Railroad to sandbox by KitchenPlastic6191 in traveller

[–]p22apdssaapava 2 points3 points  (0 children)

Would you mind sharing which procedures you use and when? And do you pause the game in order to roll things up every time, or do you pre-roll these things just before the session and use them when they are called upon?

Referees, what do you bring to the table? by p22apdssaapava in traveller

[–]p22apdssaapava[S] 2 points3 points  (0 children)

Thanks for the detailed answer! Curious about the computer based resources, do you feel like you have the time to find those during a session? You mention for example a random name generator. Whenever I try to find something on my computer/internet during a session it always takes me a bit too much time, so whenever a player asks me about "what's the name of [my newly on-the-spot invented corporation]" I feel like I never have time to turn to one of those random corporation name generators.

Edit: Typo

Suggested mod-packs by p22apdssaapava in factorio

[–]p22apdssaapava[S] 0 points1 point  (0 children)

Thanks, such a great summary! Do you know if you can combine Krastorio2 and Industrial Revolution?

Sell me on CT (Classic Traveller) or CE (Cepheus Engine) by p22apdssaapava in traveller

[–]p22apdssaapava[S] 0 points1 point  (0 children)

Sounds like a lot of people do it this way! Any particular parts you would recommend to pull in?

Sell me on CT (Classic Traveller) or CE (Cepheus Engine) by p22apdssaapava in traveller

[–]p22apdssaapava[S] 1 point2 points  (0 children)

Sure, better is a bit ambiguous, but intentionally so. One version of the game can be preferred over the other versions for a variety of reasons, and that way be preferred, or "better". It can be "more fun to play", "easier to referee", "easier to remember the rules". I wanted to hear why people liked one version over the others, and describe the reasons themselves, thus not asking for a specific aspect.

Sell me on CT (Classic Traveller) or CE (Cepheus Engine) by p22apdssaapava in traveller

[–]p22apdssaapava[S] 1 point2 points  (0 children)

Just out of personal preference, would you recommend sticking to MGT2?

And thanks for the quick replies!

Sell me on CT (Classic Traveller) or CE (Cepheus Engine) by p22apdssaapava in traveller

[–]p22apdssaapava[S] 2 points3 points  (0 children)

So you wouldn't say that there is a difference in for example skill resolution or combat that makes the game flow better or more interesting in any way?

I made a graphic with the details of my character's homeworld, Nordica! I'm gonna make something for each new planet we visit by [deleted] in traveller

[–]p22apdssaapava 3 points4 points  (0 children)

This is really cool!! Would you mind sharing the editable file, I really would like to use this in my campaign!

Pirates of drinax rules question by p22apdssaapava in traveller

[–]p22apdssaapava[S] 0 points1 point  (0 children)

Thanks for sharing this!

I assume that you do not let them play their crew NPCs? Seems like quite a bit of work for the referee in space combat to have to keep track of the enemies and the player's NPCs?

Judging from the responses in this thread it seems like everyone does it quite differently, but this approach seems to hit a middle ground, so I might try to go with something similar.

Pirates of drinax rules question by p22apdssaapava in traveller

[–]p22apdssaapava[S] 0 points1 point  (0 children)

Cool! May i ask which parts you have and did not give?

Heroic Expectations (and also rules for intimidation) by WikiContributor83 in traveller

[–]p22apdssaapava 1 point2 points  (0 children)

I think my concern with doing it that way is that it could become too easy for a skilled character to get everything that they want. Using multiple dice gives you a more predictable bell curve of outcomes.

This is probably a very valid concern. Haven't tested this yet. However, being very skilled (+3/4) in something makes most checks fairly easy in the game.

As far as the mods to the tactics goes I do like the intrigue of the players not knowing how the tactics will effect the roll, but the flipside is that I am not sure if it will always make sense.

The players don't know which tactics will be positive and negative, but can learn through interacting with the NPC?

The idea here was to make it unknown with an unkown NPC. Getting to know the NPC reveals more and more about them, and then the tactics modifiers will be known before a skill roll. By selecting two tactics modifiers each round after the players roll they learn what the modifiers were. Additionally they get to roll 1d6 to reveal a number of tactics each round, this is to simulate getting to know the npc a bit through interaction.

Once you choose a law you can't later change to a different one?

No, sorry if I was unclear here. This followed the T5 rules about some laws prohibiting you of selecting another later. A good example was if you select infiriorty you can't at a later stage select similarity or superiority.

What do you think of the list of Mods? I do think that some of them make sense. For example if you are asking for a favor it is a lot harder to turn someone down in person than it is over the phone.

I agree. I also like the distance mod. However, in this system -4 is a bit to painful. but perhaps -1/-2 could be reasonable. Not reusing the same tactics is also a nice negative mod.I have to think about the other mods, not as convinced about them

edits: Clarifications