Traveller Campaign Tips 4: Equipping Your Travellers

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  • เผยแพร่เมื่อ 4 ธ.ค. 2024

ความคิดเห็น • 19

  • @S0nyb1ack
    @S0nyb1ack 2 ปีที่แล้ว +4

    I also added some weapons to the scout ship I gave my players :D Though I decided to give them the Seeker mining ship (slight differences from the standard scout ship), since I was curious if they'll find any creative uses for the mining drones (and they certainly are using them on the regular).
    I decided to just let it have 1 laser and a sand caster in the double turret (though the sandcaster ammo was rather low - only 5 shots available initially)
    Great content as always, keep up the great job :)

    • @page121tabletoproleplaying4
      @page121tabletoproleplaying4  2 ปีที่แล้ว +1

      Thanks for watching.

    • @davewilson13
      @davewilson13 2 ปีที่แล้ว

      Which laser?

    • @S0nyb1ack
      @S0nyb1ack 2 ปีที่แล้ว

      @@davewilson13 That (rather small) campaign has wrapped up since then, but if I remember correctly I gave them a pulse laser.

  • @DjigitDaniel
    @DjigitDaniel 2 ปีที่แล้ว +1

    Good stuff. 👍🏻 The new materials for Traveller is really exceptional.
    I was fascinated with the original game in college, but it never stuck with my group because it seemed so dry. Now, the materials are gorgeous and engaging... but my group is gone. LOL
    Still, Traveller is great and really lends itself to solitaire play with a generic oracle/ GM emulation system.

  • @AyebeeMk2
    @AyebeeMk2 2 ปีที่แล้ว +4

    as a traveller fan there is a down side to carrying weapons (police and other folks will get upset), and dressing in armour (you stand out), neither of these are what most players are after.... more usefull items are electronic tool sets, hand computers ready to jack into ....., a good old fashioned electronic torch is better than most things in the pitch dark..... do not forget the disguise kit; including the eye patch that can double as a sling-shot if you have the antique weapon skill.... and while we are on antiques and high tech what are the law requirements for using all this hardware....
    Traveller: play like the dice are trying to kill you....

    • @foff3804
      @foff3804 2 ปีที่แล้ว

      Lol...wait your serious?

    • @AyebeeMk2
      @AyebeeMk2 2 ปีที่แล้ว +1

      @@foff3804 Traveller: play like the dice are trying to kill you.... deadly serious.

  • @larsbangjensen5332
    @larsbangjensen5332 2 ปีที่แล้ว +3

    Good stuff. I am a new traveller GM (Mongoose 2nd Ed). Was wondering how you handle availability of military weapons etc. Also when looking at law levels.. what constitute as a 'blade'. Chainblade?

    • @page121tabletoproleplaying4
      @page121tabletoproleplaying4  2 ปีที่แล้ว +3

      I did a general look at Law Levels a few months ago. I generally keep military weapons out of the PCs hands unless I am running an active military or mercenary campaign (both of which are a lot of fun). I would have a chainblade be proscribed on most worlds.

    • @S0nyb1ack
      @S0nyb1ack 2 ปีที่แล้ว +4

      I personally let them get military grade weapons during character creation (the credits I allowed was the amount listed in the old core rulebook, so getting the biggest slug thrower took almost all their starting budget - that budget was increased significantly in the 2022 update, so I would have to reconsider), but getting ammunition is often a problem - either they need low law level worlds to buy them (and those worlds can be dangerous) or seek out black markets (again there is certain risks involved). Additionally the player who decided to get a gauss rifle has it with her at max 50% of the time - that kind of gun is forbidden in most systems, so they virtually never have it on them when on any kind of mission on a planet, but it did come in handy when they salvaged an old abandoned research facility inside a huge asteroid.

    • @larsbangjensen5332
      @larsbangjensen5332 2 ปีที่แล้ว +1

      @@S0nyb1ack I agree depends on backstory and amount of creds they have (and overall tech level of campaign / originating system

  • @willjohnson8446
    @willjohnson8446 2 ปีที่แล้ว +1

    Enforcing the illegality of armor can help balance things. Cloth armor is illegal on planets with a Law score of 4 or more.

    • @foff3804
      @foff3804 2 ปีที่แล้ว

      Lol... seriously

  • @davewilson13
    @davewilson13 2 ปีที่แล้ว +1

    Cloth seems way too strong to me. +8 takes away a lot of danger to me. Yes they can’t always wear it, but it’s too much too cheap. I think I’m going to up
    It’s cost a bit.

    • @davewilson13
      @davewilson13 2 ปีที่แล้ว +1

      Cost of
      living says 500 cr per month is poor, so everyone should be wearing that. I don’t want to kill PCs but I don’t want them staring gun down without fear.

    • @davewilson13
      @davewilson13 2 ปีที่แล้ว +1

      But good points thanks for making them.

  • @CaptCook999
    @CaptCook999 ปีที่แล้ว +1

    As for what a character should have, shouldn't there really be a limit according to the tech level. I realize that they could go to other high tech worlds but as to starting characters, don't you think that there should be an upper limit on tech?
    I certainly wouldn't want players buying high tech armor and weapons at the start. Making them virtually invincible.

  • @briansmaller7443
    @briansmaller7443 ปีที่แล้ว +2

    "I wont let it look like an orc made it" I think the weapon art in MgT2E 2022 edition is some of the very worst I have ever seen. Appalling really.