I have a firm idea of the campaign's opening scene but I need to figure out how long it take a message to back and forth from the Spinward Marches to the Solomani Rim. I also need to look at the folio adventure from the MegaTraveller Referee Screen to give the Adventurers a homeworld.
Fair Use Policies
Tuesday, April 7, 2026
Monday, April 6, 2026
More on Cepheus and changes to the 3I
Even using the Cepheus rulebook to try and stay organized I already missed something. Under Benefits I wanted to mention the right of return for Imperial careers. At the end of any Imperial career you can ask to be returned to your world of enlistment and the Imperium will ship you there via cold sleep. People refer to this as return postage.
On to the Noble career. The reason this is an NPC career for me is I see them as being tied to a place not traveling. So the Emperor is at the top for the whole Imperium, Arch Dukes have a domain, dukes have a sector, Counts have a subsector and finally Marquis are special agents of the throne, Barons have a world they are responsible for and Knights and Lords work for one of the other nobles, Technically all nobles owe personal fealty to the Emperor who asks them to serve another nobles. Because the Imperium is not an actual feudal government what do the Nobles actually do and what are they responsible for? I view them with naivety and ignorance of an American looking at the United Kingdom's Royal Family. They are the living embodiment of the realm that don't directly rule but have enormous influence. All other powerful organizations in the Imperium are wary of the nobles who can show up almost anywhere and putter about, No company, world government or service branch are going to say no to a visit from a noble without risking the attention of the Imperium. This would allow for an immense amount of corruption balanced by the fact the "job" is solely based on the personal whim of higher ranking nobles. The other thing they are responsible for is to hear citizen's petitions. One of the benefits to being a citizen as opposed to a subject is you can always petition a noble for assistance, the noble has no obligation to provide it just to listen to you.
Book Two: Starships and Interstellar Travel
The biggest change pure fluff J drives and M drives create fields that effect a volume irregardless of mass. So this is why there are letter drives and standard hulls that is the fields the science can create.
I am not a big fan of the specific trade goods table preferring the book 7 cr tl code but until I actually start playing I doubt I am going to make any changes for a while.
Only Imperial citizens can own a jump capable ship and only military ships can have bay weapons and screens.
Book 3 Referees
Every inhabited world in the Imperium has a starport and Imperial Consulate which are located on the estate of the world Baron and pays rent to the noble. This sets them apart from the world government and allows the noble to have a substantial income separate from all the competing interests within the Imperium. Anyone arriving or leaving the world is required to visit the consulate and non-landed nobles are required to pay a courtesy visit to the Baron's office in case their services are needed. I am still of two minds on what tech level means. Is it the highest common tech of local produced goods or the average tech of goods readily available? Or is it the highest tech on the planet writ large? I am leaning toward the average level or readily available goods. The Imperium is overwhelming concerned with economic activity so information they produce is geared toward that so it is most likely what the IISS reports. Communication routes map out what in MT terms are the safe zones they will by and large be the most economically important worlds so naval patrols are frequent and piracy will be very low. The further away from a route the greater the risk. Worlds can only have non-jump vessels so and important system will be well patrolled but less populated systems rely on the scout service S/Cs on mail duty for most patrolling. That is not to say there isn't a naval presence off the xboat routes just far most infrequent.
And that is it for a pre-play scan of the rules. I want to play so I didn't go into the rules like I did before because I am not making my own universe just tweaking GDW's. Tomorrow I hope to generate a character and do a scene or two to get a feel for solo play to see how much I like it.
Sunday, April 5, 2026
I have more stuff but I hesitate to say I am better prepared
So I have my laptop
External CDROM
Classic Traveller CD
MegaTraveller CD
T5 CD
Cirque for T5 CD
Cepheus Rulebook
Official imperial sunburst dice
Of course before I can use any of them I need to set down what my 3I is like. I don't think the changes are to drastic but I want to set them down so I know them before I start. Most of them are only conceptual any ways. I am going to go through Cepheus Engine Book section by section to organize my thoughts because my tiny brain can't do it without help
Book One: Characters
Characteristics: Intelligence is the speed which you can process info. Education is the breadth of your knowledge. Social Status is capped at 9 during character creation because I view the Noble career as an NPC one.
Career: Some services are Imperial some are not. If a character does not serve in an Imperial service are subjects those who do are citizens. When switching careers you don't roll benefits but they count toward the number they are due at the end of their final career.
Benefits: I like the concept of the separation games from earlier posts so I am continuing it. The final 6 months of their final career they are put on a kind of a traveling circus with the end goal of increasing enlistment for the various services, providing entertainment and a sense of belonging to a united Imperium. No one gets a ship as a benefit.
Aerospace Defense is a non-imperial career
Agent is an imperial service
Athlete is an imperial service the Imperium has a entertainment service designed to improve a sense of unity amongst citizens and subjects.
Barbarian is a not an imperial career
Belter is an imperial service
Bureaucrat is an imperial service
Colonist is an imperial service
Diplomat is an imperial service
Drifter is not an imperial service
Entertainer is an imperial service much like athlete
Hunter is an imperial service only citizens can own or operate jump capable ships
Marine is an imperial service
Martine Defense is not an imperial service
Mercenary is an imperial service
Merchant is an imperial service
Navy is an imperial service
Noble is an imperial service more on this later
Physicians is an imperial service as many worlds do not have a large enough population to produce or attract enough medical professionals.
Pirate is not an imperial service
Rogue is player choice for whether or not they acted on the behalf of the government or on their own.
Scientist is an imperial service
Scout is an imperial service
Surface Defense is not an imperial service
Any receipt of a ship on mustering out instead get a +1 to a stat of the players choice or skill 1 in a skill they do not have chosen by player.
Thats it for this shift
Saturday, April 4, 2026
The internet really is forever
So I recently saw something about Traveller and got the itch to do a solo play. Poking about I found my old blog which survived the end of G+ and the other stuff Google has done over the past 11 years. And the past 11 years haven't been great but I survived and am doing okay which is all I feel like saying about why I haven't posted anything.
The previous posts had the end goal of having a setting and house rules that could be quickly explained to a online group and play on Roll20. Now however I don't think I am going to try and find a group. I work the overnight shift Friday through Tuesday making the logistics unrealistic. Also I don't have to explain the setting and my own prejudices to anyone else. It also avoids the problem of players missing the story or being uninterested in it;. So that gets us to needing to answer the 5 basic questions. Who? What? Where? When? and Why?
Who is me running a group of characters. This offers the huge advantage of being able to grow or shrink the party as I need to. Not having the books with me right now I can't just whip up some right now as much as I want to. My plan is to start with one character and Adventure 0 from Traveller Deluxe.
What is the Cepheus Engine. I haven't really looked at the rule sets since the blog posts of yore but not much of my gaming preferences has changed so I suspect it is still the rules I want to go with. That being said I have a ridiculous amount of traveller stuff in dead tree and digital and I will be using pieces when I can.
Where is the Third Imperium specifically the Spinward Marches and the Regina subsector. Not having to explain what changes I will be make before I start playing is the prime reason for this choice but the mass of fluff available for this setting is another.
When is one I am working on. Most probably I am going to go with just after the 5th Frontier War. This time period is pretty well covered and allows for all kinds of situations in the aftermath of a major war with the weirdness of the jump drive universe. There is a temptation to go with the T4 setting. Of all of the published ones it is the one I liked the most. Going through them T1 is one I am going with more or less, MT was a to much of a change even though I like the idea of core, fringe and wilds areas and will be incorporating into the campaign. My idea is that the Imperium only cares about the economic value of a world and the further from a valuable world the less anyone would care. TNE I can't really see using anything from this. Why adventure in a Sci Fi setting where technology is possessed by murderous demons. 1248 has the lingering problem of possessed tech although it has some very cool stuff. T20 could have been a cool setting of all the settings I have the least amount of stuff for this one and really don't like the rules. I don't own Mongoose's version or any of their stuff so I have no opinion on them. GURPS traveller is a gold mine of info about the Spinward Marches fluff wise even if I won't use any rule stuff.
Why is the tricky question. I don't know how to social media so I doubt anyone else will ever see these so why post my dumb articles. Well most of us play RPGs to tell a story and I am no different. Only doing it in my own mind isn't as satisfying as writing it down. I am not going to use a pen and paper to write my thoughts and poor attempts at writing so I might as well use a computer. If I am using a computer I might as well use the free google services so as long as I have internet I can putter around with this. At least until my tiny brain get distracted by something else.
Thursday, April 26, 2018
Man the past 18 months sucked
Enough of that I am going to gather my scattered thoughts and dust off Fermi's Universe and continue on hopefully.
Saturday, November 19, 2016
And now for something completely different or more on Fermi's Universe
Friday, November 18, 2016
Farmer in the Sky or the Colonist Career in Cepheus Engine
Diving into it you need to get a 5+ with Endurance (END) as the controlling characteristic. Which is a reasonable choice as you would want sturdy people on your new world. Survival requires a 6+ with the controlling characteristic being END again. That is not a good omen for a lengthy career. Helping my view of this representing an organization there is advancement in the career. A commission requires a 7+ with intelligence (INT) as the controlling characteristic so it is not easy to start your rise to colonial domination. Promotion requires a 6+ controlled by education (EDU) so quick thinking will get you started by knowing a wide range of information gets you promoted. Re-enlistment is on a 5+ roll which seems to be the Cepheus Engine (CE) standard. Not a guarantee of retirement but not impossible or unlikely either. Completing your first term you get Survival -1 as the base skill and rank -0 in Mechanics, Gun Combat, Animals, Electronics. and Vehicle. An interesting mix; Gun Combat and Survival cover hanging out in a virgin wilderness; Mechanics and Electronics should let you repair most common equipment and Animals and Vehicle cover transport and heavy work. I wonder if Comms shouldn't be here though for both staying coordinated and operating sensors. There is one rank skill earned at Three Council Adviser being Liaison -1 so the service trains you to listen to people on your rise through the ranks. Mustering out offers low passage, middle passage twice, a mental boost, weapon, high passage and for rank 5 and 6 characters a social standing (SOC) boost. None of these are bad but I am thinking it is odd that 4 out of 7 possibilities are traveling opportunities to escape a backwater world. The cash table ranges from 1,000 to 50,000 with 5,000 coming up 3 times bringing to mind for me the deal Amazon offers it's warehouse people. I might have understood this wrong but I believe the deal is something along the lines of try it for a year and at the end if it isn't for you you can leave with 1,000 dollars for at least trying.
The personal development table offers the three physical characteristics and INT, Athletics and Gun Combat. I am really unsure about the lack of EDU on the table as it seems to me that would be in the agenda of any group trying to get a world from zero to break even. The specialist skills are Athletics, Carousing, Jack o' Trades, Engineering, Animals and Vehicle. Huh? I am mystified by Engineering being a skill available to potentially any colonist as it's description specifies starship drives. Carousing seems a bit odd but apparently the Colonial Administration realizes training people to be enjoyable company is a good idea. The advanced education table has Advocate, Linguistics, Admin, Medicine, Liaison and Animals. I am not happy with the skill set overall for the colonist career. Lacking a way to improve EDU doesn't seem right and having no training for operating communication and sensor gear also seems unlikely. Athletics shows up twice and where I can definitely see physical fitness being desired I think that it might be over represented. Animals being on 3 different tables including the advanced education one isn't so far fetched people like animals and they increase in numbers without a manufacturing base although again I think it might be a little to prevalent. I find it odd that Gun Combat is present twice but melee weapon skill would only be available through the mustering out table. Survival and Medicine are only present on one table each and again this strikes me as implausible if you are setting up a new world. I already mentioned Engineering being totally out of left field for me. I suppose I will have to actually come up with the Tiber-Beltain Referendum Colonial Administration (TBRCA) and figure out why they found colonies before I can decide on what I would like for skills available though.
Wednesday, November 16, 2016
You are magnetic ink or the Bueaucrat Career in Cepheus Engine
The personal development table offers boosts to your dexterity (DEX), endurance (END), both mental characteristics, Athletics and Carousing. I am not sure what I make of this beyond being the kinds of things a regular person could accomplish in their free time. A quirk of mine regarding character generation is that the awards are what the career trained you to do however rather than as leisure activities which I view as covered by background skills. END, INT, EDU and Carousing can all be explained as coming from doing your job possibly for unexpected long shifts in the case of END. That leaves DEX and Athletics to explain in the context of a bureaucrat which I am struggling with at the moment. Then again I am positing the society as a whole is encouraged to gamble and compete so perhaps a part of the job is to run and compete in local versions of the Showcase of Worlds. The specialist skills are Admin, Computer, Perception, Leadership, Steward and Vehicle. The only ones that stand out enough for comment are Leadership a skill that boost a group rather than an individual; Steward which covers not only catering to others but appearing in high society and finally Perception which seems to have been left out of the rules. My version goes from Ocean Ships to Physical Sciences and with English having at least two meanings for the word, "I perceive that man is falling out a window" and "He appears unhappy about it" what is intended isn't immediately clear. I am going to go with noticing things being modified by INT and noticing an emotional state being modified by EDU. Advanced education skills are Advocate, Computer, Liaison, Linguistics, Medicine and Admin none are odd enough to comment on. So at the end I have gone from a faceless minion of the triplicate gods to a troubleshooter for the Referendum who wanders about trying to identify and solve discontent with the system. It is not meant to represent a rebel leader however as the most prevalent skill is Admin which is used to get the system to work rather than disrupt it. This is probably a concept I would have never had if I wasn't looking at the careers beyond just their titles and can see this actually being a character trope that someone could want as a background.
*insert something clever wordplay-ish here* or the Belter Career for Cepheus
Wow it is ridiculously easy to qualify for the belter career needing only a 4+ with Intelligence (INT) being the controlling characteristic. Survival doesn't have the best chance even if you have the maximum bonus from your Dexterity (DEX) so lots of people die or get critically injured doing this job. With no formal ranking that only leave your re-enlistment at a 5+ meaning retirement is possible but not likely. At the end of your first term you get Zero-G -1 and Comms, Demolitions, Gun Combat, Gunnery, Prospecting and Piloting at rank 0. We can pause here to spew hatred at the English language for its ungodly rules on punctuation and whether numbers should be words or numerals. This list of "everyman" skills is even more pleasing to me than the barbarian one including every one I conceive as necessary to do the job. I am also intrigued that the base skill is Zero G rather than Prospecting which I agree with completely. Moving on to the mustering out table your character can receive all three types of passage, a weapon (and possibly skill in its use), a boost to a mental characteristic and finally ship shares. The only one needing comment is the ship shares because I stated in a prior post I am not a fan of them. The problem is what to replace them with? I waffled for a while on this before deciding to change it to rank 1 in any skill of the player's choice allowing for skills not otherwise available. A ship would be a huge award so it's replacement should be as well in my line of thought. To be confusing though you can't use this award to increase a skill you have only to add another skill at rank 1 as I am offering it as a way to say a character devoted considerable free time to learn something above and beyond what normal characters do with their free time during generation. The money table ranges from 1,000 to 50,000 with 5,000 being awarded three times giving me (the GM) an idea of a standard find should be worth.
Keep in mind on the skill tables that a belter will get two rolls for each term as there is no advancement in the career. The personal development table offers the three physical characteristics, Zero G, Melee Combat and Gambling. I dislike having no chance for mental improvement however I also can't plausibly offer any replacements so it will go unchanged. The specialist table has Zero G, Computer, Electronics, Prospecting, Sciences and Vehicle which I am content with. Finally the advanced education table has Advocate, Engineering, Medicine, Navigation, Comms and Tactics and again I am satisfied with the table. On the whole I am satisfied with the career but I am dubious with the lack of two skills those being Mechanical and Jack of Trades. The problem is the skill tables presented give a wide range of skills so you can be a jack of all trades without the skill. As for Mechanical the only skill I could see replacing is Vehicle but that one makes sense as well so I don't like doing that. I will leave the skill tables alone after all.
Sunday, November 13, 2016
At Law Level 2+ it is illegal to punch a horse while wearing a furry speedo or the Barbarian Career
On to the skill tables keeping in mind you get 2 per term as there is no chance for formal advancement in the Barbarian career. Personal development offers improvements to the 3 physical stats and INT; athletics and gun combat. Although I usually dislike players having no chance to improve their EDU thereby locking out a entire table unless they already have a high score to begin with I am okay with it here. The kinds of non-formal education things you would learn are covered pretty well by the skills available even without the advanced table I am content. No chance to improve SOC is also non-troubling as I can't see living rough leading to interstellar renown. Specialist skills offered are gun combat; J-O-T; melee combat; recon; animals and tactics. Again I have no trouble with any of these and like the inclusion of J-O-T to represent self reliance. The advance skills are advocate; linguistics; medicine; leadership; tactics and broker. It strikes me that this represents a set of skills necessary to interact with off worlders rather than to live off the land which is why I am okay with a character either having access to them before they start or never getting them as I don't see these as very common on low tech worlds.
I really like this career. The skills available do seem to suggest to me worlds that are not that interested in joining interstellar society but prefer to go it on their own which could easily explain everyone else calling them barbarians. I am a little iffy squaring my new outlook with getting melee combat as a base skill but I do like the rest of it. Melee and gun combat in this case are more likely (to me) to come from hunting than fighting other people. Athletics implies there are few people who don't have a job that involves manual labor. Recon and survival means that most people probably spend a significant amount of time in the wild. Animals shows up twice correctly emphasizing the importance they play in less industrialized societies. Tactics can be learned by anyone as described in Cepheus Engine (CE). Mechanics and J-O-T are nice additions to show a bias toward fixing it yourself rather than just buying it again. The advanced skills are realy well thought out in my opinion seeming to represent a special individual who is used to dealing with off world people and ideas represented by advocate; linguistics and broker. Leadership; medicine and tactics makes me think village elder even though there is no age requirement on the table. There is a thought perhaps it should be EDU 8+ or 4+ terms.
Saturday, November 12, 2016
Engine, Cepheus Engine or the Agent Career
So next up is the Agent career which is meant to encompass spy and secret agents although it could also be a undercover police officer or insurance claims investigator I suppose. Basically anyone who gathers information under false pretenses. It is moderately easy to join up with your social position helping or hurting you. That is an interesting choice to me although the predecessor to the CIA was the OSS which was said to mean Oh So Social! as it was staffed by all the right families. Survival is a slightly riskier proposition than either of the first two I have covered, being quick on your feet mentally helps you as INT is the bonus (or penalty) characteristic. Commission and promotion is helped or hindered by EDU although neither are terribly difficult to obtain. Re-enlistment is pretty high at 6+ leaving me to believe no one stays for long. Possibly because of paranoia on the part of the Tiber-Beltaine Referendum (TBR) in regards to the loyalty of it's agents. At the end of your first term you gain Streetwise - 1 and level 0 in admin; computer; bribery; leadership and vehicle. The lack of a combat skill as part of basic training implies they aren't expecting you to go in or come out with all guns blazing as your first course of action. At rank 4 you also get Admin - 1 to account for all the bureaucracy you will be dealing with. Mustering out offers passage of all three types; a mental boost; weapon (and possible training); A SOC boost and possible membership in the Explorer Society. All of these I am fine with and I like them even more as prizes for a game show rather than awards from a spy agency. The money table goes from 1,000 to 50,000 which strikes me as a little low but not enough to change anything.
The personal development table offers a boost to DEX and END but not STR and both mental stats, it also has carousing and athletics which seem like handy things to pick up. I am not sure about not being able to get a STR boost but that can be left until after I look at hand to hand combat to know if it is as disadvantageous as it seems. It does seem to imply (again) that you are not supposed to be getting in fights which makes sense. How good a spy can you be if you keep getting caught after all? The specialist skills are gun and melee combat; bribery; leadership; recon and survival. This seems to again imply the goal is not to get caught. It is true that combat skills show up but the other four entries are skills to avoid direct confrontation. Finally the advanced table has advocate; computer; liaison; linguistics; medicine and leadership. Interesting to note that the premier agent skill is leadership not streetwise. Realizing this changes my view on the career as a whole, Leadership provides a pool of points that can be doled out to members of a team to accomplish a common goal. So our spy becomes a team leader rather than a lone wolf. Coupling this with the general low emphasis on combat skills leads me to the view that agents are more Mission:Impossible than James Bond. They get a mission but little manpower support from the agency and assemble their own team to accomplish whatever task is set before them. In Fermi's Universe (FU) it goes along with my view of a very weak central government having deniable assets with little to tie them back to the TBR. Also with so many internal (effectively rival) governments I imagine this to be a common career which goes back to the relative low bar to entry. The only other skills to show up more than once are bribery and computer again implying a preference to avoid situations where you could be identified.
And this is why I am doing this series of blog posts. Just looking at the Career name I was thinking James Bond but actually delving into the skills awarded changed that view into a different but still valid one.
Wednesday, November 2, 2016
Calling Sky Captain or the Aerospace Defense Career in Cepheus Engine
My view of the Tiber-Beltaine Referendum (TBR) has been changing as I go through this. I had wanted a 3I clone but I am moving away from that. I am currently thinking it is much more like an European Union (EU) as understood by a not very interested American. The 3 big drivers of it are Tiber; Beltaine and Kent. Tiber is the industrial tech engine run by noble scientists. Beltaine is a rich agricultural world run by a plutocracy which I haven't decided if it is a corporate government or a charismatic oligarchy. Finally Kent is a conservative to reactionary culture within the Referendum. The reason they get worlds to join without having to invade or threaten them overtly is the TBR has little power on the worlds themselves. It only controls interstallar matters leaving what happens on worlds to the government of that world. In exchange the worlds get membership in a large open market and someone else has to defend them from anyone else. I am bringing it up now because this means that the Aerospace; Maritime and Surface Defense careers are not Government service as I imagine the draft to be. Not a giant problem as the Cepheus Engine (CE) already allows you to change careers and only the first term is required to be in service to the TBR. Because it is a mandatory draft for the first term I am interested in opinions on whether or not the DM -2 for switching services should apply?
As presented the Aerospace Defense Force operates on a world out to close orbit which I am calling 10 diameters, cases where the world is a satellite it is 10 diameters of the main world. If the world is instead an asteroid belt it covers what is defines by astronomers as the belt and changes all instances if Aircraft to Piloting. To enlist you need a 5+ with endurance as the controlling characteristic however you would also face a DM -2 because of the mandatory draft by the TBR which gives around a 50% chance for an average citizen. Survival is 5+ with dexterity giving a boost or bane. The service has ranks so there is a commission roll of 6+ and a promotion roll of 7+ both of which have education as the characteristic providing a modifier meaning what you know is more important than your physical capacity or problem solving skills. Finally re-enlistment is on a 5+ which seems to mean you can have a reasonable chance to serve long enough to retire. Provided you make it through the term you get Aircraft - 1 which is a cascade skill and then level zero in Electronics; gun combat; gunnery; melee combat; survival and aircraft but you already have that. This implies everyone who enlists is trained to fly an aircraft which is different than today but acceptable. The rest of the skills nicely simulate basic training with electronics being my only possible quibble as comms seems to be a better choice as it covers sensors and comms and electronics is more general. Moving through the ranks at rank 3 (Squadron Leader) you gain Leadership - 1 which makes sense. The mustering out benefits are one of each kind of passage; weapon x2 ; +1 to Edu and Soc (requiring rank 5 or 6). These are all possible awards from the Showcase of Worlds! so I don't see the need to change anything beyond my earlier stated change of +1 Edu being +1 Edu or Int. The cash table has a range of 1,000 to 50,000 so you can expect to come out reasonably set for awhile. If it has been clear before this is not separation pay but winnings as well.
The personal development table offers a +1 to the physical characteristics; athletics; melee combat and vehicle which is fine except a very gameist personal quirk of mine it means that if you don't come into the service qualified for the advanced education table you never get access to it. We covered the srvice skills during term resolution. Specialist skills are comms; gravitics; gun combat; gunnery; recon and piloting. My only current concern is gravitics because on worlds with a tech level below 9 (?) this wouldn't be all that sensible. The advanced education skills are advocate; computer; jack of all trades; medicine; leadership and tactics all are plausible. Again I am satisfied with the individual tables but a little concerned about the range of skills on the whole. I feel like mechanical should be available and computer should be more prevalent. On the other hand with everyone knowing how to fly it isn't hard for me to imagine that the Technician career are the ones who fix the planes. You know I kind of like this idea warriors fight and technicians keep things working. It is a way of the setting not being just like today with starships but without introducing more house rules.
Tuesday, November 1, 2016
I have been working on a man with blonde hair and a tan or the athlete career in Cepheus Engine
Anyways the Athlete career in Cepheus Engine (CE). It can be thought of as a professional athlete but there are other possibilities as well. I am calling for everyone to serve the Referendum for four years and where there could be that many official teams considering the farm system I also am including PE teachers and personal trainers and the like. To qualify you need to get 8+ with Endurance as the relevant characteristic which means you need to be a little luckier and/or sturdy than the average being to get in. Survival is a 5+ with a boost for Dexterity which needs a little thought if you go with the failure equals death rule. I leave that as the player's option on every survival roll so your Athlete career coming to an end from an injury is not surprising. There is no commission or advancement which leaves a re-enlistment roll of 6+ meaning it is rare that someone serves to many terms as an Athlete. At the end of your first term you get Athletics - 1 from the service and level 0 in Admin; Carousing; Computer; Gambling and Vehicle. Admin is the tyrannical papery fist that rules all known space so any service can account for learning it. Carousing is the skill of being personable which is handy if you are either self promoting or trying to get people to do something most people don't want to, exercise. Computer would presumably be something any star citizen would know with higher levels possibly representing how to work social media to an Athlete's advantage. Gambling is another skill I think of as wide spread in Fermi's Universe (FU) as the government pushes gambling to provide the illusion of limitless opportunity for every citizen. Vehicle is again a skill everyone could be expected to pick up I am adding Animal to the list to account for low tech worlds and equestrian style events.
The mustering out benefits are low passage; +1 Int; weapon; high passage; Explorer's Society and high passage again. FU has the Showcase of Worlds! media circus, I mean talent show with fabulous prizes like the above as the reward. This changes the Explorer's Society into a to be determined cool name for former winner. Why some careers get a boost to thinking on their feet and other get tons of facts memorized I am unsure of and am going to change all of them to +1 Int or Edu and leave it to the player to decide. The cash table ranges from a kind of lame 2000 to a very respectable 100,000 which makes sense to me considering the wide range in player salaries we see today.
The service skill table was summarized at the end of term resolution. The personal development puzzles me somewhat because there is no provision to increase your strength or endurance. It has Dex; Int; Edu; Soc; Carousing and Melee Combat. I don't have any problem with those as I can see them all being things helpful to anyone in the Athlete career as I imagine it. The specialist skills are Zero-G; Athletics x2; Computer; Leadership and Gambling all of which make sense to me. The advanced education skills are Advocate; Computer; Liaison; Linguistics; Medicine and Sciences which again all make sense. I have no problems with any one table but I am somewhat dissatisfied with them overall. Computer shows up on three tables but Athletics only on two. Likewise gambling and carousing are on two tables but strength; endurance and gun combat are not available. I am inclined to replace carousing with +1 Str and melee combat with +1 End on the personal development table. In the case of the specialist table I am thinking of replacing computer with melee combat and gambling with gun combat. However I am not sure I am actually going to make those changes without generating a few characters to see how I like the table as is and with the changes made.
Monday, October 31, 2016
More Cepheus less broken English hopefully
Perhaps if I had used the advice from the last post it could have worked. I will set out an example next but even so it will not be completely valid because it is still just me doing it. Hopefully it will demonstrate why it may be a valid way to approach a game. So for our hypothetical game group we have a GM and four players. The GM goes through the Cepheus Engine (CE) and only creates enough setting for a starting point including any modifications to the rules. The five meet up in a google hangout to babble at each other of what they want to play. Alpha wants to be a teen idol striving to become interstellarly famous, Beta has been reading Raymond Chandler and wants a film noir detective, Epsilon wants to be a girl scientist/inventor and Delta is good with whatever. Some snickering and snark later our teen idol is a twenty something idol, our detective is an ex-agent who is now a bodyguard, the girl inventor is the idol's kid sister and Delta rolls up a standard Fermi's Universe (FU) character ending up as a former soldier/scout/drifter who is now the roadie. The GM knows from his background the group can be on the TBR Showcase of Worlds! expanding the separation games concept into an on going government run traveling contest the Idol is trying to win. That's great and all but what if any of the first three don't manage to roll the qualifications to get into the right careers? Basically the GM should waive the minimum number of rolls to get the players the character they want.
So Idol Alpha wanted a teen idol the GM could say that his draft service was in the Entertainer career which is the easiest by skipping rolling the draft and qualification roll or he could have the player roll a term as an Entertainer and then go through the draft saying the first term was from 14-18 before the government interrupted his dream. For Beta Bodyguard the standard draft is fine and if agent isn't what is rolled the second term it can be selected. Scientist Epsilon is harder because the concept is a teenage genius which is unlikely to be created randomly. A little thought and the GM allows Str 1D6; Dex 2D6; End 1D6; Int 3D6; Edu 3D6; Soc 2D6; 1 term as a scientist and 1 term as a tech with no mustering out for either and setting the characters age at 16. Delta becomes the GM's favorite for not requiring anything special. None of the characters have a skill set oriented toward starship operations and none of the players are all that interested in running a starship. That implies 3 different possibilities for how the group is wandering the stars. Buying regular passages on ships which would mean finances will be a part of play to pay for all of them. Government ships transporting all show contestants and their entourages which means the group has little control over their movements. Last would be a corporate sponsor providing transport which needs the corporation to be fleshed out. The player decide on the Corporate sponsor. From here the GM can plan a series of adventures his players would actually want to pursue. The players have an idea for why they are adventuring together and some expectation of the general course of the game.
Okay none of that is an thing different or new from the standard sit down and talk it over advice every rule book mentions. Why beat a dead horse then? Mostly because I believe it is a really good idea to do this in a sci-fi game. People being what they are will have expectations of how things work and if you don't hash them out before you start a modern/future game it will come up in the middle of play. Having to stop playing the game to have an explanation of what the characters should know will derail at least the scene you are in. Having everyone on board for the general theme of a campaign is super helpful when you are using a rule set that allows for anything. "You are all in a bar" works for fantasy but not so much in genres resembling our own lives (to the extent of being adults with jobs) as a reason to risk your lives together.
Sunday, October 30, 2016
What do mean no ships? Or why I think my previous Traveller games have failed
In a fantasy game to find out about a place you are okay with maybe digging up some old books in a library having sketchy information but to really find out something you travel there. GM and Player's need to come up with a way to be comfortable with this as the norm in a space game as well. It isn't as far fetched a concept as it first may appear though. First a world needs to be at least TL7 to have a WWW of it's own, then it needs a Pop of 6+ to have enough people to make it work and finally it has to be important somehow to the surrounding area otherwise no one would bother making the information available off world. A GM only has so much time to create their game so every world can't be the Forgotten Realms all available on Wikipedia from the ship's computer. This magnifies the problem of it has a map it must be the place we're supposed to be. There are tools around to rapidly create world and location maps so you could have red herrings equal to the North Sea annual herring catch but then your players will be likely to miss what the adventure you created. It is going to be pretty difficult to generate all kinds of stuff if you (as the GM) don't have a need for it but if the only place and people who get fleshed out are necessary to the current adventure the players are going to end up feeling like tourists rather than the star of the show.
I did a crappy job dealing with this conundrum in the past and am still a little unsure how to deal with it. My current line of thought is the GM and player should sit down before starting a campaign and come up with a campaign idea everyone is interested in. I do realize every game in every genre has said this however I do think lip service to this rather than actually doing doomed every game I tried to run. I came up with a cool idea, developed it enough to start and then tried to run it for people who had very different ideas about what would be cool to do for a sci-fi game and it sucked for us all. There is a product put out by Avalon Games called "How to run a great campaign" (http://www.drivethrurpg.com/product/84392/How-to-Create-a-Great-Campaign?cPath=1658_5872) which presented an idea that never occurred to me namely start with the end of the campaign. Why do I think this is a great idea to use for a CE game? The universe is to big a canvas to paint so instead you need to have a smaller goal.
Finally we get to how this all ties in with ships and why I don't think they should be given out as random awards. Pretty much everyone's first goal will be getting their own ship. Why throw away the best idea to start a campaign with on a random roll? With a group goal of getting a ship you have the first ending in the campaign. What kind of ship a free trader? One capable of system survey? Pirate ship? The answer to that question gives the GM an idea of where to start and the kind of adventure and details to create, it also will probably influence the decisions players make when generating characters. I should note that the ending I mean here is of a story arc not necessarily the whole campaign. Assuming you get 2 sessions in a month just reaching this goal can take 3 or 4 months of real time to reach without it becoming a seemingly unreachable goal. At the conclusion I would suggest doing the other thing everyone says, talk over the whole thing at the end and find out what worked and what didn't not just for the GM's benefit other players may not realize how much one of them enjoyed rebuilding the junkbox air/raft into a hotrod. For the GM doing this can provide solid gold because if possible when you start playing again returning the elements everyone liked should pay off.
I feel like this was a disjointed rambling post but I have tried a couple of times to write it and none of them made more sense
Saturday, October 29, 2016
Cepheus Engine vs sooo many Youtube videos
I have however done some thinking about my premise that prior careers are all government service and decided it made some sense where I was going on the Starter Traveller (ST) posts but not so much for Fermi's Universe (FU). That being said the first term is still a mandatory draft as laid out in my last post but after that first term it is up to the Player what is in the character's backstory as it should be. I will be going through the tables for character generation to see how the possible results can help shape the setting. What skills and how often you get them lead me to develop a different view of the ST careers than when I started and I am looking forward to doing the same with the Cepheus Engine (CE).
The only changes to the Character Creation Checklist are Step 3 a) Choose a career becomes submit to the draft and Step 3 b) ... -2 DM for each previous career doesn't apply if remaining in a government service branch and changing to a related career as explained in the last post. The next change is rolling the Psionic score. I am torn about whether and/or who should roll it at character generation. I will delve into the whole topic in more depth when I reach that point in the rules however in this case I am leaning toward having the player roll it at the start. My reasoning is it provides several possible motivations and hooks for a character. If you have a high score it will most likely affect your choices on how long your pursue prior careers before you start adventuring to minimize losing Psionic Strength Points. It can also be used to explain results during character generation if for example you have a moderate score and are turned down for re-enlistment perhaps your sixth sense was a little to pronounced and rumors started about you being one of them so you were unfairly bounced. I am torn about going with doing it upfront mostly because of GDW's original rules where you didn't know until you were tested. Meh, I think if you had a high potential it would manifest itself noticeably before you got tested but most likely not in any game mechanic effecting way. Aliens only deserve a mention to clarify one of my starting premises, there are no alien races that rise to significance on an interstellar scale. Mostly this is to avoid having to do a massive retcon if I come up with an idea that needs an alien rather than implying I am planning on presenting any aliens on their own.
The Universal Persona Profile (UPP) is familiar to us all and the Universal Character Format seems like a clearly thought out way to present a consistent stat block. Normally that wouldn't interest me however I hope to eventually reach a point of putting stuff on the blog other people can use so it is important. Background skills are encountered next and I am okay with them for the most part although I have one quibble in that not every character will have the option to have experience in operating a vehicle which I am ambivalent toward at the moment. Perhaps the various careers make getting a skill in a vehicle a given or I may decide that almost all member worlds of the TBR have a decent public transportation system. Actually I am going to go with the widespread public transportation idea as it will certainly help explain what the Referendum is doing with all those 18-22 year olds. Moving to the non-specific part of the Career section brings up few changes as I am okay with most of it. Let me specifically praise the inclusion of rules for mishaps; injuries and anagathics so the lazy GM (raises hand) doesn't have figure this out on there own. Non-lazy GM will do what they wish which is why I envy them their self confidence.
I did say I was okay with most of the section and the one thing I am going to mention will probably be a little controversial. I have no problem with the rules as presented however there is a legacy of Traveller I have never been to comfortable with while wearing my GM hat but really wanted while as a player. I am of course speaking of a ship or its equivalent as a mustering out benefit. As a player you want your own ship to go where you and do what you wish. As a GM what happens if two players get ships? Or none of them do and your adventure needs one? If the ship has a mortgage you risk your players turning into non-adventurers either from the need to pay for the damn thing or because they can work the math out on the trade tables to just rack up credits in a somewhat unexciting fashion. So I will be replacing the ship and ship shares on mustering out with some other benefit. As I suspect the reasoning for why will be of moderate length and involve more of my own gaming philosophy than anything to do with CE I will make a separate post about the whole topic.
Sunday, October 23, 2016
Setting out the background for the careers in Fermi's Universe
So the first change to the character Generation system is the Draft table is altered
Roll Draft Career
1 Military Space
2 Military Planet
3 Civilian Space
4 Entertainment
5 Government Service
6 Forgotten
You roll on the Draft table as step 1 of your career resolution on your first term only. Your result allows you the opportunity to enlist in a subset of careers if you fail to enlist you randomly get assigned to one of the careers.
Military Space You can try for Navy (1-3); Marine (4-5) or Scout (6) the number in parenthesis is to determine which service you end up in if you fail to enlist.
Military Planet Available careers are Surface Defense (1-4); Maritime Defense (5); Aerospace Defense (6).
Civilian Space careers are Merchant (1-3); Belter (4); Scientist (5) and Scout (6).
Entertainment Careers are Athlete (1); Entertainer (2-5); Hunter (6);
Government Service careers are Agent (1); Bureaucrat (2); Diplomat (3); Physician (4); Noble (5) and Technician (6)
The Forgotten are those unfortunate enough to fall through the cracks none of these fulfill the a character's service requirement and allow another roll on the Draft table on the second term if desired. The fates possible are Barbarian (1); Colonist (2-4);Pirate (5) and Rogue (6).
Two careers do not appear above Mercenary and Drifter. Mercenary is available to anyone serving at least one term in a Military Planet career and Drifter is available to anyone with no Qualification roll even in place of submitting to the initial draft but it does not count toward the term of service to the Referendum.
So why require a restrictive start to character generation? It is to set the tone for the citizens of the TBR expecting to serve the government for at least 4 years in some sense. All except the Forgotten and Drifter careers are government services. You leave serving the Referendum and start putting yourself first when you leave the character creation process. Even knowing the metagame reason why it is required people being what they are will resent it which I also think represents how the common person would view it in my fictional universe. I will expand on why I think some jobs can be explained as government service but for the most part the descriptions provided work fine.
Scout shows up in both Military and Civilian Space because they are tasked with two different jobs. Exploration which falls under the Military in case you run into someone else and courier carrying messages to known worlds. Keep in mind that the TBR knows there are a bejeezus load of human worlds out there anyone of which could have jump tech. Also there where many Forerunner races that no one knows what happened to them so unknown space is viewed with an amount of paranoia. Government mandated happy fun time? Are you for real? With little to initially tie the worlds of the TBR together fairly early on the government started making Nat Geo specials and then Wide World of Sports finally sinking to its nadir with reality tri-vee from 400 worlds. There is a not unrealistic need for the TBR to try and produce information that people will actually watch and again using ourselves as examples that will be Sports and Game Shows. It does not represent the civilian efforts which are just as pervasive. It can be argued everyone serves as a government entertainer for a short while as the mustering out benefits are won during the separation games. Scientist is a Space career because they serve aboard a lab ship doing researching or supplementing a worlds educational system. Physician and Technician are careers where the TBR sends well trained people to assist worlds that are lacking in either of the areas to assist. The Forgotten are people who aren't integrated into interstellar society for one reason or another, Barbarians are literally just missed by a government who doesn't know they are there. Pirates and Rogues are those who didn't fit in or where raised by those outside society. Colonists are just screwed. To expand it's territory the TBR finds it necessary to colonize worlds and no one in their right mind wants to go to an uncertain fate on a world that either can't support human life or worse used to. The Colonists are almost all made up of people who are completely dependent on a world government for some reason and that government fills it's colonist quota with them. Mercenary is a specialized enough career that I think it is reasonable (considering mandatory service) to only recruit ex-military. And Drifter is just that someone wandering along not being in one place long enough to end up as a colonist. The reason this is a no roll option is to avoid figuring out what to do if a PC fails to qualify for a different career and then fails for this one as well. A few other house rules to finish this section off the DM-2 for each prior career doesn't apply within the career field you are currently serving in. For example your first term you end up as Bureaucrat the next term you can try and qualify for any other Government service career without getting a DM-2. But you have the heart of a loin and your inner beast was not meant to prowl the cube jungle poorly lit with fluorescent light while stalking the wily expense report so you instead Try to Qualify for Hunter and succeed. On your 3rd term you can try and change to any other entertainment job with no DM but if you miss your desk if would be a DM-4 to go back. The Forgotten and drifter careers do not count as previous services so you can more easily escape from what is essentially the Referendum failing you in the first place.
Saturday, October 22, 2016
Some random thoughts on Fermi's Universe
So lets lay out the default empire for the setting. First thing is to name it seeing as I didn't like my first try. I am going to call it the Tiber-Beltaine Referendum which gives me the names of the two most important worlds of the winning side of the unification war. It is called a Referendum because worlds must hold one to join agreeing to the terms of the union. Tiber needs to be an industrial world with a feudal technocracy government and as close to Earth normal stats as possible and will be the capital of the empire. Beltaine needs to be an ideal agricultural world within two parsecs of of Tiber. These two worlds formed the original referendum setting in place the scope of interstellar rule. Fearing Tiber would just take them over Beltaine (famed for being pragmatic) came up with the idea of a insterstellar union leaving members with almost complete autonomy on their world. No planetary government can pass or enforce any laws concerning anything outside of 10 diameters. So no trade rules or tariffs however it also means things generally found abhorrent like slavery are not banned out right. In exchange for this local autonomy a world cedes the ability to make any exo-system agreements and must provide men; arms and or material support to the Referendum on demand. It also meant that criminals could get away be just leaving a system. The first change to the Referendum was the establishment of the personal noble. For every 200 citizens of the TBR there is a Knight that they may petition to seek redress to a wrong against them. Every 200 Knights have a Baron they can elevate a situation to, Every 50 Barons have a Count they swear fealty to every 25 Counts are under a Marquis. All the Marquis in a subsector owe fealty to a Duke who is elected for life by the Knights of the subsector. All the Dukes a direct vassals of the Emperor or King depending on which family is currently ruling. Counts and higher can issue imperial/royal demands to apply to all member worlds. In most cases these are issued for criminals such as murderers and the like. However they can also be used to ban the import or export of goods from a certain world. These are the landed nobles and PCs who are direct vassals of the throne. PC nobles don't have people who are sworn to them and they are responsible for instead they operate as free lance observers for the TBR on the whole. They are also who make up the juries in trials for landed nobles and do have the right to vote on imposing or repealing decrees if they are physically present during a moot or meeting of nobles. This gives some meaning to having a widespread noble social status and to provide the GM with hooks to involve PCs in a situation as they will be expected to look into a situation if asked.
Meanwhile the Kingdom of Kent was a charismatic oligarchy and spread more slowly than the TBR because they forced member worlds to assimilate to their culture and laws. It lead to a more unified society and technology base. They held off the more numerous TBR due to a more integrated military and they didn't have the myriad self interests the looser TBR government did. Numbers were against them and they definitely lost the PR war on the unaligned worlds. As the unification war raged it became apparent to the world who did not belong to either polity that they would have to join one way or another. The choice between the two sides came down to which one would leave the native society most intact which was pretty obviously the TBR not the KoK. In the antebellum it became apparent that many of the advantages of the KoK could and should be adopted by the TBR. The noble system above was one example. The other significant ones were a referendum armed forces as opposed to the TBR method of the individual worlds providing homegrown forces and then trying to integrate them.
This part of history took place in an area of about 3 subsectors with the TBR on the left, KoK on the right and the center one being where J1 main linked all the world and lead out into the rest of the sector. Guesstimated sizes would be TBR having around 22 members at the start vs KoK with around 15 and a bunch of independents. My idea for these choices is to be big enough a threat to the other to provoke a war with out supporting large enough force to wipe out worlds. So Tiber and Kent achieve interstellar tech around the same time and start to expand. Tiber and Beltaine form the Referendum and use the power of being able to significant amounts of food and goods to entice other worlds to join but the Referendum was pretty weak as a central government. KoK on the other hand expanded slower because they reformed the worlds that either joined on their own or where forced into the KoK. This goes on for around 200 years before they become aware of each other. By this point they have computers capable of jump 3 (dedicated systems as mentioned in CE general computer only capable of jump 2). With that in mind when I get around to mapping the subsectors I will put in J2 rifts on the far edges of both polities to provide a reason they went after each other rather than expand in another direction. You get 25 years of client state recruitment in the Tangles which is what I am calling the central subsector because I envision the jump routes looking tree like. THe whole situation goes up in flames as a war. KoK does good at the start because they have a larger and better integrated military this scares numerous formerly independent worlds to join the TBR. Numbers start to change the fortunes of war Beltaine force the TBR to offer to negotiate. During the negotiation a cut off squadron of KoK ships use nuclear weapons against an unaligned world that was allowing the use of it's spaceyards. The outcome of this is within a year the KoK surrenders in the face of the threat of retaliation in kind and almost all other worlds in the local area joining the TBR. The rogue squadron flees when it realizes they will be executed. Most pirates in the TBR still claim ties to this group. So the whole war takes 10 years or less and results in the weak and disorganized power winning and the strong centralized government still being in charge (mostly) of it's core worlds.
I will stop here as this has turned into a giant wall of text.
Takeaways:
1. Reason for noble titles and why PC nobles aren't in charge of stuff.
2. Reason for the randomness of world governments and technology
3. Reason for Army; Navy and Marines in feudal disorganized state.
4. Some more basic astrography
5. Basis for KoK to still be a separate identity.
6. Origin for pirates, Yarrgh!
Thursday, October 20, 2016
Holy crap Book 3 of Cepheus Engine is awesome!
Chapter 12 covers creating worlds and I am chuffed (I have been watching commonwealth comedians again) by the changes in here. It covers the UWP which remains unchanged that I saw. Star mapping is also pretty similar with DMs changing the likelihood a star is present rather than giving a table with different probabilities for each density. I can't honestly say I know if it makes a difference or not. On to the meat of it as it were. You generate the size of a world first and handily there is a table of the surface Gs of the sizes assuming a standard composition. Next it a paragraph on how to introduce DMs to show some kind of effect for being in a gravity field different from your own. Next is atmosphere with an extended range of atmosphere types and a description of what the types are. Hydrographics is next and has additional modifiers for size and atmosphere introduced. Population is the fourth thing to be generated and the part that really impressed me. It is the standard 2D6-2 roll but it gets modified by the physical world stats so the crappier the planet the lower it's population will be which is something I had already decided I was going to do in FU. To me it just makes over all good sense that a planet with a lesser ability to support human life will have a lower population. Population modifier comes up for those who want to use it however I never really worried about it before. The next big change which I hadn't thought of before and makes amazing sense to me is that you generate the starport after you know the worlds population. More people should mean more traffic which would lead to a better port. Thinking back to the passenger and freight tables being based exclusively on the starport might make a little more sense now and it also means I no longer am sure what the most common starport type is. The next thing you generate is the government type with a quibble that there is not a description of the types just a name. Law Level is the next step being influenced by government type. Technology level is generated in the expected manner with a table of certain minimums based on world characteristics which I think was also in the LBBs but am to lazy to look up right now. After generating the world you can flesh out the system some by checking for gas giants; planetoid belts and various bases. You can also figure the worlds trade codes and likely trade routes. Travel zones; world allegiance and communications routes will depend on your setting more than random rolls or at least will in my case.
Chapter 13 covers wilderness encounters and the creation of animals and encounter tables. Animals get created with the same characteristics as PCs for the most part simplifying using them. Chapter 14 covers social encounters which means the NPCs of the setting. Chapter 15 covers starship or space encounters with sample encounter tables. These sections are more in depth that my summary would otherwise suggest but without actually playing the game I can't really say much about the material in them.
Chapter 16 covers refereeing the game which is usually my favorite section of any rule book. Most often this is where the developer of the game talks to the reader most directly and shares their experiences playing intentionally or not. Much like posting this blog and reading the comments is valuable to me because it is where I will most often encounter something I have either never thought of or have a different opinion of. It is my belief anything I may create will be better by getting input from people who are not part of my own echo chamber. Even if I don't appear to use a suggestion or differing point of view I will have thought through the point made and my own idea will be more fully thought out for it. I would advise reading the chapter as it has some good ideas but I will also admit if you have been playing RPGs for any length of time it is things you will have heard before.
Chapter 17 is suggestions on how to create adventures and much like the previous chapter you may or may not have heard everything in it before. I do still advise reading it. Some people know the five act structure and some have never heard of it regardless it never hurts to have a checklist of things to consider when making up an adventure or getting ready to play a sandbox.
And that ends the overview of the Cepheus Engine as written. I decided to go through the rule book as written before making any changes. I am happy I did because I more or less assumed CE would be just the SRD version of classic traveller and it is not. some people won't like that it has some important changes but I am okay or happy with the changes I did notice. Also I did it this way to avoid my most common trap. I have a really cool idea for a Starship or adventure or world or even a campaign and start there. Then I have to do the non really part of editing rules and lose interest. This bottom up approach doesn't work to well in a sci-fi game at least it doesn't work as well as it does in fantasy. For me knowing the basic way the universe works is a good thing so I can make specific things up and not have to fight them into the general way things work.
Monday, October 17, 2016
Cepheus Engine and it's effect on sheeple
On to Book Two then. The high level overview is there are more changes to this section from the LBBs of yore and I am not sure if it is a good or bad thing. I mean it is good in the sense of getting the rules in one place and providing a consistent usage for skills but I am somewhat thrown by some of the choices made. Interplanetary travel is the first topic and is fine the way it is. Next up is interstellar travel introducing the CE standard jump theory of a hull grid and the effect of gravity wells on jump drives. It also mentions jump plots either created by the ship's navigator or a purchased tape and how they are negatively effected by time passing. Then a more in depth version of the jump procedure is presented. I like giving the Ship's Engineer a part in the course of a jump and a higher skill in Navigation having an effect and longer jumps being harder. What I am unsure of is an jump roll under 8 causing a critical hit to the ship. It seems quite harsh to me that even when you don't misjump and only come out further from your destination than intended your ship takes a significant amount of damage. Well maybe significant as I can't find critical hit defined in the section on Starship Combat. The thing is most starship components are extremely expensive and unless the Trade and Commerce rules allow the rapid accumulation of wealth any damage can strand the PCs with no way to fix it. All because your Navigator got a 7 rather than an 8 on his jump roll. I don't know if I am keeping this or not as until I go through the rules and tweak them the first time I can't really tell how often this would happen.
The next section covers standard operations of a starship including what the various levels of passage are. Here I have some trouble as I like the number of passengers a steward can attend to increases with their steward skill and I dislike formalized double occupancy for High and Middle passage. I have never been on a cruise but I would like to think if I am paying for a cabin the ship can't stick a random person in the same cabin as me. True it seems to imply if you pay the full rather than discounted rate you are in the cabin yourself but if you are paying for the whole cabin and two people can occupy it why does allowing someone else in your cabin suddenly cost 6,000 more instead of the 2,000 more for the cost of life support, Next expenses are discussed most of which I am okay with. My biggest quibble isn't in the expense section so much as in ship construction and that is the common availability of fuel processors. I think a government would try to restrict this to government ships. If you can get fuel for free most anywhere in system it is less likely you will go to the main world. The size of a star system precludes any kind of comprehensive sensor net so if you are going to be doing something naughty you'll do it in the remote part of the system. I can see governments doing whatever they can to get civilian starships to only go where they are supposed to be to reduce crime and search and rescue costs. Requiring flight plans also means a ship will draw attention to missing blocks of time or excessive fuel use. On the other hand I have to actually use the Trade and Commerce rules to see if a starship is viable without fuel processors. Routine maintenance seems to be a monthly expense rather than a once a year two week event. Revenue is the next section and the next thing I find odd. There is a random number of passengers and freight based on the the starport. That is actually something I always found odd in the old system even after the revisions of Book 7 however there is no effect based on technology or population of the source or destination. Assuming the math works the same the average starport is a C so on average there are 2 High, 7 Middle and 10 Low passengers and 20 tons of freight for the average world or 87 Kcr (life support deducted) on an average run or 174 Kcr a month assuming 2 such voyages. The basic Trader (not Frontier) has a mortgage that runs 160 Kcr a month and it can't even haul all the awake passengers where most of the money comes from and that doesn't include any other ship expenses. I am dubious of a table with no modifiers as it reduces player involvement but I am also aware the highly simplified rules for starship finances make it really easy to make a major mistake and turn ships into gold factories. Next up are miscellaneous topics such as airlocks; docking ships together; boarding and landing on a world. None are really necessary but like a lot of things in CE it is nice to have the topic covered. Ship security is the next section and covers both physical and cyber security which are topics it never occurred to me to think about in the past so are a welcome addition. Character actions on other worlds are briefly discussed in the final section including causing trouble, leading to arrests and finally sentencing.
Chapter seven deals with Trade and Commerce. I guess I am okay with this section equivocating in a cowardly fashion. Figuring out the purchase and sale price of speculative goods is different than it used to be but not terribly so and it is easy enough to understand I just don't know how well it works until I make some characters and play with it some. One oddity I see is the seller's broker skill gives the buyer a crappier deal. I sort of understand this on a buying a car level but on the level of interstellar trade it seems to me everyone would look for inexperienced sellers reducing the demand for skilled ones. I said before I am not an economist and really don't want to be one but this seems simple enough to cause a problem. Unlike the LBBs you are not committed to a purchase or sale prior to rolling the dice which I am also ambivalent toward. The old system could be a narrative tool to say you get a great price on used ATV bikes but when you sell them the taxes and fees mean you break even at best aka Heinlein's "The Rolling Stones". Meh I will reserve judgement until I actually play with the system some. It is an easier system as only the best modifier from the world trade code is applied from both the Purchase and Sale price.
Chapter eight covers starship construction and I am okay with it on the whole. There are more options for stuff to put in or on a ship and that is always a good thing. I am iffy on the inclusion of bay weapons and screens but as I said elsewhere that is my personal desire to keep ships less important than characters which I don't see military weapons helping. I will do chapter nine in this paragraph as well which covers the standard designs. None of them offend me and none make my kokoro go doki doki (if you don't know what that means and don't mind offensive language I recommend the Urban dictionary example of usage). My above usage of a standard design in my take on standard freight and passenger service means I am dubious of some of the design choices but that happens no matter who is making the ship.
Chapter ten covers space combat and I was pleasantly surprised by it. First off I understand it and would mind running one unlike the LBB version. Also an attempt is made to include rolls for everyone not just the pilot and gunner so you can hopefully keep the whole table engaged in the combat which was a problem before. The damage system seems much more workable to me although not chipping away at drive letters seems wrong to my traditionalist self. My only real problem is no discussion of repairing things damaged in combat. I say damaged not outright destroyed because it does seem like a way to involve the players and avoid the whole any damage bankrupts and derails the campaign problem.
As always I welcome opinions.