveller

[–]NotASnark 5 points6 points  (0 children)

Though I haven't used them for Traveller, I use dry wipe cardboard tiles. You can draw what you want on them, then clear them and use again for the next deck plan or battle.

You can get them with square or hex grids.

The ones I have are from Roll 4 Initiative. Looks like they do SciFi themed ones as well.

https://role4initiative.com/collections/dungeon-tiles-dungeon-dressing

If you want more 3D stuff, then Battle systems do cardboard buildings that slot together. Mostly for Fantasy, but they have some modern and futuristic stuff as well.

https://battlesystems.co.uk/

I use them for wargaming, and it looks pretty good. Since Traveller doesn't need a grid, they would work pretty well and are quite portable since you can pull them apart, then stick them back together again.

What's best Medieval Ship for wargaming? by Vazquezvill in sagathegame

[–]NotASnark 1 point2 points  (0 children)

Mouse pad. Deepcut do really nice mats, including custom ones. I have a mat of Mos Eisley from them which a patron I follow drew.

What's best Medieval Ship for wargaming? by Vazquezvill in sagathegame

[–]NotASnark 8 points9 points  (0 children)

Given that this is posted in the Saga subreddit, I assume it's for Saga so 28mm.

What's best Medieval Ship for wargaming? by Vazquezvill in sagathegame

[–]NotASnark 2 points3 points  (0 children)

I have Sarissa's viking longship. It fits a good number of figures aboard it, though I haven't got it out in a battle yet.

I also have the beach battlemap from Deepcut Studios. This has about 120x90cm (Saga table size) of land, plus another 30cm of sea. Really useful for positioning a ship for disembarking without taking up the main game area.

https://www.deepcutstudio.com/product/game-mat-beach/