This is my efforts to create a replacement for FFE's 3I setting. I hope to create something that is uniquely mine while still allowing the use of Classic Traveller adventures and other support material. I am calling it Fermi's Universe as I don't plan on setting out any alien interstellar empires like those in the OTU. There is no doubt in my mind that those are the creation of FFE (or at least owned by them) and to use them would be ungrateful at best.
Long ago an unknown entity spread humanity throughout this region of space. This was far enough in the past that even now the best that science can give is an estimate of time with a window of 1000 years plus or minus from 30,000. Not every world had man introduced at the same time or even at all but there has been evidence found on at least 3400 worlds of a supervised human habitation established from 30,000 to 25,000 years ago. Then a series of violent events occurred between 25,000 and 20,000 years ago that completely devastated those who had been ruling over the stars at that time. Debate rages as to what could completely wipe out all higher technological civilizations and leave any kind of survivors. The general consensus has settled on the Precursors, or in popular terminology Forerunners, battling each other into oblivion leaving their human pets/slaves to inherit what was left. Over the intervening thousands of years the various human worlds progressed back toward the stars although this progress was uneven. Evidence suggests that there where numerous different Forerunner races as the surviving ruins and artifacts seem to varied to have come from one race however there is one common artifact on all colony worlds. Near every one of the ancient cradles of human civilization is a black obelisk or tower, 20 meters on a side and 75 meters high. So far even the brightest scientists and most advanced technology can not determine what they are made of or what their function is. Two things about them are known however, any human approaching within 10 meters is compelled to place their bare hand on it if they have not touched that particular one before and in some cases patterns appear on the obelisk when touched by certain individuals. What characteristics cause the obelisks to activate for some people has so far eluded science even though it is perhaps the most widely studied field in biology.
Mostly the patterns make no sense but in other cases the contain the basics of physical sciences. Each person always cause the same pattern to appear even on different obelisks and it was almost universal that those individuals where accorded a special significance and became known as nobles. The colony worlds with nobles that provided the most useful and or complete knowledge of science gained the largest technological edge and returned to the stars before those worlds with a more limited bootstrap. Five worlds gained the knowledge of starflight and came to dominate the region. Two grew as imperial powers and were the first to encounter each other and in the ensuing war the Patriarchy of Domicile conquered the Kingdom of Kent and settled into a period of retrenchment to consolidate it's territory and integrate the two peoples as one. The Enlightened Order progressed in a methodical fashion investigating it's neighbors using gifted psionicists to evaluate them and then formulating a strategy to bring them into it's sphere of influence. 600 years ago the Patriarchy and Enlightenment finally encountered each other and the method of the Enlightenment's growth provoked an intense and paranoid backlash against espers. Elsewhere a particularly despotic group gave rise to Inheritors who espoused autocratic rule based on the nobility granted by the Obelisks. After several centuries of expansion and staggering cruelty the general population of it's worlds had had enough and overthrew and slaughtered all humans the obelisks responded to calling themselves the Real Men. They do not conquer other worlds but have expanded to uninhabited ones. Contact with the Enlightenment and Patriarchy was established some 300 years ago. The are quite paranoid toward societies that grant authority to those the Obelisks respond to. The final group is the Republic which only grants full citizenship to nobles. However the beta citizens have every right except a voice in the affairs of the government. The Republic contacted the Real Men 400 years ago which resulted in a war as expected however it accomplished little and after 20 years a peace was settled on. The Republic and the Enlightenment opened relations some 200 years ago and the Patriarchy and Republic exchanged their first ambassadors some 100 years ago.
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Thursday, October 6, 2016
Cepheus Engine vs The Third Imperium
As I understand it the rules are okay to use but not any of the setting, so crunch not fluff. Which makes sense the whole story of the 3I is an amazing amount of creative content and should generate revenue for those who wrote it. It is pretty amazing and generous of FFE to allow the systems that underpin how that was created to be used freely. So if I am not adapting the 3I what am I intending to do?
My original goal was to go through Starter Traveller (which had little 3I inside it) and see how I could view the rules to create the fluff for a campaign that could still use all the CT stuff available. That is still my goal although it is a little more unfocused now.
1. Overall I want to end up with a huge area dominated by an interstellar government that controls very little of the day to day life of it's citizens.
2. There needs to be some other interstellar polities at odds with the main government.
3. Psionics are bad in the view of the average person.
4. A reason for a Noble social class.
5. A reason why people would have some loyalty to the off handed Empire but still be willing to break laws.
6. A reason why there isn't a uniform distribution of technology throughout the Empire.
Some things had occurred to me during the ST posts that I liked and will keep. I like the idea of a mandatory 4 year service for every citizen as a reason there is some sense of belonging and to explain the random generation of skills. I have to go through the new careers available in Cepheus and see how to adapt this idea to them. The separation games to explain the mustering out system and by extension a societal acceptance of chance dictating your fate (also adds to the willingness to chance breaking the law). Everyone having their own Noble akin to a local representative which I hinted at but didn't flesh out as I hadn't got to the Noble career yet. This sets up the idea of a parallel government on every world.
I will be going through the Cepheus SRD in sections like I did with ST and hopefully life will leave me alone to do it :).
My original goal was to go through Starter Traveller (which had little 3I inside it) and see how I could view the rules to create the fluff for a campaign that could still use all the CT stuff available. That is still my goal although it is a little more unfocused now.
1. Overall I want to end up with a huge area dominated by an interstellar government that controls very little of the day to day life of it's citizens.
2. There needs to be some other interstellar polities at odds with the main government.
3. Psionics are bad in the view of the average person.
4. A reason for a Noble social class.
5. A reason why people would have some loyalty to the off handed Empire but still be willing to break laws.
6. A reason why there isn't a uniform distribution of technology throughout the Empire.
Some things had occurred to me during the ST posts that I liked and will keep. I like the idea of a mandatory 4 year service for every citizen as a reason there is some sense of belonging and to explain the random generation of skills. I have to go through the new careers available in Cepheus and see how to adapt this idea to them. The separation games to explain the mustering out system and by extension a societal acceptance of chance dictating your fate (also adds to the willingness to chance breaking the law). Everyone having their own Noble akin to a local representative which I hinted at but didn't flesh out as I hadn't got to the Noble career yet. This sets up the idea of a parallel government on every world.
I will be going through the Cepheus SRD in sections like I did with ST and hopefully life will leave me alone to do it :).
Life hates me doing blog posts
I would really like to whine about life but I live in the USA and read the news so I can't really. Not long after I decided to try and keep going with Starter Traveller the engine in my car went. Got that fixed for $3400 and 2 weeks later I found out my wheel bearing were so shot it was dangerous to drive which whacked me for $575 plus $175 for a tow. Yes this sucks but there are so many people in the world who would undeniable want car trouble that creates a financial burden while having a place to live, not be starving, electricity, clean water and personal safety with steady employment so no I do not feel sorry for myself just a little stressed out. In between my car kicking me in the naughty bits I went all crazy like and spent $5 for the Cepheus Engine because it was cheap and it has something that ST didn't. The OGL means I don't have to worry I would inadvertently violate the rules Marc Miller has for talking about his game. Which isn't to say I think He is lurking in the web waiting to issue C+D letters to all and sundry more that I worry my non-lawyer self would screw up and betray the trust he has in his fans.
Provided I can shake off my current depression I hope to do the same thing with Cepheus that I was doing for ST and look at a different way to interpret the rules to define the setting. Being as I like this G+ community hopefully Cepheus counts as Classic Traveller.
Provided I can shake off my current depression I hope to do the same thing with Cepheus that I was doing for ST and look at a different way to interpret the rules to define the setting. Being as I like this G+ community hopefully Cepheus counts as Classic Traveller.
Saturday, September 3, 2016
Next up Diplomats
The next career is Diplomat which I had originally limited to Marines and Navy but on further thought it is an option for the Army as well. This has an impact on both the aims of the diplomatic corp and the view of the Imperial Government held by non-members. I am not implying that the diplomatic goals are all militarily oriented but that military posture is the most important thing to the Imperials. Conversely it means outside powers are probably wary at the very least and have a more militant posture than would necessarily be the case if approached differently.
It is not easy to join with a higher education level being helpful but having the right family and friends is much more helpful. Survival is virtually guaranteed with a not very needed bump from having a good education. A commission is not terribly hard to get those who can think quickly have an edge. A promotion on the other hand is very hard equal in difficulty to the Navy again the friends and family plan helps your chances. Your odds of keeping your job are better than all three of the base careers although retiring can't be counted on.
When you muster out you can get low passage; Int; Edu; Weapon; Soc; high passage and/or Traveller's Aid. So the Diplomatic corp competes in the more intellectual Separation Games but also fields teams in marksmanship and fencing. Also working with the right people can get you ahead in society, let you travel in style and possibly get on one of the high prize games. As for cash it is the most lucrative service as of yet. I have expanded my vision of mustering out to be a huge game show spectacle that all services have their members compete in during their final 6 months of duty. The various awards represent training or actual prizes won.
Onto skills with a preamble. Diplomats get Liaison as a default skill and can get Interrogation; Recruiting and Instruction from the skill tables and none of them are base skills. None of these seem valuable enough to me to add to the game. There are only interpersonal skills in the base skill list. Bribery covers getting someone to do something against their self interest. Leadership is inspiring confidence or at least obedience in underlings. Steward covers operating as or in a subordinate position. Finally Streetwise is functioning in a hostile social group. So I am replacing Liaison with Streetwise to represent being comfortable with strangers and strange customs. Interrogation is replaced with Bribery to represent offer a personal benefit to outweigh any loyalties. Recruiting becomes Leadership as it is being the kind of person that attracts followers. Instruction is replaced by Steward because it is the last one. Seriously though learning a new skill is covered without the need for Instruction and I think Diplomats should be or at least have the opportunity to learn how to deal with any social situation.
The Personal Development table has another add on skill I missed Carousing which I am replacing with Steward. So you get Str; Edu; Int; Blade; Gun and Steward. Strength is a little odd seeming to imply training in resisting abductions attempts perhaps. The mental traits are handy in social situations. The 2 combat options make sense as Diplomats will be outside Imperial borders so self reliance in holding the embassy is a good thing. Steward is good for making your boss think you are a good little drone. The Service Skill table covers those skills the service uses most frequently Int; Vacc Suit; Vehicle x2; Gambling and Computer. Okay, that doesn't make a lot of sense but we'll work with it. Intelligence is thinking quickly so that can be useful, Vacc Suit is plausible because Diplomats spend a great deal of time traveling in space (also it is the same as cloth without being seen as armor). Vehicle can mean the lower ranking diplomats operate as chauffeurs a lot. Gambling is endemic in Imperial service and Computer is valuable in any technical society. The first Advanced Education table is more along the lines of the service skill tables for the services I have done so far. It offers Forgery; Streetwise; Bribery; Leadership; Steward and Admin leaving me with the impression of a service without an abundance of scruples. Forgery and Bribery are both underhanded and illegal ways of achieving your objective, Streetwise isn't necessarily dealing with criminals just those suspicious or hostile to you, Leadership and Steward are more dealing with your own people and Administration is dealing with the multi-part overlords of all. The restricted Advanced Education table has Streetwise x2; Admin; Computer; Soc and JOT. So you are dealing with foreigners more frequently, an increased involvement with paperwork, feathering your own cap and dealing with whatever comes up using what you have at hand.
Meh, I don't hate what I came up with but it doesn't do much for me either. It would appear that the Imperial Diplomatic Corps is a somewhat shifty and paranoid group that emphasizes awareness that you are among strangers and you should look for weak links to exploit. Being one of the few services to offer leadership training they do value bold thinking while also jealously guarding the perks of rank like being driven around and being deferred to.
It is not easy to join with a higher education level being helpful but having the right family and friends is much more helpful. Survival is virtually guaranteed with a not very needed bump from having a good education. A commission is not terribly hard to get those who can think quickly have an edge. A promotion on the other hand is very hard equal in difficulty to the Navy again the friends and family plan helps your chances. Your odds of keeping your job are better than all three of the base careers although retiring can't be counted on.
When you muster out you can get low passage; Int; Edu; Weapon; Soc; high passage and/or Traveller's Aid. So the Diplomatic corp competes in the more intellectual Separation Games but also fields teams in marksmanship and fencing. Also working with the right people can get you ahead in society, let you travel in style and possibly get on one of the high prize games. As for cash it is the most lucrative service as of yet. I have expanded my vision of mustering out to be a huge game show spectacle that all services have their members compete in during their final 6 months of duty. The various awards represent training or actual prizes won.
Onto skills with a preamble. Diplomats get Liaison as a default skill and can get Interrogation; Recruiting and Instruction from the skill tables and none of them are base skills. None of these seem valuable enough to me to add to the game. There are only interpersonal skills in the base skill list. Bribery covers getting someone to do something against their self interest. Leadership is inspiring confidence or at least obedience in underlings. Steward covers operating as or in a subordinate position. Finally Streetwise is functioning in a hostile social group. So I am replacing Liaison with Streetwise to represent being comfortable with strangers and strange customs. Interrogation is replaced with Bribery to represent offer a personal benefit to outweigh any loyalties. Recruiting becomes Leadership as it is being the kind of person that attracts followers. Instruction is replaced by Steward because it is the last one. Seriously though learning a new skill is covered without the need for Instruction and I think Diplomats should be or at least have the opportunity to learn how to deal with any social situation.
The Personal Development table has another add on skill I missed Carousing which I am replacing with Steward. So you get Str; Edu; Int; Blade; Gun and Steward. Strength is a little odd seeming to imply training in resisting abductions attempts perhaps. The mental traits are handy in social situations. The 2 combat options make sense as Diplomats will be outside Imperial borders so self reliance in holding the embassy is a good thing. Steward is good for making your boss think you are a good little drone. The Service Skill table covers those skills the service uses most frequently Int; Vacc Suit; Vehicle x2; Gambling and Computer. Okay, that doesn't make a lot of sense but we'll work with it. Intelligence is thinking quickly so that can be useful, Vacc Suit is plausible because Diplomats spend a great deal of time traveling in space (also it is the same as cloth without being seen as armor). Vehicle can mean the lower ranking diplomats operate as chauffeurs a lot. Gambling is endemic in Imperial service and Computer is valuable in any technical society. The first Advanced Education table is more along the lines of the service skill tables for the services I have done so far. It offers Forgery; Streetwise; Bribery; Leadership; Steward and Admin leaving me with the impression of a service without an abundance of scruples. Forgery and Bribery are both underhanded and illegal ways of achieving your objective, Streetwise isn't necessarily dealing with criminals just those suspicious or hostile to you, Leadership and Steward are more dealing with your own people and Administration is dealing with the multi-part overlords of all. The restricted Advanced Education table has Streetwise x2; Admin; Computer; Soc and JOT. So you are dealing with foreigners more frequently, an increased involvement with paperwork, feathering your own cap and dealing with whatever comes up using what you have at hand.
Meh, I don't hate what I came up with but it doesn't do much for me either. It would appear that the Imperial Diplomatic Corps is a somewhat shifty and paranoid group that emphasizes awareness that you are among strangers and you should look for weak links to exploit. Being one of the few services to offer leadership training they do value bold thinking while also jealously guarding the perks of rank like being driven around and being deferred to.
Return to Starter Traveller
No longer being one financial setback away from homelessness I stumbled on my old series of blog posts going through Starter Traveller and Supplement 4 to extrapolate a version of the future using the rolls as presented. I had managed to get through the base 6 careers and did the first two in supplement 4 which I was using as secondary careers that opened up after an initial enlistment in one of the 6 basic careers. The next one up is the Sailors open to Army personal who have reenlisted and then succeed in an enlistment roll. My thinking is the Army is tasked with fighting on a worlds surface and the Sailors specialize in an environmental subset of a worlds surface. To summarize the Navy fights in space over interstellar distances and the Marines fight to control the approaches to a planet.
The Sailors are more selective in who they accept with a slightly higher roll and higher stats to get a bonus to the roll. They value endurance and Strength with the latter having a higher effect. The survival rate is the same however the Army gets a boost from a fairly mundane level of education and sailors get a bump from a better than average Endurance. The chances for commission and promotion are the same but a high endurance helps to get a commission in the Sailors as opposed to the Army's Education and both feature a bonus from Education for Promotion although the Sailor's need a higher stat to get the bonus. Finally if you get into the Sailors you have a better chance to keep your job needing a 6 as opposed to the Army's 7. Looking at mustering out we see Low Passage; +1 Edu; Weapon x2; High Passage x2 and if you are rank 5 or 6 +1 Soc. So they can win the base line passage in the Separation Games and the service is equally competitive in the blade and marksmanship contests. On the higher end of the scale Sailors seem more welcome in the better social circles with High Passages and the chance to move up in the world at least socially. Their mustering out pay is identical to the regular Army.
Skill advancement is odd in that you do not get an automatic Watercraft - 1 unlike Flyer who all get Aircraft - 1. The Personal Development Table has +1 to the physical stats; Gambling; Brawling and Carousing. So the Service doesn't promote education as a way to advance in life. Like most branches of the Imperial government they promote gambling. They train their members in unarmed combat implying much of their work is more law enforcement rather than combat. Carousing isn't one of the Starter Traveller skills and I don't really see it offering much to the game beyond Steward or Streetwise the 2 closest matches. Harking back to the impression of a law enforcement component it gets replaced by Streetwise. Service skills are Gun; Commo; Fwd Obs; Vehicle x2 and Battle Dress. Keep in mind I am viewing these as the skills the service needs most to perform it's job. Gun Combat isn't surprising for any of the armed services. Communications is another skill not in Starter Traveller and also one I don't see a pressing need to add I am replacing it with Navigation which covers the operation of sensors as well as going from point A to B. Forward Observer is a sensible skill for a service operating vessels armed with stand off weaponry. Vehicle as opposed to the more specific Watercraft of the next table fits with my premise of this being a subordinate branch of the Army in that they could be trained to operate any vehicle and most vehicles operate on or near the worlds surface. This can also account for Aircraft Carriers and Amphibious Assault ships. Battle Dress exists are an item in Starter Traveller but not a separate skill and I can't see why the branch of the Army specialize for aquatic missions would be the only branch to get it. It is replaced with Vacc Suit to represent the most common version of diving suit. The first Advanced Education table has Watercraft; Electronics; Mechanical; Gravitics; Navigation and Demolitions. I am somewhat at a loss to rationalize why the service would provide a more restricted version of Vehicle as an Advanced skill. Keep in mind that Vehicle has Watercraft under it so you are twice as likely to achieve this using the Service Skill table. That being said it isn't unreasonable that the service would specifically train people in the operation of watercraft so I won't change it. Electrical and Mechanical are both necessary to operate any kind of vehicle. Gravitics is another added later skill I don't see as adding much value so it become Engineering which covers fusion power plants the most common source of power. Navigation is also a sensible skill even with its interstellar applications. Demolitions is another addition that seems way to narrow a skill when using the Starter Traveller set given the small amount of skills you are likely to get. I am replacing it with Gunnery so the earlier Forward Observer skill has some use as otherwise there is no way to get experience in firing heavy weapons in the Sailors. The final Advanced Education table provides Medical; Vehicle; Streetwise; Computer; Admin and JOT. Medical; Computer and Administration are reasonable for any service to value enough to provide training for. The generic Vehicle as opposed to Watercraft strikes me as odd although not enough to change it. Streetwise seems to reaffirm my view of the Sailors operating as a paramilitary police force with specific train in infiltrating underground groups. And JOT strikes me as a program to train people for unconventional problem solving.
And now the part I have enjoyed most doing this posts, what can we interpret the various rolls to mean? Looking at the skills you can earn it strikes me that the Sailors are them Imperial occupation force. The Navy gets you to the System then the Marines get you a way to land the Army on the world. After the Army eliminates organized resistance they plop down some subs and carriers to support a few divisions of Amphibious troops and leave. The prevalence of vehicle rather than Watercraft means (to me at least) the most common craft the average member of the service operate are not watercraft at all. I am aware submarines can exists undetected for extended periods of time but they cannot retake a world or even materially impact an occupation force on a global scale. This means the water is the best place to keep your occupying troops as it would be extremely difficult to mount even harassing attacks versus ships either underwater or 100+ klicks from the nearest shore. Again with vehicle being so prevalent most sailors are more frequently traveling by something other than watercraft. Brawling being as likely as Gun Combat implies it is as desirable not to kill a target as to just shoot them, you can't kill your way to being popular with the locals. Streetwise (even before my addition) implies that the service trains people to move about in situations where they will be mistrusted but still need to get information which seems like a good thing for an occupying force to know. It also explains train for JOT as no other of the Armed Services provide it.
The Sailors are more selective in who they accept with a slightly higher roll and higher stats to get a bonus to the roll. They value endurance and Strength with the latter having a higher effect. The survival rate is the same however the Army gets a boost from a fairly mundane level of education and sailors get a bump from a better than average Endurance. The chances for commission and promotion are the same but a high endurance helps to get a commission in the Sailors as opposed to the Army's Education and both feature a bonus from Education for Promotion although the Sailor's need a higher stat to get the bonus. Finally if you get into the Sailors you have a better chance to keep your job needing a 6 as opposed to the Army's 7. Looking at mustering out we see Low Passage; +1 Edu; Weapon x2; High Passage x2 and if you are rank 5 or 6 +1 Soc. So they can win the base line passage in the Separation Games and the service is equally competitive in the blade and marksmanship contests. On the higher end of the scale Sailors seem more welcome in the better social circles with High Passages and the chance to move up in the world at least socially. Their mustering out pay is identical to the regular Army.
Skill advancement is odd in that you do not get an automatic Watercraft - 1 unlike Flyer who all get Aircraft - 1. The Personal Development Table has +1 to the physical stats; Gambling; Brawling and Carousing. So the Service doesn't promote education as a way to advance in life. Like most branches of the Imperial government they promote gambling. They train their members in unarmed combat implying much of their work is more law enforcement rather than combat. Carousing isn't one of the Starter Traveller skills and I don't really see it offering much to the game beyond Steward or Streetwise the 2 closest matches. Harking back to the impression of a law enforcement component it gets replaced by Streetwise. Service skills are Gun; Commo; Fwd Obs; Vehicle x2 and Battle Dress. Keep in mind I am viewing these as the skills the service needs most to perform it's job. Gun Combat isn't surprising for any of the armed services. Communications is another skill not in Starter Traveller and also one I don't see a pressing need to add I am replacing it with Navigation which covers the operation of sensors as well as going from point A to B. Forward Observer is a sensible skill for a service operating vessels armed with stand off weaponry. Vehicle as opposed to the more specific Watercraft of the next table fits with my premise of this being a subordinate branch of the Army in that they could be trained to operate any vehicle and most vehicles operate on or near the worlds surface. This can also account for Aircraft Carriers and Amphibious Assault ships. Battle Dress exists are an item in Starter Traveller but not a separate skill and I can't see why the branch of the Army specialize for aquatic missions would be the only branch to get it. It is replaced with Vacc Suit to represent the most common version of diving suit. The first Advanced Education table has Watercraft; Electronics; Mechanical; Gravitics; Navigation and Demolitions. I am somewhat at a loss to rationalize why the service would provide a more restricted version of Vehicle as an Advanced skill. Keep in mind that Vehicle has Watercraft under it so you are twice as likely to achieve this using the Service Skill table. That being said it isn't unreasonable that the service would specifically train people in the operation of watercraft so I won't change it. Electrical and Mechanical are both necessary to operate any kind of vehicle. Gravitics is another added later skill I don't see as adding much value so it become Engineering which covers fusion power plants the most common source of power. Navigation is also a sensible skill even with its interstellar applications. Demolitions is another addition that seems way to narrow a skill when using the Starter Traveller set given the small amount of skills you are likely to get. I am replacing it with Gunnery so the earlier Forward Observer skill has some use as otherwise there is no way to get experience in firing heavy weapons in the Sailors. The final Advanced Education table provides Medical; Vehicle; Streetwise; Computer; Admin and JOT. Medical; Computer and Administration are reasonable for any service to value enough to provide training for. The generic Vehicle as opposed to Watercraft strikes me as odd although not enough to change it. Streetwise seems to reaffirm my view of the Sailors operating as a paramilitary police force with specific train in infiltrating underground groups. And JOT strikes me as a program to train people for unconventional problem solving.
And now the part I have enjoyed most doing this posts, what can we interpret the various rolls to mean? Looking at the skills you can earn it strikes me that the Sailors are them Imperial occupation force. The Navy gets you to the System then the Marines get you a way to land the Army on the world. After the Army eliminates organized resistance they plop down some subs and carriers to support a few divisions of Amphibious troops and leave. The prevalence of vehicle rather than Watercraft means (to me at least) the most common craft the average member of the service operate are not watercraft at all. I am aware submarines can exists undetected for extended periods of time but they cannot retake a world or even materially impact an occupation force on a global scale. This means the water is the best place to keep your occupying troops as it would be extremely difficult to mount even harassing attacks versus ships either underwater or 100+ klicks from the nearest shore. Again with vehicle being so prevalent most sailors are more frequently traveling by something other than watercraft. Brawling being as likely as Gun Combat implies it is as desirable not to kill a target as to just shoot them, you can't kill your way to being popular with the locals. Streetwise (even before my addition) implies that the service trains people to move about in situations where they will be mistrusted but still need to get information which seems like a good thing for an occupying force to know. It also explains train for JOT as no other of the Armed Services provide it.
Tuesday, August 23, 2016
So there is a web comic I like, "The Far Side of Utopia" , and I am odd so I was speculating on leitmotif's of the characters. Not wanting to make a wall of text in a comment I figured I would post something on my disused blog. Besides seeing as I can't really afford paetron right now maybe I can at least get the author a little traffic.
Peter Kepler is our protagonist sort of. I mean He is the hero but is kind of a dick to people. So what to use for an eccentric genius we like but is kind of annoying? The Chitty Chitty Bang Bang theme as it is such an Earworm.
Mium Efiate definitely one of the reasons to read the comic. As has been posited recently he is kind of a troll though. Sing a long trollery
Naomi Atarah just rocks oddly her theme is classical. Is flash mob still a thing?
"Miko" whose real identity is the subject of debate and speculation. I am torn between her and Rovak as to which is my favorite. She has epic rants. Her dislike of leaving home makes me think "Flowers on the wall" (Nancy Sinatra's version) but really can it be anything but this
Kalisto Summers Peter's Ex is also pretty bad ass. As a cop she is unamused by Peter's casual attitude toward the law. So I am going with Marty Robbins
Aaron Kepler is the top cop in the story and Peter's harried uncle. I imagine he sounds like Frank from Hill Street Blues
Tom hasn't appeared much yet so I might have to change this but right now he "looks like he has been sleeping in a boxcar" the temptation of a Boxcar Willy song is too strong.
Nathan has made a showing yet but is listed in the cast page so he must be (wait for it..) A secret agent man!
Emmi Esk has appeared some but not a lot also a cop. Only scene of her's that sticks with me is the school battle where she got pushed beyond past trust of Peter. Hmmm, this is tricky how about?
Tyler Weber I mistakenly was originally not super impressed with and was proved wrong. So a build to something outstanding is required Heavy Metal and Cellos who knew?
Amy Selah is Tyler's 2IC but I can't recall her doing anything right now so I will punt.
Mione was super happy to out glower Marc but is Naomi's friend so happy and scary? It is an accidental nuclear war after all.
Maia Ethi was a witness to the school battle and seemed distracted from evacuating people. Ah seeing as I don't know that much about her I guess I will wonder what does the MSB agent say?
Magnolia Dai also at the school battle keeps focused on the evacuation strikes me as mommy type
Marc Idunni is another of Tyler's peeps. Taunted by Mione as not being as scary as her. Ummm I might disagree if she couldn't here me. Seems unimpressed most of the time can make a super powerful shield for Safety though I am doubtful on the dancing.
Lisa has been in few scene's but other than being Naomi's friend nothing pops out. When in doubt let's go with Cyndi Lauper
Arkady showed up for dining with Ila and humored her while being a nice guy.
Chief Cao is Tyler's sorta boss not a comment of the MSB's effectiveness
Ikirium Avon owns the bad guy company but doesn't seem like a bad guy. Running a company I'll go with Corporation Theme
Ryn "Ryn Tomorrow" Koko seems to be Ikirium's friend and go to guy to handle things in a non-supervillian mad scientist manner. He just wants you to give him money
Dr. Mir is the villain. No really she is bad news. I was thinking Playground in my mind to see if I could get a red x but I think she deserves some credit so this
Gate is introduced as a Mir Minion but we later see a different side
Jayce Myer a contractor for Avon and though not presented as a nice man he doesn't commit gratuitous violence. Oh yeah wanted my IDS and MSB he did get away but in honor of Naomi and his encounter
Ila Eften Mium's little sister and one of my favorite characters appears to be a tween girl with ridiculous magic power and Miko-esque interpersonal skills. Dwight Twilley can you offer advice to deal with her?
Saria is Ryn's assistant who unfortunately has to deal with Teal Hacker Girl, Miko and Dr. Mir. She seriously needs a raise working 9 to 5 at Avon. Although Ryn seems a decent boss or at least not supervillain and/or Mad Scientist.
Nick Otte, ladies and gentlemen I present jerk. Not a villian I guess but still arrogant self important piece of work.
Rovak Stas quite possibly my favorite character. Unfortunately he is a sociopath. A charming and pleasant one but he blows people up. He does however sign in and as a security officer I appreciate that so
Kyle Kepler is Peter's Dad and Aaron's brother only had one scene so far. On the one hand I admire backing your son on the other hand your son in Peter. Let's go with Commander Cody
??? also know as Teal haired hacker girl finds someone annoying (my bet is on Peter though I am not ruling out Muim trolling her). Poor thing got a job at Avon with Miko bad choice
???:?? Actually called Query peter's first sidekick now owned by his dad. an AI with an annoying sense of humor according to Kalli. I plan is to always agree with Kalli.
Peter Kepler is our protagonist sort of. I mean He is the hero but is kind of a dick to people. So what to use for an eccentric genius we like but is kind of annoying? The Chitty Chitty Bang Bang theme as it is such an Earworm.
Mium Efiate definitely one of the reasons to read the comic. As has been posited recently he is kind of a troll though. Sing a long trollery
Naomi Atarah just rocks oddly her theme is classical. Is flash mob still a thing?
"Miko" whose real identity is the subject of debate and speculation. I am torn between her and Rovak as to which is my favorite. She has epic rants. Her dislike of leaving home makes me think "Flowers on the wall" (Nancy Sinatra's version) but really can it be anything but this
Kalisto Summers Peter's Ex is also pretty bad ass. As a cop she is unamused by Peter's casual attitude toward the law. So I am going with Marty Robbins
Aaron Kepler is the top cop in the story and Peter's harried uncle. I imagine he sounds like Frank from Hill Street Blues
Tom hasn't appeared much yet so I might have to change this but right now he "looks like he has been sleeping in a boxcar" the temptation of a Boxcar Willy song is too strong.
Nathan has made a showing yet but is listed in the cast page so he must be (wait for it..) A secret agent man!
Emmi Esk has appeared some but not a lot also a cop. Only scene of her's that sticks with me is the school battle where she got pushed beyond past trust of Peter. Hmmm, this is tricky how about?
Tyler Weber I mistakenly was originally not super impressed with and was proved wrong. So a build to something outstanding is required Heavy Metal and Cellos who knew?
Amy Selah is Tyler's 2IC but I can't recall her doing anything right now so I will punt.
Mione was super happy to out glower Marc but is Naomi's friend so happy and scary? It is an accidental nuclear war after all.
Maia Ethi was a witness to the school battle and seemed distracted from evacuating people. Ah seeing as I don't know that much about her I guess I will wonder what does the MSB agent say?
Magnolia Dai also at the school battle keeps focused on the evacuation strikes me as mommy type
Marc Idunni is another of Tyler's peeps. Taunted by Mione as not being as scary as her. Ummm I might disagree if she couldn't here me. Seems unimpressed most of the time can make a super powerful shield for Safety though I am doubtful on the dancing.
Lisa has been in few scene's but other than being Naomi's friend nothing pops out. When in doubt let's go with Cyndi Lauper
Arkady showed up for dining with Ila and humored her while being a nice guy.
Chief Cao is Tyler's sorta boss not a comment of the MSB's effectiveness
Ikirium Avon owns the bad guy company but doesn't seem like a bad guy. Running a company I'll go with Corporation Theme
Ryn "Ryn Tomorrow" Koko seems to be Ikirium's friend and go to guy to handle things in a non-supervillian mad scientist manner. He just wants you to give him money
Dr. Mir is the villain. No really she is bad news. I was thinking Playground in my mind to see if I could get a red x but I think she deserves some credit so this
Gate is introduced as a Mir Minion but we later see a different side
Jayce Myer a contractor for Avon and though not presented as a nice man he doesn't commit gratuitous violence. Oh yeah wanted my IDS and MSB he did get away but in honor of Naomi and his encounter
Ila Eften Mium's little sister and one of my favorite characters appears to be a tween girl with ridiculous magic power and Miko-esque interpersonal skills. Dwight Twilley can you offer advice to deal with her?
Saria is Ryn's assistant who unfortunately has to deal with Teal Hacker Girl, Miko and Dr. Mir. She seriously needs a raise working 9 to 5 at Avon. Although Ryn seems a decent boss or at least not supervillain and/or Mad Scientist.
Nick Otte, ladies and gentlemen I present jerk. Not a villian I guess but still arrogant self important piece of work.
Rovak Stas quite possibly my favorite character. Unfortunately he is a sociopath. A charming and pleasant one but he blows people up. He does however sign in and as a security officer I appreciate that so
Kyle Kepler is Peter's Dad and Aaron's brother only had one scene so far. On the one hand I admire backing your son on the other hand your son in Peter. Let's go with Commander Cody
??? also know as Teal haired hacker girl finds someone annoying (my bet is on Peter though I am not ruling out Muim trolling her). Poor thing got a job at Avon with Miko bad choice
???:?? Actually called Query peter's first sidekick now owned by his dad. an AI with an annoying sense of humor according to Kalli. I plan is to always agree with Kalli.
Sunday, February 14, 2016
Ambition vs reality
I really thought I would succeed in going through Starter Traveller and go on to actually playing it. And then real life happened and I had to re-think it. It was/is still interesting to go through the rules and interpolate what setting you can come up with from them and how it differs from GDW and I like the ideas I came up with. But, and you knew there would be a but, between my life and my abilities I am doubtful I can run (solo or for a group) Traveller no matter the setting. Essentialy the pay off in Traveller is figuring out what is going on in the Universe. This is the big difference from other RPG's and not a bad one.
Your characters are fiendishly difficult to change once generated and because you can buy all the cool stuff (the magic of the system) with money the reward becomes hearing a rumor that an ancient vacc suit helmet is in the native bizarre with the only legible letters being ".s.s. Bla__nt L_e" and realizing a clue to the missing Gyro Cadiz convoy is at hand. You really need a group playing to feel the buzz from figuring this out. And to realistically expect anyone to connect dots like this you need a stable, long playing group that plays fairly regularly. Even with Roll20/G+ most of us have full time jobs and real lives making that a dubious prospect. In my case I work in security which if you don't know means my schedule is essentially random. Fortunately it is always full time but the days and for the most parts shifts I work are different week to week. So if I were to run it is doubtful I could do so on a regular schedule which means me and my players would constantly have to re-read past logs to make the linking of mysteries possible. Does anyone really want a research project to have fun? One offs are possible but with Traveller's deadly combat system the easy and satisfying dramatic confrontation is difficult to do. And so another good intention is slain by adulting.
Your characters are fiendishly difficult to change once generated and because you can buy all the cool stuff (the magic of the system) with money the reward becomes hearing a rumor that an ancient vacc suit helmet is in the native bizarre with the only legible letters being ".s.s. Bla__nt L_e" and realizing a clue to the missing Gyro Cadiz convoy is at hand. You really need a group playing to feel the buzz from figuring this out. And to realistically expect anyone to connect dots like this you need a stable, long playing group that plays fairly regularly. Even with Roll20/G+ most of us have full time jobs and real lives making that a dubious prospect. In my case I work in security which if you don't know means my schedule is essentially random. Fortunately it is always full time but the days and for the most parts shifts I work are different week to week. So if I were to run it is doubtful I could do so on a regular schedule which means me and my players would constantly have to re-read past logs to make the linking of mysteries possible. Does anyone really want a research project to have fun? One offs are possible but with Traveller's deadly combat system the easy and satisfying dramatic confrontation is difficult to do. And so another good intention is slain by adulting.
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