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Since last week's first dip into Classic
Traveller I've gone through the rest of the book pretty much cover to
cover.
The Blog Tales to Astound has written the definite
series of posts exploring these books in isolation from the rest of the
Traveller series. In particular there's a lot of content supporting the fact
that the designer, Marc Miller, mostly played a stripped back and
improvisational version of the game.
I think the fact that I'd heard about that before going into
the book set me up with a false sense of security.
I wasn't ready for the Matrices.
Precise travel times, often down to the second, for 6
measures of acceleration across 22 distances. I can live with that. It's over
the top detail but it's useful to know how long these things take.
Jump potential, mass, and build time for 24 classes of jump
drive. I mean, the whole ship building system is pretty crunchy, so I feel like
this isn't a massive intrusion here.
But the personal combat section is the one that turned me
off. At first I see that promising mechanic that always seems to be
lurking in the background here. Roll 2d6, add your modifiers, and aim for 8+.
Add your skill points in your weapon, obviously.
And make sure you apply the right modifiers for having a
high enough STR/DEX to make the most of this weapon. The score required and
modifier granted depending on weapon, of course.
Then check the modifier for your weapon at the current range
Then go to a separate table to get a modifier for your
weapon against the specific type of armour the target is wearing.
Oh and subtract 4 if the target is in cover, or 1 if they're
in concealment, but only if they've already attacked and revealed themselves.
And 3 if you drew your weapon this turn.
Also subtract the target's Blade skill if they're parrying,
or a different number for different ranges if they declare they're evading.
It reaches such levels of stacking that I totally understand why so many people run Traveller with "roll 2d6 plus some modifiers based on what the Referee decides". But there's no escaping that this book, rules as written, is one that's going to send you deep into some table to find a precise answer time after time.
I'm sure it's not that difficult once you've acclimatised to
it, and gone through a few combats to get used to things, but it definitely
doesn't appeal to me.
It reminds me of one of my regular design goals of distillation,
one of the mantras of which is "Replace rules requiring referencing with
principles to internalise".
I would have much preferred a page of guidance for how to
apply referee-adjudicated modifiers in combat. Maybe a checklist of elements to
consider when making that ruling?
In spite of all this Matrix-bashing, I can't bring myself to hate on Traveller. Something still draws me in. Maybe next week I'll know what I'm planning to do about that.