Showing posts with label Missing OGC. Show all posts
Showing posts with label Missing OGC. Show all posts

Wednesday, February 01, 2012

Azri Drakara Career Path: Merchant House...

Good Afternoon, All:

Given that the Traveller System Reference Document lacks details for the common career paths, publishers are encouraged to come up with their own versions that fit their campaign setting concept. Several publishers have released a number of career paths under the Open Gaming License, the most notable being the two Career books by Spica Publishing.

For the Azri Drakara campaign setting, this opens up new opportunities to create career paths for character development that encapsulates my campaign concepts. Below is an example of one such career path, this one aimed at Merchant Houses. This career path generates members of Merchant Houses, the largest commercial enterprises found in the Dracosian Republic.

Note that the Mishaps and Events tables are not included, as I'm still experimenting with how I want to do those in the Azri Drakara campaign setting.

CareerMerchant House
QualificationsInt 5+
Survival
BrokerEdu 5+
SecurityEnd 7+
TraderEdu 6+
Advancement
BrokerInt 7+
SecurityInt 5+
TraderInt 6+
Skills and Training
d6Personal Development
1+1 Dex
2+1 End
3+1 Int
4+1 Edu
5Gambler
6Melee (gun)
d6Service Skills 
1Advocate
2Broker
3Carouse
4Comms
5Persuade
6Vacc Suit
d6Advanced Education (Edu 8+) 
1Admin
2Advocate
3Computers
4Diplomat
5Medic
6Social Science (any)
d6Specialist: Broker
1Admin
2Advocate
3Broker
4Deception
5Drive (any)
6Persuade
d6Specialist: Security
1Gun Cbt (any)
2Gunner (any)
3Mechanic
4Melee (any)
5Vacc Suit
6Zero-G
d6Specialist: Trader
1Astrogation
2Engineer (any)
3Mechanic
4Pilot (spacecraft)
5Sensors
6Steward
Ranks and Skills 
RankBrokerSkill or Benefit
0  
1BrokerBroker 1
2Senior Broker 
3AdministratorDiplomat 1
4Senior Administrator 
5Planetary Director+1 Soc
6Executive Director 
RankSecuritySkill or Benefit
0Crewman 
1EnsignGunner (any) 1
2Lieutenant 
3CommanderTactics (naval) 1
4Captain 
5Commodore+1 Soc
6Admiral 
RankTraderSkill or Benefit
0Crewman 
1EnsignSteward 1
2Lieutenant 
3CommanderAdvocate 1
4Captain 
5Commodore+1 Soc
6Admiral 
d6Material Benefits
1Weapon (melee)
2+1 Edu
3+1 Int
4Weapon (ranged)
51d3 Ship Shares
61d6 Ship Shares
71d6+3 Ship Shares
d6Cash Benefits
13,000
27,000
315,000
415,000
530,000
660,000
770,000

Enjoy,
Flynn

Monday, January 30, 2012

Missing Traveller OGC: Career Paths, A Discussion...

Good Afternoon, All:

With the exception of the Scout career path, the Traveller System Reference Document (TSRD) provides no additional information on career paths. Therefore, any publisher seeking to publish such details must either create his own Open Game Content or make due with a reference to the core rulebook and leave it at that.

As you well know, I'm not the kind of guy that would leave it at that, particularly if I want to someday have a Player's Guide to Azri Drakara. That pretty much means that I am obliged to create my own career path write-ups for the Azri Drakara campaign setting. Of course, that begs the next question: What career paths should I create for the setting?

Below, you can see a list of the various career paths that my personal favorite versions of the Traveller system. Obviously, I want to provide the basic career paths for the Azri Drakara setting in such a manner that traditional Traveller character concepts can still be created, but I don't want to violate the Closed Content clause of the OGL. The names of the career paths are Open Game Content, since they can be found in the TSRD, and more information can be extracted with a little difficulty from the Open Game Content from Traveller T20, but really, a lot of this is just going to be my own creation.

The core career paths from Classic Traveller:
  • Army
  • Navy
  • Marines
  • Merchant
  • Scout
  • Other

The career paths added to Classic Traveller via the Citizens of the Imperium supplement:
  • Barbarian
  • Belter
  • Bureaucrat
  • Diplomat
  • Doctor
  • Flyer
  • Hunter
  • Noble
  • Pirate
  • Rogue
  • Sailor
  • Scientist

The core career paths from MegaTraveller:
  • Army
  • Barbarian
  • Belter
  • Bureaucrat
  • Diplomat
  • Doctor
  • Flyer
  • Hunter
  • Law Enforcer
  • Marine
  • Merchant
  • Navy
  • Noble
  • Pirate
  • Rogue
  • Sailor
  • Scientist
  • Scout

The core career paths from Traveller T20:
  • Academic
  • Army
  • Barbarian
  • Belter
  • Marines
  • Mercenary
  • Merchant
  • Navy
  • Noble
  • Professional
  • Rogue
  • Scout
  • Traveller

The core career paths from Mongoose Traveller:
  • Agent
  • Army
  • Citizen
  • Drifter
  • Entertainer
  • Marine
  • Merchant
  • Navy
  • Nobility
  • Rogue
  • Scholar
  • Scout

Given the commonalities, I am inclined to start with the following core career path list:
  • Academic (Doctor, Scholar, Scientist)
  • Central Security Service (Agent, Law Enforcer)
  • Colonist (Barbarian, Citizen, Hunter, Professional)
  • Merchant House (Merchants)
  • Public Service (Bureaucrat, Diplomat, Noble)
  • Republic Rangers (Scouts)
  • Stellar Navy (Navy, Marines)
  • System Defense (Army, Flyers, Sailors)
  • Traveller (Belter, Drifter, Rogue)

If I had to go with an even smaller list, I'd just use Merchant House, Republic Rangers, Stellar Navy, System Defense and Traveller, since these reflect the contents of the original core career paths from Classic Traveller.

What do you think?

With Regards,
Flynn

Monday, January 23, 2012

Missing Traveller OGC: Weapon Damage Tables...

Good Afternoon, All:

In continuing to address missing Open Game Content from the Traveller System Reference Document (TSRD), this time around I am addressing personal weapon damage. Much of this is simply generalized from my thoughts on Stellar Quest weaponry, but with damage dice appropriate to the 2d6 Open Gaming System found in the TSRD.

Melee Weapons
Weapon damage seems pretty consistent with the following approach, based on weapon size.

Table: Meleee Weapons By Weapon Size
Weapon SizeRangeDamageExample
DiminutiveMelee (close)1d3Under-sized dagger
TinyMelee (close)1d6Dagger, unarmed attack
SmallMelee (close)2d6Short sword
MediumMelee (reach)3d6Long sword
LargeMelee (reach)4d6Great sword
HugeMelee (reach)5d6Over-sized great sword

I will likely use the following chart for determining what weapons a particular race may use.

Table: Weapon Usage By Creature Size
DescriptionSmall CreatureMan-sized CreatureLarge Creature
One-handed, light weapon, concealableDiminutiveTinySmall
One-handed, light weaponTinySmallMedium
One-handedSmallMediumLarge
Two-handedMediumLargeHuge

A more flesh-out example of a weapon's table will likely appear in this blog at a later date, but this will serve as the basis for it.

Ranged Weapons
Ranged weapons determine damage based on what propels the projectile, or in the case of advanced weaponry, what delivers the damage itself. As there are two general sizes of personal ranged weapons, one-handed (pistols) and two-handed (rifles), damage is determined based on weapon size as well.

Table: Ranged Weapons By Size And Power
Weapon SizeDamageExample
Muscle-Powered2d6Throwing dagger, bow, crossbow
Gunpowder, pistol2d6Pistols
Gunpowder, rifle3d6Rifles
Gunpowder, shotguns4d6Shotguns
Gauss, pistol3d6Gauss pistol
Gauss, rifle4d6Gauss rifle
Energy, pistol4d6Laser pistols
Energy, rifle5d6Laser rifles
Fusion/Plasma, pistol5d6Plasma pistols
Fusion/Plasma, rifle6d6Plasma rifles

Hope This Helps,
Flynn

Monday, January 16, 2012

Missing Traveller OGC: Weapon Ranges Table...

Good Afternoon, All:

As a publisher of Traveller products, one of the things I find the most frustrating about the Traveller System Reference Document is that much of the specific information related to the mechanics of weapons and combat is missing. I understand that this is intended to require publishers to make vague references to the Traveller core rules, thus insuring that Mongoose Publishing continues to have strong sales of their core book, at the very least. However, I feel that such hamstrings me on specific projects, and so I have been creating Open Game Content of my own to cover the absent material.

For example, the Traveller System Reference Document does not have a range table for personal combat. Now, to be fair, the Mercenary System Reference Document does contain a parabolic weapons range tables that slipped past the censors, giving us an idea of how it should look. In that same document, we also see a few weapon stat tables, which give us a format we can use, if we want to maintain consistency. However, as a publisher, we cannot simply duplicate the material that is considered closed content in our own books, so I cannot copy the range tables to include in my own products. Instead, I'll have to come up with my own, if I want to include them.

With that in mind, I'm going to take a step back and describe the difficulty of each range category as a Task Resolution difficulty rating. This harkens back to my MegaTraveller days, giving me a sense of nostalgia, yet it also creates a system that is consistent with the rules as they are written, and thus easy to grasp. Looking at the current core rules (closed content) and converting the penalties and bonuses to the best fitting task descriptors, I come up with the following range table for use in my games and my own published material:

Table: Personal and Space Weapon Ranges
Weapon CategoryPersonalCloseShortMediumLongVery LongDistant
Melee (close)Average (+0)Difficult (-2)----------
Melee (reach)Difficult (-2)Average (+0)----------
Ranged (thrown)--Average (+0)Difficult (-2)Difficult (-2)------
Ranged (pistol)Difficult (-2)Average (+0)Average (+0)Difficult (-2)Very Difficult (-4)----
Ranged (rifle)Very Difficult (-4)Difficult (-2)Average (+0)Average (+0)Average (+0)Difficult (-2)Very Difficult (-4)
Ranged (shotgun)Difficult (-2)Average (+0)Difficult (-2)Difficult (-2)Very Difficult (-4)----
Ranged (assault weapon)Difficult (-2)Average (+0)Average (+0)Average (+0)Difficult (-2)Very Difficult (-4)Formidable (-6)
Ranged (rocket)Very Difficult (-4)Difficult (-2)Difficult (-2)Average (+0)Average (+0)Difficult (-2)Very Difficult (-4)
Space (missile)Difficult (-2)Difficult (-2)Difficult (-2)Average (+0)Average (+0)Average (+0)Difficult (-2)
Space (short)Difficult (-2)Average (+0)Average (+0)Very Difficult (-4)------
Space (medium)Difficult (-2)Difficult (-2)Average (+0)Average (+0)Difficult (-2)Very Difficult (-4)--
Space (long)Very Difficult (-4)Difficult (-2)Average (+0)Average (+0)Average (+0)Difficult (-2)Very Difficult (-4)
Space (very long)Very Difficult (-4)Difficult (-2)Average (+0)Average (+0)Average (+0)Average (+0)Difficult (-2)


That should do it. It changes the odds in a few places, but puts the emphasis on the skill system, which I think is appropriate. That, and it places all of the range tables in one location, where it will prove more useful when resolving combat.

Hope This Helps,
Flynn