Thread: Unique tech advancement approach

10 posts.

I think Uxi and I discussed this system before, either on this forum or
directly, and I liked it. I think this is related to something you've
tried in your games, like those skill-related system charts?

This reminds me of two things, and since I'm in a chatty mood lately:

1. I've mentioned this here before, but I was moving toward a
skill-related system in the TNE starship construction system. I found in
the process of designing Brilliant Lances (also rolled into FF&S) that the
system's (incrementally) greater detail required more design trade-offs,
and this requirement could be turned into a virtue by introducing fiddly
little flaws and "personality" into ship designs (the sort that many
games, most annoyingly BattleTech, handled by fake fiat, as it was not
based on any actual antecedents in the design process) that would then
require crews to counterbalance. In BL you were always finding systems
that you could almost, but not quite, make as big as required. You could
design them this way, but they would function less effectively. There
would be defined thresholds based on % of actual requirement, and at each
threshold the system would require a set of tasks (played day-to-day at PC
level) or +1 skill, say Engineering (played at the long-term/fleet level)
to keep the ship running effectively. I was already starting to put this
into designs in fuel purifiers and power plants that couldn't run the
whole ship at the same time (FP in the form of time to process full load,
time to process J1, etc., or PP can run this, but not that at same time)
and was going to define engineering tasks for "here's what it takes to
seamlessly switch power between these systems under duress," but didn't
get there before the lights started going out at GDW. I was really looking
forward to this, because players and refs and ship designers and fleet
builders who like "crunchy" details would have enjoyed it, although not
everyone would have used it, as it would have raised the level of detail.

2. I did some work over the years on a ship design system kind of broadly
based on things like the pre-WWI British-German naval arms race that was
like Uxi's system, except that instead of player skills, it would be based
on investment in industrial plant and research through-put, where instead
of a one-size-fits-all "tech level" the different nations (wet navy) or
races (SF) would have a "State-of-the-Art" (SOTA) which represented their
farthest mass-producible engineering solutions. Obviously this would not
be Traveller, as the global TL is exactly what it was NOT doing. Rather,
it would be more like Imperium or Task Force's StarFire or Star Fleet
Battles. The SOTA would be defined in several areas, engineering plants,
weapons systems, sensor suites, etc. and these would embed various design
trade-offs, so that one player might have systems that were lighter or
faster, while another might have systems that were more robust or damage
resistant, and these would interact to allow them to create ships that
were distinctively different, and would have different implications for
how they were operationally used, both at the fleet level and within the
design. Another example of this from the pre-WW1 arms race would be the
way the British a continuous powder train and the Germans had better
ammunition hoist practices which affected rate of fire, but also meant the
Brits were more susceptible to catastrophic damage from flash. This is
very similar in feel and intent to what Uxi describes. I would say, "great
minds think alike," but that would mean complimenting myself.

Obviously Uxi's idea, though cool for your individual "IMTU," would be a
difficult fit over top of Traveller UWPs. As the UWPs were already
sufficiently buggy to begin with, adding an additional layer of
interpretation over top of them would make everyone's head explode.

Finally, "Bonus Dave Crunchy Hooey," the mention of "folio games." One
thing we learned at GDW was that every time we tried to define a new way
to knock out a "simple, quick" product that would free up design time for
the bigger projects it always worked in reverse. The time required to
develop them always became disproportionate to what we could make back on
them proportionate to their size. The series of "folios" (what did we call
them?) we put out for MT, Dark Con, and Twilight were blood baths. It
turns out, as famously observed by Mark Twain, that it takes longer to
write short than it takes to simply allow something to run long (observe
my e-mails, for example), just so you can set a lower price point for it.
Another "hey, here's a good quickie we can knock out" idea was Star
Vikings. I think the end product was good, but it was not quick, nor a
time-saver.

Ah, well, life's a bitch, and then you die. There are trolls out there who
will observe that this demonstrates the need for real business models and
MBAs in the gaming industry. When I was in the biz, GDW was still a
remnant of the "mom 'n' pop" operations that gave us the "golden age of
wargaming," and that's where a lot of its fun and eclecticism came from.
Besides, anyone with an MBA would know that there wasn't enough money in
that sort of wargaming to begin with. The two answers to that, WotC and
computer games are 1) life lessons on what happens when you get it, and 2)
it's a completely different industry completely underwritten by deliberate
government tax breaks. Welfare state for "slackers," perhaps.

> That resonates with how in another Draft, skills could/should be
> integrated in. I like the idea of FFS being a *players* manual instead of
> a
> ref one. The *character* can only do it, if they have the appropriate
> Advanced skills. And even once a design was done, a prototype would have
> to be constructed the GM would run an opposed roll and introduce a number
> of flaws/bugs (based on complexity, maintenance, and wear) into the
> prototype that have to be discovered the hard way during testing and
> evaluations.
>
> Then, tooling could be made for mass production, or slightly cheaper
> refined copies of prototype could be made depending on the funding
> available.
>
> Ultimately that could hint towards an economic modeling in the rpg, if not
> into a UWP extension (ideally reverse conpatible with the existing codes,
> particularly government and law).
>
> Which brings in more specific addendems in specific regional models (Path
> of Tears vs RSB etc) if not things like folio adventures for the world of
> the month and Vampire Fleets, etc. Which brings to mind the "society" of
> Parent Virus entities I designed on the edge of Alpha Crucis/Leonis and
> their economy-equivalent...
>
>
> - Sent from my SM-N900T
> On Mar 8, 2014 10:48 AM, <> wrote:
>
>>
>>
>> For those just joining us, "WTH" may or may not stand for "What the
>> Huh?"
>> the lost TNE book.
>>
>> > Fair point. The WTH mass combat system essentially has the players
>> acting
>> > as commanders back at headquarters.
>> >
>> > But on page 63 of WTH you (or another author) put some rules for
>> trying
>> > to integrate PCs into the mass combat system. These assumed a PC was
>> > acting as commander or military advisor for a particular mass combat
>> unit
>> > in the field.
>>
>> That sounds like the sort of thing I would do (either assigned or seeing
>> a
>> gap, throw myself on, usually the latter) and leads to my recollection
>> "there were gaps between the poles." If I made the time to dig WTH out I
>> could tell you who wrote it, as it's obviously easy-ish to pick out my
>> writing from Frank's or Terry's.
>>
>> > WTH also had the black powder design sequences that were an addition
>> to
>> > FF&S.
>>
>> Yes, I do remember those. I think Terry made a stab at it and then Frank
>> re-did it. There was also a "choo-choo train design system" that I
>> dropped
>> because it mostly got at the visual appearance of a locomotive and
>> didn't
>> adequately touch on their engineering-physics (tractive effort, wheels
>> for
>> speed vs. pulling power, size of boiler vs. combustion unit), and for
>> the
>> ROI was not worth the design time. Someone probably also tried a
>> "sword-pike-pointy stick" design system at one point.
>>
>> One "design system" that I definitely try to avert my eyes from is the
>> "battle dress design system." It was one of those bad ideas where
>> someone
>> from the Art Dept said, "hey, shouldn't there be a design system for
>> this?" "Yeah, we don't have to send this to the printer until 5:00, and
>> it's 2:00 now, so we've got time," so it was written half at the
>> conference table and half at someone's desk. When asked, "whaddaya
>> think?"
>> there wasn't enough time to form specific logical objections, the best
>> one, "there39;s not enough time" having already been excluded.
>>
>> There was a spaceship design system made for Hard Times that was
>> extremely
>> detailed and fiddly and mostly seemed to be made to allow players to
>> design "every rocket propulsion system you've ever heard of," but it had
>> that two-fold TL problem where 1) it focused on all of these different
>> approaches that only fall into a fraction of one TL, and therefore from
>> the standpoint of the larger game don't haul much freight, and 2) the
>> top-down logic that says TL ultimately has to be focused on "what was
>> found to work," not things that were tried but failed. But HT is
>> arguably
>> a MT product, so doesn't belong here. Spiritually it was a transition
>> product, but game system is obviously MT. There are a large number of
>> "MT"
>> products that are spiritually TNE products: Arrival Vengeance,
>> Astrogator39;s Guide to Diaspora, Assignment: Vigilante, some other stuff
>> I
>> can't think of. It makes it hard for me to remember "when did you start
>> work on TNE" because it literally goes back to my first day at GDW in
>> one
>> form or another.
>>
>> Last thought, there was always a typical error on the part of
>> "design-system designers" to mistake "when we on Earth got around to
>> thinking of a logical solution" for an actual TECHNICAL change (e.g.,
>> superfiring guns, ballast tanks in submarines, multiple locomotive
>> units,
>> etc.), which caused me to reject a lot of design sequences over the
>> years.
>> I would rather not have a thing than publish one that is wrong. In
>> fairness, it is easy to see how this confusion begins, as it's not
>> always
>> easy to separate "this is now possible/embedded technically" from
>> "there39;s
>> now enough related technical that it's easier for people to say, 'oh
>> yeah...'". That is especially the case where TL is saying two utterly
>> different things in the "pure" Traveller rules, where it is merely
>> descriptive and can be (theoretically) based on multiple parallel
>> technology systems (think tech for an aquatic species vs. tech for a
>> terrestrial species) all governed by the same laws of physics, vs. what
>> it
>> is saying in the 3I campaign background where it tends to reflect the
>> dissemination of core Imperial technology. There's also the
>> understandable
>> tendency of writers to fall back on real world or Star Trek examples:
>> "this was solved by Thomas Edison or Dr. Richard Daystrom with the XXX,"
>> but TL is not defined by a guy, that guy is just the expression of that
>> TL
>> "fact" (a.k.a. "hooey assertion") in that timeline.
>>
>> To conclude, some TL vs. discovered principles things ARE easy. The best
>> example of this is germ theory. The benefits of germ theory do NOT arise
>> at TL...(whatever late 1800s Earth is). You can tell TL 0 people, "don't
>> build your toilets next to your drinking fountains" and it works just
>> fine. If you're describing an isolated species with no transmission of
>> knowledge from more advanced people, yes, they probably have to invent
>> microscopes first to figure it out on their own. But you could just as
>> easily posit that they are psionic and can sense the presence of tiny
>> life
>> forms all around them so don't need microscopes, or say that they just
>> evolved to be neat freaks so gain the practical benefits of germ theory
>> (at least in prevention of disease) without having to reach a certain
>> TL.
>> It's SF, if you're not confounding someone's pre-suppositions somewhere,
>> you might as well stick with crossword puzzles.
>>
>>
>>
>

I was very much a designer in this vein when I was building ships for the PE campaign I ran about 14 years or so back. The ship typically had enough juice to run the engines at full throttle and the weapons but if you wanted to crack fuel you had to turn something off. The Jump drives were J3 but it was only fueled for J2 so if you wanted to do a J3 you had to consume some of your maneuver fuel so the crew had the option of knocking a week off the trip but what was the consequence to be at the far end? Would they be short on fuel if they got into combat? The solution that the players came up with was to jump in, launch all the missles and use them as drone sensor net for information gathering while the ship ran silent. They'd then insert the missles into orbit as overwatch while they went dirt side and when the job was done they'd simply pick up the missles, refuel and restock them for the next port of call.

I had a hand wave that allowed the characters to use common areas as cargo spaces, typically because they ships they were in were so tight and high strung they didn't have much more cargo space than was absolutly necessary for that APC / Grav Van that they were transporting. Unfortunately filling the halls with cargo makes routine maintenance much less routine.

I was also running a handwave that allowed the use of lowberths as bunks. The crew bunked out in a single area and the captain had the only cabin.

IIRC there was some weirdness in FFS around the design of small arms that basically increased range and dmg the larger the round and the slower it was traveling.

----- Original Message -----

From:
To: "Traveller TNE" <>
Sent: Monday, March 10, 2014 9:18:27 AM
Subject: [Traveller_TNE] Unique tech advancement approach

I think Uxi and I discussed this system before, either on this forum or
directly, and I liked it. I think this is related to something you've
tried in your games, like those skill-related system charts?

This reminds me of two things, and since I'm in a chatty mood lately:

1. I've mentioned this here before, but I was moving toward a
skill-related system in the TNE starship construction system. I found in
the process of designing Brilliant Lances (also rolled into FF&S) that the
system's (incrementally) greater detail required more design trade-offs,
and this requirement could be turned into a virtue by introducing fiddly
little flaws and "personality&quot; into ship designs (the sort that many
games, most annoyingly BattleTech, handled by fake fiat, as it was not
based on any actual antecedents in the design process) that would then
require crews to counterbalance. In BL you were always finding systems
that you could almost, but not quite, make as big as required. You could
design them this way, but they would function less effectively. There
would be defined thresholds based on % of actual requirement, and at each
threshold the system would require a set of tasks (played day-to-day at PC
level) or +1 skill, say Engineering (played at the long-term/fleet level)
to keep the ship running effectively. I was already starting to put this
into designs in fuel purifiers and power plants that couldn't run the
whole ship at the same time (FP in the form of time to process full load,
time to process J1, etc., or PP can run this, but not that at same time)
and was going to define engineering tasks for "here39;s what it takes to
seamlessly switch power between these systems under duress," but didn't
get there before the lights started going out at GDW. I was really looking
forward to this, because players and refs and ship designers and fleet
builders who like "crunchy" details would have enjoyed it, although not
everyone would have used it, as it would have raised the level of detail.

2. I did some work over the years on a ship design system kind of broadly
based on things like the pre-WWI British-German naval arms race that was
like Uxi's system, except that instead of player skills, it would be based
on investment in industrial plant and research through-put, where instead
of a one-size-fits-all "tech level" the different nations (wet navy) or
races (SF) would have a "State-of-the-Art" (SOTA) which represented their
farthest mass-producible engineering solutions. Obviously this would not
be Traveller, as the global TL is exactly what it was NOT doing. Rather,
it would be more like Imperium or Task Force's StarFire or Star Fleet
Battles. The SOTA would be defined in several areas, engineering plants,
weapons systems, sensor suites, etc. and these would embed various design
trade-offs, so that one player might have systems that were lighter or
faster, while another might have systems that were more robust or damage
resistant, and these would interact to allow them to create ships that
were distinctively different, and would have different implications for
how they were operationally used, both at the fleet level and within the
design. Another example of this from the pre-WW1 arms race would be the
way the British a continuous powder train and the Germans had better
ammunition hoist practices which affected rate of fire, but also meant the
Brits were more susceptible to catastrophic damage from flash. This is
very similar in feel and intent to what Uxi describes. I would say, "great
minds think alike," but that would mean complimenting myself.

Obviously Uxi's idea, though cool for your individual "IMTU," would be a
difficult fit over top of Traveller UWPs. As the UWPs were already
sufficiently buggy to begin with, adding an additional layer of
interpretation over top of them would make everyone's head explode.

Finally, "Bonus Dave Crunchy Hooey," the mention of "folio games." One
thing we learned at GDW was that every time we tried to define a new way
to knock out a "simple, quick" product that would free up design time for
the bigger projects it always worked in reverse. The time required to
develop them always became disproportionate to what we could make back on
them proportionate to their size. The series of "folios" (what did we call
them?) we put out for MT, Dark Con, and Twilight were blood baths. It
turns out, as famously observed by Mark Twain, that it takes longer to
write short than it takes to simply allow something to run long (observe
my e-mails, for example), just so you can set a lower price point for it.
Another "hey, here's a good quickie we can knock out" idea was Star
Vikings. I think the end product was good, but it was not quick, nor a
time-saver.

Ah, well, life's a bitch, and then you die. There are trolls out there who
will observe that this demonstrates the need for real business models and
MBAs in the gaming industry. When I was in the biz, GDW was still a
remnant of the "mom 'n' pop" operations that gave us the "golden age of
wargaming," and that's where a lot of its fun and eclecticism came from.
Besides, anyone with an MBA would know that there wasn't enough money in
that sort of wargaming to begin with. The two answers to that, WotC and
computer games are 1) life lessons on what happens when you get it, and 2)
it's a completely different industry completely underwritten by deliberate
government tax breaks. Welfare state for "slackers," perhaps.

It was. I originally used it in my old Star Wars RPG campaigns and found
it much more suitable for TNE once I discovered FFS.

It wasn't only a new/cutting edge thing but also very applicable to normal
individual construction and even mass production. A design might have, for
example 2d6-2* major bugs inherent in the design, some of which could only
be discovered after a certain wear value degraded a crucial component, for
example.

But other bugs might be introduced not by flawed design, but by flawed
production (made on Friday instead of Wednesday, bug on the construction
droid, faulty materials not up to spec, etc) which could introduce 2d4-2*
more! Even proven designs would thus still need shakedown cruises or
breaking in/function checks. And if applicable, the skills of those doing
the construction.

This applies not only to ships which have zillions of parts but could
expand to slug throwers as well as boots! As with most, not intended to
encumber a game or create tedious checks, but to help explain that
critical skill failure and/or mishap and offer a level of detail when
desirable at refs discretion.

These could also be mitigated by everything from "warning light" events to
proper weapon safety. If the player isn't explicit, more than enough room
to allow a skill roll...

* modified by time taken with a table adding for additional time taken/more
expensive materials and tighter tolerances 2x -1, 3x -2 etc or Rushed
/substandard -10% +1, -15% +2, etc

- Sent from my SM-N900T
On Mar 10, 2014 9:18 AM, <> wrote:

>
>
> I think Uxi and I discussed this system before, either on this forum or
> directly, and I liked it. I think this is related to something you've
> tried in your games, like those skill-related system charts?
>
> This reminds me of two things, and since I'm in a chatty mood lately:
>
> 1. I've mentioned this here before, but I was moving toward a
> skill-related system in the TNE starship construction system. I found in
> the process of designing Brilliant Lances (also rolled into FF&S) that the
> system's (incrementally) greater detail required more design trade-offs,
> and this requirement could be turned into a virtue by introducing fiddly
> little flaws and "personality" into ship designs (the sort that many
> games, most annoyingly BattleTech, handled by fake fiat, as it was not
> based on any actual antecedents in the design process) that would then
> require crews to counterbalance. In BL you were always finding systems
> that you could almost, but not quite, make as big as required. You could
> design them this way, but they would function less effectively. There
> would be defined thresholds based on % of actual requirement, and at each
> threshold the system would require a set of tasks (played day-to-day at PC
> level) or +1 skill, say Engineering (played at the long-term/fleet level)
> to keep the ship running effectively. I was already starting to put this
> into designs in fuel purifiers and power plants that couldn't run the
> whole ship at the same time (FP in the form of time to process full load,
> time to process J1, etc., or PP can run this, but not that at same time)
> and was going to define engineering tasks for "here's what it takes to
> seamlessly switch power between these systems under duress," but didn't
> get there before the lights started going out at GDW. I was really looking
> forward to this, because players and refs and ship designers and fleet
> builders who like "crunchy" details would have enjoyed it, although not
> everyone would have used it, as it would have raised the level of detail.
>
> 2. I did some work over the years on a ship design system kind of broadly
> based on things like the pre-WWI British-German naval arms race that was
> like Uxi's system, except that instead of player skills, it would be based
> on investment in industrial plant and research through-put, where instead
> of a one-size-fits-all "tech level" the different nations (wet navy) or
> races (SF) would have a "State-of-the-Art" (SOTA) which represented their
> farthest mass-producible engineering solutions. Obviously this would not
> be Traveller, as the global TL is exactly what it was NOT doing. Rather,
> it would be more like Imperium or Task Force's StarFire or Star Fleet
> Battles. The SOTA would be defined in several areas, engineering plants,
> weapons systems, sensor suites, etc. and these would embed various design
> trade-offs, so that one player might have systems that were lighter or
> faster, while another might have systems that were more robust or damage
> resistant, and these would interact to allow them to create ships that
> were distinctively different, and would have different implications for
> how they were operationally used, both at the fleet level and within the
> design. Another example of this from the pre-WW1 arms race would be the
> way the British a continuous powder train and the Germans had better
> ammunition hoist practices which affected rate of fire, but also meant the
> Brits were more susceptible to catastrophic damage from flash. This is
> very similar in feel and intent to what Uxi describes. I would say, "great
> minds think alike," but that would mean complimenting myself.
>
> Obviously Uxi's idea, though cool for your individual "IMTU," would be a
> difficult fit over top of Traveller UWPs. As the UWPs were already
> sufficiently buggy to begin with, adding an additional layer of
> interpretation over top of them would make everyone's head explode.
>
> Finally, "Bonus Dave Crunchy Hooey," the mention of "folio games." One
> thing we learned at GDW was that every time we tried to define a new way
> to knock out a "simple, quick" product that would free up design time for
> the bigger projects it always worked in reverse. The time required to
> develop them always became disproportionate to what we could make back on
> them proportionate to their size. The series of "folios" (what did we call
> them?) we put out for MT, Dark Con, and Twilight were blood baths. It
> turns out, as famously observed by Mark Twain, that it takes longer to
> write short than it takes to simply allow something to run long (observe
> my e-mails, for example), just so you can set a lower price point for it.
> Another "hey, here's a good quickie we can knock out" idea was Star
> Vikings. I think the end product was good, but it was not quick, nor a
> time-saver.
>
> Ah, well, life's a bitch, and then you die. There are trolls out there who
> will observe that this demonstrates the need for real business models and
> MBAs in the gaming industry. When I was in the biz, GDW was still a
> remnant of the "mom 'n' pop" operations that gave us the "golden age of
> wargaming," and that's where a lot of its fun and eclecticism came from.
> Besides, anyone with an MBA would know that there wasn't enough money in
> that sort of wargaming to begin with. The two answers to that, WotC and
> computer games are 1) life lessons on what happens when you get it, and 2)
> it's a completely different industry completely underwritten by deliberate
> government tax breaks. Welfare state for "slackers," perhaps.
>
> > That resonates with how in another Draft, skills could/should be
> > integrated in. I like the idea of FFS being a *players* manual instead of
> > a
> > ref one. The *character* can only do it, if they have the appropriate
> > Advanced skills. And even once a design was done, a prototype would have
> > to be constructed the GM would run an opposed roll and introduce a number
> > of flaws/bugs (based on complexity, maintenance, and wear) into the
> > prototype that have to be discovered the hard way during testing and
> > evaluations.
> >
> > Then, tooling could be made for mass production, or slightly cheaper
> > refined copies of prototype could be made depending on the funding
> > available.
> >
> > Ultimately that could hint towards an economic modeling in the rpg, if
> not
> > into a UWP extension (ideally reverse conpatible with the existing codes,
> > particularly government and law).
> >
> > Which brings in more specific addendems in specific regional models (Path
> > of Tears vs RSB etc) if not things like folio adventures for the world of
> > the month and Vampire Fleets, etc. Which brings to mind the "society" of
> > Parent Virus entities I designed on the edge of Alpha Crucis/Leonis and
> > their economy-equivalent...
> >
> >
> > - Sent from my SM-N900T
> > On Mar 8, 2014 10:48 AM, <> wrote:
> >
> >>
> >>
> >> For those just joining us, "WTH" may or may not stand for "What the
> >> Huh?"
> >> the lost TNE book.
> >>
> >> > Fair point. The WTH mass combat system essentially has the players
> >> acting
> >> > as commanders back at headquarters.
> >> >
> >> > But on page 63 of WTH you (or another author) put some rules for
> >> trying
> >> > to integrate PCs into the mass combat system. These assumed a PC was
> >> > acting as commander or military advisor for a particular mass combat
> >> unit
> >> > in the field.
> >>
> >> That sounds like the sort of thing I would do (either assigned or seeing
> >> a
> >> gap, throw myself on, usually the latter) and leads to my recollection
> >> "there were gaps between the poles." If I made the time to dig WTH out I
> >> could tell you who wrote it, as it's obviously easy-ish to pick out my
> >> writing from Frank's or Terry's.
> >>
> >> > WTH also had the black powder design sequences that were an addition
> >> to
> >> > FF&S.
> >>
> >> Yes, I do remember those. I think Terry made a stab at it and then Frank
> >> re-did it. There was also a "choo-choo train design system" that I
> >> dropped
> >> because it mostly got at the visual appearance of a locomotive and
> >> didn't
> >> adequately touch on their engineering-physics (tractive effort, wheels
> >> for
> >> speed vs. pulling power, size of boiler vs. combustion unit), and for
> >> the
> >> ROI was not worth the design time. Someone probably also tried a
> >> "sword-pike-pointy stick" design system at one point.
> >>
> >> One "design system" that I definitely try to avert my eyes from is the
> >> "battle dress design system." It was one of those bad ideas where
> >> someone
> >> from the Art Dept said, "hey, shouldn't there be a design system for
> >> this?" "Yeah, we don't have to send this to the printer until 5:00, and
> >> it's 2:00 now, so we've got time," so it was written half at the
> >> conference table and half at someone's desk. When asked, "whaddaya
> >> think?"
> >> there wasn't enough time to form specific logical objections, the best
> >> one, "there39;s not enough time" having already been excluded.
> >>
> >> There was a spaceship design system made for Hard Times that was
> >> extremely
> >> detailed and fiddly and mostly seemed to be made to allow players to
> >> design "every rocket propulsion system you've ever heard of," but it had
> >> that two-fold TL problem where 1) it focused on all of these different
> >> approaches that only fall into a fraction of one TL, and therefore from
> >> the standpoint of the larger game don't haul much freight, and 2) the
> >> top-down logic that says TL ultimately has to be focused on "what was
> >> found to work," not things that were tried but failed. But HT is
> >> arguably
> >> a MT product, so doesn't belong here. Spiritually it was a transition
> >> product, but game system is obviously MT. There are a large number of
> >> "MT"
> >> products that are spiritually TNE products: Arrival Vengeance,
> >> Astrogator39;s Guide to Diaspora, Assignment: Vigilante, some other stuff
> >> I
> >> can't think of. It makes it hard for me to remember "when did you start
> >> work on TNE" because it literally goes back to my first day at GDW in
> >> one
> >> form or another.
> >>
> >> Last thought, there was always a typical error on the part of
> >> "design-system designers" to mistake "when we on Earth got around to
> >> thinking of a logical solution" for an actual TECHNICAL change (e.g.,
> >> superfiring guns, ballast tanks in submarines, multiple locomotive
> >> units,
> >> etc.), which caused me to reject a lot of design sequences over the
> >> years.
> >> I would rather not have a thing than publish one that is wrong. In
> >> fairness, it is easy to see how this confusion begins, as it's not
> >> always
> >> easy to separate "this is now possible/embedded technically" from
> >> "there39;s
> >> now enough related technical that it's easier for people to say, 'oh
> >> yeah...'". That is especially the case where TL is saying two utterly
> >> different things in the "pure" Traveller rules, where it is merely
> >> descriptive and can be (theoretically) based on multiple parallel
> >> technology systems (think tech for an aquatic species vs. tech for a
> >> terrestrial species) all governed by the same laws of physics, vs. what
> >> it
> >> is saying in the 3I campaign background where it tends to reflect the
> >> dissemination of core Imperial technology. There's also the
> >> understandable
> >> tendency of writers to fall back on real world or Star Trek examples:
> >> "this was solved by Thomas Edison or Dr. Richard Daystrom with the XXX,"
> >> but TL is not defined by a guy, that guy is just the expression of that
> >> TL
> >> "fact" (a.k.a. "hooey assertion") in that timeline.
> >>
> >> To conclude, some TL vs. discovered principles things ARE easy. The best
> >> example of this is germ theory. The benefits of germ theory do NOT arise
> >> at TL...(whatever late 1800s Earth is). You can tell TL 0 people, "don't
> >> build your toilets next to your drinking fountains" and it works just
> >> fine. If you're describing an isolated species with no transmission of
> >> knowledge from more advanced people, yes, they probably have to invent
> >> microscopes first to figure it out on their own. But you could just as
> >> easily posit that they are psionic and can sense the presence of tiny
> >> life
> >> forms all around them so don't need microscopes, or say that they just
> >> evolved to be neat freaks so gain the practical benefits of germ theory
> >> (at least in prevention of disease) without having to reach a certain
> >> TL.
> >> It's SF, if you're not confounding someone's pre-suppositions somewhere,
> >> you might as well stick with crossword puzzles.
> >>
> >>
> >>
> >
>
>
>
Why do I suddenly have the starship version of the "Check Engine" light covered in black tape popping into my head?

Derek Stanley
Sent from my iPhone...

> On Mar 10, 2014, at 9:59, Master Uxi <> wrote:
>
> It was. I originally used it in my old Star Wars RPG campaigns and found it much more suitable for TNE once I discovered FFS.
>
> It wasn't only a new/cutting edge thing but also very applicable to normal individual construction and even mass production. A design might have, for example 2d6-2* major bugs inherent in the design, some of which could only be discovered after a certain wear value degraded a crucial component, for example.
>
> But other bugs might be introduced not by flawed design, but by flawed production (made on Friday instead of Wednesday, bug on the construction droid, faulty materials not up to spec, etc) which could introduce 2d4-2* more! Even proven designs would thus still need shakedown cruises or breaking in/function checks. And if applicable, the skills of those doing the construction.
>
> This applies not only to ships which have zillions of parts but could expand to slug throwers as well as boots! As with most, not intended to encumber a game or create tedious checks, but to help explain that critical skill failure and/or mishap and offer a level of detail when desirable at refs discretion.
>
> These could also be mitigated by everything from "warning light" events to proper weapon safety. If the player isn't explicit, more than enough room to allow a skill roll...
>
> * modified by time taken with a table adding for additional time taken/more expensive materials and tighter tolerances 2x -1, 3x -2 etc or Rushed /substandard -10% +1, -15% +2, etc
>
> - Sent from my SM-N900T
>
>> On Mar 10, 2014 9:18 AM, <> wrote:
>>
>> I think Uxi and I discussed this system before, either on this forum or
>> directly, and I liked it. I think this is related to something you've
>> tried in your games, like those skill-related system charts?
>>
>> This reminds me of two things, and since I'm in a chatty mood lately:
>>
>> 1. I've mentioned this here before, but I was moving toward a
>> skill-related system in the TNE starship construction system. I found in
>> the process of designing Brilliant Lances (also rolled into FF&S) that the
>> system's (incrementally) greater detail required more design trade-offs,
>> and this requirement could be turned into a virtue by introducing fiddly
>> little flaws and "personality" into ship designs (the sort that many
>> games, most annoyingly BattleTech, handled by fake fiat, as it was not
>> based on any actual antecedents in the design process) that would then
>> require crews to counterbalance. In BL you were always finding systems
>> that you could almost, but not quite, make as big as required. You could
>> design them this way, but they would function less effectively. There
>> would be defined thresholds based on % of actual requirement, and at each
>> threshold the system would require a set of tasks (played day-to-day at PC
>> level) or +1 skill, say Engineering (played at the long-term/fleet level)
>> to keep the ship running effectively. I was already starting to put this
>> into designs in fuel purifiers and power plants that couldn't run the
>> whole ship at the same time (FP in the form of time to process full load,
>> time to process J1, etc., or PP can run this, but not that at same time)
>> and was going to define engineering tasks for "here's what it takes to
>> seamlessly switch power between these systems under duress," but didn't
>> get there before the lights started going out at GDW. I was really looking
>> forward to this, because players and refs and ship designers and fleet
>> builders who like "crunchy" details would have enjoyed it, although not
>> everyone would have used it, as it would have raised the level of detail.
>>
>> 2. I did some work over the years on a ship design system kind of broadly
>> based on things like the pre-WWI British-German naval arms race that was
>> like Uxi's system, except that instead of player skills, it would be based
>> on investment in industrial plant and research through-put, where instead
>> of a one-size-fits-all "tech level" the different nations (wet navy) or
>> races (SF) would have a "State-of-the-Art" (SOTA) which represented their
>> farthest mass-producible engineering solutions. Obviously this would not
>> be Traveller, as the global TL is exactly what it was NOT doing. Rather,
>> it would be more like Imperium or Task Force's StarFire or Star Fleet
>> Battles. The SOTA would be defined in several areas, engineering plants,
>> weapons systems, sensor suites, etc. and these would embed various design
>> trade-offs, so that one player might have systems that were lighter or
>> faster, while another might have systems that were more robust or damage
>> resistant, and these would interact to allow them to create ships that
>> were distinctively different, and would have different implications for
>> how they were operationally used, both at the fleet level and within the
>> design. Another example of this from the pre-WW1 arms race would be the
>> way the British a continuous powder train and the Germans had better
>> ammunition hoist practices which affected rate of fire, but also meant the
>> Brits were more susceptible to catastrophic damage from flash. This is
>> very similar in feel and intent to what Uxi describes. I would say, "great
>> minds think alike," but that would mean complimenting myself.
>>
>> Obviously Uxi's idea, though cool for your individual "IMTU," would be a
>> difficult fit over top of Traveller UWPs. As the UWPs were already
>> sufficiently buggy to begin with, adding an additional layer of
>> interpretation over top of them would make everyone's head explode.
>>
>> Finally, "Bonus Dave Crunchy Hooey," the mention of "folio games." One
>> thing we learned at GDW was that every time we tried to define a new way
>> to knock out a "simple, quick" product that would free up design time for
>> the bigger projects it always worked in reverse. The time required to
>> develop them always became disproportionate to what we could make back on
>> them proportionate to their size. The series of "folios" (what did we call
>> them?) we put out for MT, Dark Con, and Twilight were blood baths. It
>> turns out, as famously observed by Mark Twain, that it takes longer to
>> write short than it takes to simply allow something to run long (observe
>> my e-mails, for example), just so you can set a lower price point for it.
>> Another "hey, here's a good quickie we can knock out" idea was Star
>> Vikings. I think the end product was good, but it was not quick, nor a
>> time-saver.
>>
>> Ah, well, life's a bitch, and then you die. There are trolls out there who
>> will observe that this demonstrates the need for real business models and
>> MBAs in the gaming industry. When I was in the biz, GDW was still a
>> remnant of the "mom 'n' pop" operations that gave us the "golden age of
>> wargaming," and that's where a lot of its fun and eclecticism came from.
>> Besides, anyone with an MBA would know that there wasn't enough money in
>> that sort of wargaming to begin with. The two answers to that, WotC and
>> computer games are 1) life lessons on what happens when you get it, and 2)
>> it's a completely different industry completely underwritten by deliberate
>> government tax breaks. Welfare state for "slackers," perhaps.
>>
>> > That resonates with how in another Draft, skills could/should be
>> > integrated in. I like the idea of FFS being a *players* manual instead of
>> > a
>> > ref one. The *character* can only do it, if they have the appropriate
>> > Advanced skills. And even once a design was done, a prototype would have
>> > to be constructed the GM would run an opposed roll and introduce a number
>> > of flaws/bugs (based on complexity, maintenance, and wear) into the
>> > prototype that have to be discovered the hard way during testing and
>> > evaluations.
>> >
>> > Then, tooling could be made for mass production, or slightly cheaper
>> > refined copies of prototype could be made depending on the funding
>> > available.
>> >
>> > Ultimately that could hint towards an economic modeling in the rpg, if not
>> > into a UWP extension (ideally reverse conpatible with the existing codes,
>> > particularly government and law).
>> >
>> > Which brings in more specific addendems in specific regional models (Path
>> > of Tears vs RSB etc) if not things like folio adventures for the world of
>> > the month and Vampire Fleets, etc. Which brings to mind the "society" of
>> > Parent Virus entities I designed on the edge of Alpha Crucis/Leonis and
>> > their economy-equivalent...
>> >
>> >
>> > - Sent from my SM-N900T
>> > On Mar 8, 2014 10:48 AM, <> wrote:
>> >
>> >>
>> >>
>> >> For those just joining us, "WTH" may or may not stand for "What the
>> >> Huh?"
>> >> the lost TNE book.
>> >>
>> >> > Fair point. The WTH mass combat system essentially has the players
>> >> acting
>> >> > as commanders back at headquarters.
>> >> >
>> >> > But on page 63 of WTH you (or another author) put some rules for
>> >> trying
>> >> > to integrate PCs into the mass combat system. These assumed a PC was
>> >> > acting as commander or military advisor for a particular mass combat
>> >> unit
>> >> > in the field.
>> >>
>> >> That sounds like the sort of thing I would do (either assigned or seeing
>> >> a
>> >> gap, throw myself on, usually the latter) and leads to my recollection
>> >> "there were gaps between the poles." If I made the time to dig WTH out I
>> >> could tell you who wrote it, as it's obviously easy-ish to pick out my
>> >> writing from Frank's or Terry's.
>> >>
>> >> > WTH also had the black powder design sequences that were an addition
>> >> to
>> >> > FF&S.
>> >>
>> >> Yes, I do remember those. I think Terry made a stab at it and then Frank
>> >> re-did it. There was also a "choo-choo train design system" that I
>> >> dropped
>> >> because it mostly got at the visual appearance of a locomotive and
>> >> didn't
>> >> adequately touch on their engineering-physics (tractive effort, wheels
>> >> for
>> >> speed vs. pulling power, size of boiler vs. combustion unit), and for
>> >> the
>> >> ROI was not worth the design time. Someone probably also tried a
>> >> "sword-pike-pointy stick" design system at one point.
>> >>
>> >> One "design system" that I definitely try to avert my eyes from is the
>> >> "battle dress design system." It was one of those bad ideas where
>> >> someone
>> >> from the Art Dept said, "hey, shouldn't there be a design system for
>> >> this?" "Yeah, we don't have to send this to the printer until 5:00, and
>> >> it's 2:00 now, so we've got time," so it was written half at the
>> >> conference table and half at someone's desk. When asked, "whaddaya
>> >> think?"
>> >> there wasn't enough time to form specific logical objections, the best
>> >> one, "there39;s not enough time" having already been excluded.
>> >>
>> >> There was a spaceship design system made for Hard Times that was
>> >> extremely
>> >> detailed and fiddly and mostly seemed to be made to allow players to
>> >> design "every rocket propulsion system you've ever heard of," but it had
>> >> that two-fold TL problem where 1) it focused on all of these different
>> >> approaches that only fall into a fraction of one TL, and therefore from
>> >> the standpoint of the larger game don't haul much freight, and 2) the
>> >> top-down logic that says TL ultimately has to be focused on "what was
>> >> found to work," not things that were tried but failed. But HT is
>> >> arguably
>> >> a MT product, so doesn't belong here. Spiritually it was a transition
>> >> product, but game system is obviously MT. There are a large number of
>> >> "MT"
>> >> products that are spiritually TNE products: Arrival Vengeance,
>> >> Astrogator39;s Guide to Diaspora, Assignment: Vigilante, some other stuff
>> >> I
>> >> can't think of. It makes it hard for me to remember "when did you start
>> >> work on TNE" because it literally goes back to my first day at GDW in
>> >> one
>> >> form or another.
>> >>
>> >> Last thought, there was always a typical error on the part of
>> >> "design-system designers" to mistake "when we on Earth got around to
>> >> thinking of a logical solution" for an actual TECHNICAL change (e.g.,
>> >> superfiring guns, ballast tanks in submarines, multiple locomotive
>> >> units,
>> >> etc.), which caused me to reject a lot of design sequences over the
>> >> years.
>> >> I would rather not have a thing than publish one that is wrong. In
>> >> fairness, it is easy to see how this confusion begins, as it's not
>> >> always
>> >> easy to separate "this is now possible/embedded technically" from
>> >> "there39;s
>> >> now enough related technical that it's easier for people to say, 'oh
>> >> yeah...'". That is especially the case where TL is saying two utterly
>> >> different things in the "pure" Traveller rules, where it is merely
>> >> descriptive and can be (theoretically) based on multiple parallel
>> >> technology systems (think tech for an aquatic species vs. tech for a
>> >> terrestrial species) all governed by the same laws of physics, vs. what
>> >> it
>> >> is saying in the 3I campaign background where it tends to reflect the
>> >> dissemination of core Imperial technology. There's also the
>> >> understandable
>> >> tendency of writers to fall back on real world or Star Trek examples:
>> >> "this was solved by Thomas Edison or Dr. Richard Daystrom with the XXX,"
>> >> but TL is not defined by a guy, that guy is just the expression of that
>> >> TL
>> >> "fact" (a.k.a. "hooey assertion") in that timeline.
>> >>
>> >> To conclude, some TL vs. discovered principles things ARE easy. The best
>> >> example of this is germ theory. The benefits of germ theory do NOT arise
>> >> at TL...(whatever late 1800s Earth is). You can tell TL 0 people, "don't
>> >> build your toilets next to your drinking fountains" and it works just
>> >> fine. If you're describing an isolated species with no transmission of
>> >> knowledge from more advanced people, yes, they probably have to invent
>> >> microscopes first to figure it out on their own. But you could just as
>> >> easily posit that they are psionic and can sense the presence of tiny
>> >> life
>> >> forms all around them so don't need microscopes, or say that they just
>> >> evolved to be neat freaks so gain the practical benefits of germ theory
>> >> (at least in prevention of disease) without having to reach a certain
>> >> TL.
>> >> It's SF, if you're not confounding someone's pre-suppositions somewhere,
>> >> you might as well stick with crossword puzzles.
>> >>
>> >>
>> >>
>> >
>
>
Derek--

You are definitely a man after my own heart, and this is a perfect example
of how I hoped players would pick up and run with the "fiddly tactical
detail" that we opened up in TNE/BL with ditching reactionless drive for
reaction mass. And you probably noticed how I started defining required
fuel volume per parsec of jump in ship designs to allow players to trade
jump for G-turns. And also similarly, "turn off this to run that." (My
intent was to introduce skill libraries to say, "turning this off and that
on normally takes X time, or a Difficult engineering task to do it in Y
time, Outstanding success yields Z time" and that sort of thing.)

And also your example of the use of missiles as sensor drones was exactly
the cool elements we pulled from Star Cruiser into TNE.

I also heartily approve of/agree with your use of common areas for
cargo/supplies. You've probably heard of how when US submarines depart on
patrol they do so walking on layers of canned food in the passageways
which are gradually consumed early in the patrol. I think that is exactly
how "real" starships would operate, especially in the "TNE universe"
(RC/post-collapse) where you're not sure when you're getting your next
resupply.

I also hao/aw low berths serving as bunks. That was always the case IMTU,
and I think that assumption may have seeped into TNE. Certainly if anyone
had asked, "is this allowed?" I would have said "yes," probably with the
caveat that in impairs crew efficiency if done too much/too long. But then
going back to US SSNs, you're aware that 688 boats routinely hot bunk so
there is an acceptable level of routine inconvenience that is acceptable.

Finally, after this big love-fest, you just had to toss a turd into the
punch bowl, didn't you? :-) Yeah, I've heard the slug glitch before,
definitely on this list. Maybe even before GDW went down and we had a fix
to put into FF&S Mk 1 Mod Next.

> I was very much a designer in this vein when I was building ships for the
> PE campaign I ran about 14 years or so back. The ship typically had enough
> juice to run the engines at full throttle and the weapons but if you
> wanted to crack fuel you had to turn something off. The Jump drives were
> J3 but it was only fueled for J2 so if you wanted to do a J3 you had to
> consume some of your maneuver fuel so the crew had the option of knocking
> a week off the trip but what was the consequence to be at the far end?
> Would they be short on fuel if they got into combat? The solution that the
> players came up with was to jump in, launch all the missles and use them
> as drone sensor net for information gathering while the ship ran silent.
> They'd then insert the missles into orbit as overwatch while they went
> dirt side and when the job was done they'd simply pick up the missles,
> refuel and restock them for the next port of call.
>
> I had a hand wave that allowed the characters to use common areas as cargo
> spaces, typically because they ships they were in were so tight and high
> strung they didn't have much more cargo space than was absolutly necessary
> for that APC / Grav Van that they were transporting. Unfortunately filling
> the halls with cargo makes routine maintenance much less routine.
>
> I was also running a handwave that allowed the use of lowberths as bunks.
> The crew bunked out in a single area and the captain had the only cabin.
>
> IIRC there was some weirdness in FFS around the design of small arms that
> basically increased range and dmg the larger the round and the slower it
> was traveling.
>
> ----- Original Message -----
>
> From:
> To: "Traveller TNE" <>
> Sent: Monday, March 10, 2014 9:18:27 AM
> Subject: [Traveller_TNE] Unique tech advancement approach
>
>
>
>
>
> I think Uxi and I discussed this system before, either on this forum or
> directly, and I liked it. I think this is related to something you've
> tried in your games, like those skill-related system charts?
>
> This reminds me of two things, and since I'm in a chatty mood lately:
>
> 1. I've mentioned this here before, but I was moving toward a
> skill-related system in the TNE starship construction system. I found in
> the process of designing Brilliant Lances (also rolled into FF&S) that the
> system's (incrementally) greater detail required more design trade-offs,
> and this requirement could be turned into a virtue by introducing fiddly
> little flaws and "personality&quot; into ship designs (the sort that many
> games, most annoyingly BattleTech, handled by fake fiat, as it was not
> based on any actual antecedents in the design process) that would then
> require crews to counterbalance. In BL you were always finding systems
> that you could almost, but not quite, make as big as required. You could
> design them this way, but they would function less effectively. There
> would be defined thresholds based on % of actual requirement, and at each
> threshold the system would require a set of tasks (played day-to-day at PC
> level) or +1 skill, say Engineering (played at the long-term/fleet level)
> to keep the ship running effectively. I was already starting to put this
> into designs in fuel purifiers and power plants that couldn't run the
> whole ship at the same time (FP in the form of time to process full load,
> time to process J1, etc., or PP can run this, but not that at same time)
> and was going to define engineering tasks for "here39;s what it takes to
> seamlessly switch power between these systems under duress," but didn't
> get there before the lights started going out at GDW. I was really looking
> forward to this, because players and refs and ship designers and fleet
> builders who like "crunchy" details would have enjoyed it, although not
> everyone would have used it, as it would have raised the level of detail.
>
> 2. I did some work over the years on a ship design system kind of broadly
> based on things like the pre-WWI British-German naval arms race that was
> like Uxi's system, except that instead of player skills, it would be based
> on investment in industrial plant and research through-put, where instead
> of a one-size-fits-all "tech level" the different nations (wet navy) or
> races (SF) would have a "State-of-the-Art" (SOTA) which represented their
> farthest mass-producible engineering solutions. Obviously this would not
> be Traveller, as the global TL is exactly what it was NOT doing. Rather,
> it would be more like Imperium or Task Force's StarFire or Star Fleet
> Battles. The SOTA would be defined in several areas, engineering plants,
> weapons systems, sensor suites, etc. and these would embed various design
> trade-offs, so that one player might have systems that were lighter or
> faster, while another might have systems that were more robust or damage
> resistant, and these would interact to allow them to create ships that
> were distinctively different, and would have different implications for
> how they were operationally used, both at the fleet level and within the
> design. Another example of this from the pre-WW1 arms race would be the
> way the British a continuous powder train and the Germans had better
> ammunition hoist practices which affected rate of fire, but also meant the
> Brits were more susceptible to catastrophic damage from flash. This is
> very similar in feel and intent to what Uxi describes. I would say, "great
> minds think alike," but that would mean complimenting myself.
>
> Obviously Uxi's idea, though cool for your individual "IMTU," would be a
> difficult fit over top of Traveller UWPs. As the UWPs were already
> sufficiently buggy to begin with, adding an additional layer of
> interpretation over top of them would make everyone's head explode.
>
> Finally, "Bonus Dave Crunchy Hooey," the mention of "folio games." One
> thing we learned at GDW was that every time we tried to define a new way
> to knock out a "simple, quick" product that would free up design time for
> the bigger projects it always worked in reverse. The time required to
> develop them always became disproportionate to what we could make back on
> them proportionate to their size. The series of "folios" (what did we call
> them?) we put out for MT, Dark Con, and Twilight were blood baths. It
> turns out, as famously observed by Mark Twain, that it takes longer to
> write short than it takes to simply allow something to run long (observe
> my e-mails, for example), just so you can set a lower price point for it.
> Another "hey, here's a good quickie we can knock out" idea was Star
> Vikings. I think the end product was good, but it was not quick, nor a
> time-saver.
>
> Ah, well, life's a bitch, and then you die. There are trolls out there who
> will observe that this demonstrates the need for real business models and
> MBAs in the gaming industry. When I was in the biz, GDW was still a
> remnant of the "mom 'n' pop" operations that gave us the "golden age of
> wargaming," and that's where a lot of its fun and eclecticism came from.
> Besides, anyone with an MBA would know that there wasn't enough money in
> that sort of wargaming to begin with. The two answers to that, WotC and
> computer games are 1) life lessons on what happens when you get it, and 2)
> it's a completely different industry completely underwritten by deliberate
> government tax breaks. Welfare state for "slackers," perhaps.
>
>
>
>
>

> It was.

That's what I thought. As I've said to you before, I really like it.

On the other hand, for the sake of conversation, and putting on my TNE
Line Manager hat, it's the sort of thing that I would only "reluctantly"
or very carefully have layered on to official TNE. GDW was already
permanently criticized for making rules that were too fiddly, too
detailed, (in comparison especially to "cinematic" games like SW) too
anal-retentive. I would have wanted to make a resource like a "TNE
Referee's Resource" with "optional guidelines to introduce more detailed
XXX into your campaign," with the clear statement, "these are optional
ideas, and in no way should be taken to imply that you are not playing
"Real TNE" if you don't use them." We didn't have the self-imposed
requirement of claiming that there was a "universal tournament-standard
AD&D rules."

But no matter what caveats I placed around it, we would have still wound
up in that "Murphy's Rules" cartoon. I would have comforted myself with,
"the only thing worse than being talked about is not being talked about."
You know, the Miley Cyrus Law.

> It was. I originally used it in my old Star Wars RPG campaigns and found
> it much more suitable for TNE once I discovered FFS.
>
> It wasn't only a new/cutting edge thing but also very applicable to normal
> individual construction and even mass production. A design might have,
> for
> example 2d6-2* major bugs inherent in the design, some of which could only
> be discovered after a certain wear value degraded a crucial component,
> for
> example.
>
> But other bugs might be introduced not by flawed design, but by flawed
> production (made on Friday instead of Wednesday, bug on the construction
> droid, faulty materials not up to spec, etc) which could introduce 2d4-2*
> more! Even proven designs would thus still need shakedown cruises or
> breaking in/function checks. And if applicable, the skills of those
> doing
> the construction.
>
> This applies not only to ships which have zillions of parts but could
> expand to slug throwers as well as boots! As with most, not intended to
> encumber a game or create tedious checks, but to help explain that
> critical skill failure and/or mishap and offer a level of detail when
> desirable at refs discretion.
>
> These could also be mitigated by everything from "warning light" events to
> proper weapon safety. If the player isn't explicit, more than enough room
> to allow a skill roll...
>
> * modified by time taken with a table adding for additional time
> taken/more
> expensive materials and tighter tolerances 2x -1, 3x -2 etc or Rushed
> /substandard -10% +1, -15% +2, etc
>
> - Sent from my SM-N900T
> On Mar 10, 2014 9:18 AM, <> wrote:
>
>>
>>
>> I think Uxi and I discussed this system before, either on this forum or
>> directly, and I liked it. I think this is related to something you've
>> tried in your games, like those skill-related system charts?
>>
>> This reminds me of two things, and since I'm in a chatty mood lately:
>>
>> 1. I've mentioned this here before, but I was moving toward a
>> skill-related system in the TNE starship construction system. I found in
>> the process of designing Brilliant Lances (also rolled into FF&S) that
>> the
>> system's (incrementally) greater detail required more design trade-offs,
>> and this requirement could be turned into a virtue by introducing fiddly
>> little flaws and "personality" into ship designs (the sort that many
>> games, most annoyingly BattleTech, handled by fake fiat, as it was not
>> based on any actual antecedents in the design process) that would then
>> require crews to counterbalance. In BL you were always finding systems
>> that you could almost, but not quite, make as big as required. You could
>> design them this way, but they would function less effectively. There
>> would be defined thresholds based on % of actual requirement, and at
>> each
>> threshold the system would require a set of tasks (played day-to-day at
>> PC
>> level) or +1 skill, say Engineering (played at the long-term/fleet
>> level)
>> to keep the ship running effectively. I was already starting to put this
>> into designs in fuel purifiers and power plants that couldn't run the
>> whole ship at the same time (FP in the form of time to process full
>> load,
>> time to process J1, etc., or PP can run this, but not that at same time)
>> and was going to define engineering tasks for "here's what it takes to
>> seamlessly switch power between these systems under duress," but didn't
>> get there before the lights started going out at GDW. I was really
>> looking
>> forward to this, because players and refs and ship designers and fleet
>> builders who like "crunchy" details would have enjoyed it, although not
>> everyone would have used it, as it would have raised the level of
>> detail.
>>
>> 2. I did some work over the years on a ship design system kind of
>> broadly
>> based on things like the pre-WWI British-German naval arms race that was
>> like Uxi's system, except that instead of player skills, it would be
>> based
>> on investment in industrial plant and research through-put, where
>> instead
>> of a one-size-fits-all "tech level" the different nations (wet navy) or
>> races (SF) would have a "State-of-the-Art" (SOTA) which represented
>> their
>> farthest mass-producible engineering solutions. Obviously this would not
>> be Traveller, as the global TL is exactly what it was NOT doing. Rather,
>> it would be more like Imperium or Task Force's StarFire or Star Fleet
>> Battles. The SOTA would be defined in several areas, engineering plants,
>> weapons systems, sensor suites, etc. and these would embed various
>> design
>> trade-offs, so that one player might have systems that were lighter or
>> faster, while another might have systems that were more robust or damage
>> resistant, and these would interact to allow them to create ships that
>> were distinctively different, and would have different implications for
>> how they were operationally used, both at the fleet level and within the
>> design. Another example of this from the pre-WW1 arms race would be the
>> way the British a continuous powder train and the Germans had better
>> ammunition hoist practices which affected rate of fire, but also meant
>> the
>> Brits were more susceptible to catastrophic damage from flash. This is
>> very similar in feel and intent to what Uxi describes. I would say,
>> "great
>> minds think alike," but that would mean complimenting myself.
>>
>> Obviously Uxi's idea, though cool for your individual "IMTU," would be a
>> difficult fit over top of Traveller UWPs. As the UWPs were already
>> sufficiently buggy to begin with, adding an additional layer of
>> interpretation over top of them would make everyone's head explode.
>>
>> Finally, "Bonus Dave Crunchy Hooey," the mention of "folio games." One
>> thing we learned at GDW was that every time we tried to define a new way
>> to knock out a "simple, quick" product that would free up design time
>> for
>> the bigger projects it always worked in reverse. The time required to
>> develop them always became disproportionate to what we could make back
>> on
>> them proportionate to their size. The series of "folios" (what did we
>> call
>> them?) we put out for MT, Dark Con, and Twilight were blood baths. It
>> turns out, as famously observed by Mark Twain, that it takes longer to
>> write short than it takes to simply allow something to run long (observe
>> my e-mails, for example), just so you can set a lower price point for
>> it.
>> Another "hey, here's a good quickie we can knock out" idea was Star
>> Vikings. I think the end product was good, but it was not quick, nor a
>> time-saver.
>>
>> Ah, well, life's a bitch, and then you die. There are trolls out there
>> who
>> will observe that this demonstrates the need for real business models
>> and
>> MBAs in the gaming industry. When I was in the biz, GDW was still a
>> remnant of the "mom 'n' pop" operations that gave us the "golden age of
>> wargaming," and that's where a lot of its fun and eclecticism came from.
>> Besides, anyone with an MBA would know that there wasn't enough money in
>> that sort of wargaming to begin with. The two answers to that, WotC and
>> computer games are 1) life lessons on what happens when you get it, and
>> 2)
>> it's a completely different industry completely underwritten by
>> deliberate
>> government tax breaks. Welfare state for "slackers," perhaps.
>>
>> > That resonates with how in another Draft, skills could/should be
>> > integrated in. I like the idea of FFS being a *players* manual instead
>> of
>> > a
>> > ref one. The *character* can only do it, if they have the appropriate
>> > Advanced skills. And even once a design was done, a prototype would
>> have
>> > to be constructed the GM would run an opposed roll and introduce a
>> number
>> > of flaws/bugs (based on complexity, maintenance, and wear) into the
>> > prototype that have to be discovered the hard way during testing and
>> > evaluations.
>> >
>> > Then, tooling could be made for mass production, or slightly cheaper
>> > refined copies of prototype could be made depending on the funding
>> > available.
>> >
>> > Ultimately that could hint towards an economic modeling in the rpg, if
>> not
>> > into a UWP extension (ideally reverse conpatible with the existing
>> codes,
>> > particularly government and law).
>> >
>> > Which brings in more specific addendems in specific regional models
>> (Path
>> > of Tears vs RSB etc) if not things like folio adventures for the world
>> of
>> > the month and Vampire Fleets, etc. Which brings to mind the "society"
>> of
>> > Parent Virus entities I designed on the edge of Alpha Crucis/Leonis
>> and
>> > their economy-equivalent...
>> >
>> >
>> > - Sent from my SM-N900T
>> > On Mar 8, 2014 10:48 AM, <> wrote:
>> >
>> >>
>> >>
>> >> For those just joining us, "WTH" may or may not stand for "What the
>> >> Huh?"
>> >> the lost TNE book.
>> >>
>> >> > Fair point. The WTH mass combat system essentially has the players
>> >> acting
>> >> > as commanders back at headquarters.
>> >> >
>> >> > But on page 63 of WTH you (or another author) put some rules for
>> >> trying
>> >> > to integrate PCs into the mass combat system. These assumed a PC
>> was
>> >> > acting as commander or military advisor for a particular mass
>> combat
>> >> unit
>> >> > in the field.
>> >>
>> >> That sounds like the sort of thing I would do (either assigned or
>> seeing
>> >> a
>> >> gap, throw myself on, usually the latter) and leads to my
>> recollection
>> >> "there were gaps between the poles." If I made the time to dig WTH
>> out I
>> >> could tell you who wrote it, as it's obviously easy-ish to pick out
>> my
>> >> writing from Frank's or Terry's.
>> >>
>> >> > WTH also had the black powder design sequences that were an
>> addition
>> >> to
>> >> > FF&S.
>> >>
>> >> Yes, I do remember those. I think Terry made a stab at it and then
>> Frank
>> >> re-did it. There was also a "choo-choo train design system" that I
>> >> dropped
>> >> because it mostly got at the visual appearance of a locomotive and
>> >> didn't
>> >> adequately touch on their engineering-physics (tractive effort,
>> wheels
>> >> for
>> >> speed vs. pulling power, size of boiler vs. combustion unit), and for
>> >> the
>> >> ROI was not worth the design time. Someone probably also tried a
>> >> "sword-pike-pointy stick" design system at one point.
>> >>
>> >> One "design system" that I definitely try to avert my eyes from is
>> the
>> >> "battle dress design system." It was one of those bad ideas where
>> >> someone
>> >> from the Art Dept said, "hey, shouldn't there be a design system for
>> >> this?" "Yeah, we don't have to send this to the printer until 5:00,
>> and
>> >> it's 2:00 now, so we've got time," so it was written half at the
>> >> conference table and half at someone's desk. When asked, "whaddaya
>> >> think?"
>> >> there wasn't enough time to form specific logical objections, the
>> best
>> >> one, "there39;s not enough time" having already been excluded.
>> >>
>> >> There was a spaceship design system made for Hard Times that was
>> >> extremely
>> >> detailed and fiddly and mostly seemed to be made to allow players to
>> >> design "every rocket propulsion system you've ever heard of," but it
>> had
>> >> that two-fold TL problem where 1) it focused on all of these
>> different
>> >> approaches that only fall into a fraction of one TL, and therefore
>> from
>> >> the standpoint of the larger game don't haul much freight, and 2) the
>> >> top-down logic that says TL ultimately has to be focused on "what was
>> >> found to work," not things that were tried but failed. But HT is
>> >> arguably
>> >> a MT product, so doesn't belong here. Spiritually it was a transition
>> >> product, but game system is obviously MT. There are a large number of
>> >> "MT"
>> >> products that are spiritually TNE products: Arrival Vengeance,
>> >> Astrogator39;s Guide to Diaspora, Assignment: Vigilante, some other
>> stuff
>> >> I
>> >> can't think of. It makes it hard for me to remember "when did you
>> start
>> >> work on TNE" because it literally goes back to my first day at GDW in
>> >> one
>> >> form or another.
>> >>
>> >> Last thought, there was always a typical error on the part of
>> >> "design-system designers" to mistake "when we on Earth got around to
>> >> thinking of a logical solution" for an actual TECHNICAL change (e.g.,
>> >> superfiring guns, ballast tanks in submarines, multiple locomotive
>> >> units,
>> >> etc.), which caused me to reject a lot of design sequences over the
>> >> years.
>> >> I would rather not have a thing than publish one that is wrong. In
>> >> fairness, it is easy to see how this confusion begins, as it's not
>> >> always
>> >> easy to separate "this is now possible/embedded technically" from
>> >> "there39;s
>> >> now enough related technical that it's easier for people to say, 'oh
>> >> yeah...'". That is especially the case where TL is saying two utterly
>> >> different things in the "pure" Traveller rules, where it is merely
>> >> descriptive and can be (theoretically) based on multiple parallel
>> >> technology systems (think tech for an aquatic species vs. tech for a
>> >> terrestrial species) all governed by the same laws of physics, vs.
>> what
>> >> it
>> >> is saying in the 3I campaign background where it tends to reflect the
>> >> dissemination of core Imperial technology. There's also the
>> >> understandable
>> >> tendency of writers to fall back on real world or Star Trek examples:
>> >> "this was solved by Thomas Edison or Dr. Richard Daystrom with the
>> XXX,"
>> >> but TL is not defined by a guy, that guy is just the expression of
>> that
>> >> TL
>> >> "fact" (a.k.a. "hooey assertion") in that timeline.
>> >>
>> >> To conclude, some TL vs. discovered principles things ARE easy. The
>> best
>> >> example of this is germ theory. The benefits of germ theory do NOT
>> arise
>> >> at TL...(whatever late 1800s Earth is). You can tell TL 0 people,
>> "don't
>> >> build your toilets next to your drinking fountains" and it works just
>> >> fine. If you're describing an isolated species with no transmission
>> of
>> >> knowledge from more advanced people, yes, they probably have to
>> invent
>> >> microscopes first to figure it out on their own. But you could just
>> as
>> >> easily posit that they are psionic and can sense the presence of tiny
>> >> life
>> >> forms all around them so don't need microscopes, or say that they
>> just
>> >> evolved to be neat freaks so gain the practical benefits of germ
>> theory
>> >> (at least in prevention of disease) without having to reach a certain
>> >> TL.
>> >> It's SF, if you're not confounding someone's pre-suppositions
>> somewhere,
>> >> you might as well stick with crossword puzzles.
>> >>
>> >>
>> >>
>> >
>>
>>
>>
>

Because a good RPG experience elicits exactly those "real life imitating
art" realizations.

> Why do I suddenly have the starship version of the "Check Engine" light
> covered in black tape popping into my head?
>
> Derek Stanley
> Sent from my iPhone...
>
>> On Mar 10, 2014, at 9:59, Master Uxi <> wrote:
>>
>> It was. I originally used it in my old Star Wars RPG campaigns and
>> found it much more suitable for TNE once I discovered FFS.
>>
>> It wasn't only a new/cutting edge thing but also very applicable to
>> normal individual construction and even mass production. A design might
>> have, for example 2d6-2* major bugs inherent in the design, some of
>> which could only be discovered after a certain wear value degraded a
>> crucial component, for example.
>>
>> But other bugs might be introduced not by flawed design, but by flawed
>> production (made on Friday instead of Wednesday, bug on the construction
>> droid, faulty materials not up to spec, etc) which could introduce
>> 2d4-2* more! Even proven designs would thus still need shakedown
>> cruises or breaking in/function checks. And if applicable, the skills
>> of those doing the construction.
>>
>> This applies not only to ships which have zillions of parts but could
>> expand to slug throwers as well as boots! As with most, not intended to
>> encumber a game or create tedious checks, but to help explain that
>> critical skill failure and/or mishap and offer a level of detail when
>> desirable at refs discretion.
>>
>> These could also be mitigated by everything from "warning light" events
>> to proper weapon safety. If the player isn't explicit, more than enough
>> room to allow a skill roll...
>>
>> * modified by time taken with a table adding for additional time
>> taken/more expensive materials and tighter tolerances 2x -1, 3x -2 etc
>> or Rushed /substandard -10% +1, -15% +2, etc
>>
>> - Sent from my SM-N900T
>>
>>> On Mar 10, 2014 9:18 AM, <> wrote:
>>>
>>> I think Uxi and I discussed this system before, either on this forum
>>> or
>>> directly, and I liked it. I think this is related to something you've
>>> tried in your games, like those skill-related system charts?
>>>
>>> This reminds me of two things, and since I'm in a chatty mood lately:
>>>
>>> 1. I've mentioned this here before, but I was moving toward a
>>> skill-related system in the TNE starship construction system. I found
>>> in
>>> the process of designing Brilliant Lances (also rolled into FF&S) that
>>> the
>>> system's (incrementally) greater detail required more design
>>> trade-offs,
>>> and this requirement could be turned into a virtue by introducing
>>> fiddly
>>> little flaws and "personality" into ship designs (the sort that many
>>> games, most annoyingly BattleTech, handled by fake fiat, as it was not
>>> based on any actual antecedents in the design process) that would then
>>> require crews to counterbalance. In BL you were always finding systems
>>> that you could almost, but not quite, make as big as required. You
>>> could
>>> design them this way, but they would function less effectively. There
>>> would be defined thresholds based on % of actual requirement, and at
>>> each
>>> threshold the system would require a set of tasks (played day-to-day at
>>> PC
>>> level) or +1 skill, say Engineering (played at the long-term/fleet
>>> level)
>>> to keep the ship running effectively. I was already starting to put
>>> this
>>> into designs in fuel purifiers and power plants that couldn't run the
>>> whole ship at the same time (FP in the form of time to process full
>>> load,
>>> time to process J1, etc., or PP can run this, but not that at same
>>> time)
>>> and was going to define engineering tasks for "here's what it takes to
>>> seamlessly switch power between these systems under duress," but
>>> didn't
>>> get there before the lights started going out at GDW. I was really
>>> looking
>>> forward to this, because players and refs and ship designers and fleet
>>> builders who like "crunchy" details would have enjoyed it, although
>>> not
>>> everyone would have used it, as it would have raised the level of
>>> detail.
>>>
>>> 2. I did some work over the years on a ship design system kind of
>>> broadly
>>> based on things like the pre-WWI British-German naval arms race that
>>> was
>>> like Uxi's system, except that instead of player skills, it would be
>>> based
>>> on investment in industrial plant and research through-put, where
>>> instead
>>> of a one-size-fits-all "tech level" the different nations (wet navy)
>>> or
>>> races (SF) would have a "State-of-the-Art" (SOTA) which represented
>>> their
>>> farthest mass-producible engineering solutions. Obviously this would
>>> not
>>> be Traveller, as the global TL is exactly what it was NOT doing.
>>> Rather,
>>> it would be more like Imperium or Task Force's StarFire or Star Fleet
>>> Battles. The SOTA would be defined in several areas, engineering
>>> plants,
>>> weapons systems, sensor suites, etc. and these would embed various
>>> design
>>> trade-offs, so that one player might have systems that were lighter or
>>> faster, while another might have systems that were more robust or
>>> damage
>>> resistant, and these would interact to allow them to create ships that
>>> were distinctively different, and would have different implications
>>> for
>>> how they were operationally used, both at the fleet level and within
>>> the
>>> design. Another example of this from the pre-WW1 arms race would be
>>> the
>>> way the British a continuous powder train and the Germans had better
>>> ammunition hoist practices which affected rate of fire, but also meant
>>> the
>>> Brits were more susceptible to catastrophic damage from flash. This is
>>> very similar in feel and intent to what Uxi describes. I would say,
>>> "great
>>> minds think alike," but that would mean complimenting myself.
>>>
>>> Obviously Uxi's idea, though cool for your individual "IMTU," would be
>>> a
>>> difficult fit over top of Traveller UWPs. As the UWPs were already
>>> sufficiently buggy to begin with, adding an additional layer of
>>> interpretation over top of them would make everyone's head explode.
>>>
>>> Finally, "Bonus Dave Crunchy Hooey," the mention of "folio games." One
>>> thing we learned at GDW was that every time we tried to define a new
>>> way
>>> to knock out a "simple, quick" product that would free up design time
>>> for
>>> the bigger projects it always worked in reverse. The time required to
>>> develop them always became disproportionate to what we could make back
>>> on
>>> them proportionate to their size. The series of "folios" (what did we
>>> call
>>> them?) we put out for MT, Dark Con, and Twilight were blood baths. It
>>> turns out, as famously observed by Mark Twain, that it takes longer to
>>> write short than it takes to simply allow something to run long
>>> (observe
>>> my e-mails, for example), just so you can set a lower price point for
>>> it.
>>> Another "hey, here's a good quickie we can knock out" idea was Star
>>> Vikings. I think the end product was good, but it was not quick, nor a
>>> time-saver.
>>>
>>> Ah, well, life's a bitch, and then you die. There are trolls out there
>>> who
>>> will observe that this demonstrates the need for real business models
>>> and
>>> MBAs in the gaming industry. When I was in the biz, GDW was still a
>>> remnant of the "mom 'n' pop" operations that gave us the "golden age
>>> of
>>> wargaming," and that's where a lot of its fun and eclecticism came
>>> from.
>>> Besides, anyone with an MBA would know that there wasn't enough money
>>> in
>>> that sort of wargaming to begin with. The two answers to that, WotC
>>> and
>>> computer games are 1) life lessons on what happens when you get it, and
>>> 2)
>>> it's a completely different industry completely underwritten by
>>> deliberate
>>> government tax breaks. Welfare state for "slackers," perhaps.
>>>
>>> > That resonates with how in another Draft, skills could/should be
>>> > integrated in. I like the idea of FFS being a *players* manual
>>> instead of
>>> > a
>>> > ref one. The *character* can only do it, if they have the
>>> appropriate
>>> > Advanced skills. And even once a design was done, a prototype would
>>> have
>>> > to be constructed the GM would run an opposed roll and introduce a
>>> number
>>> > of flaws/bugs (based on complexity, maintenance, and wear) into the
>>> > prototype that have to be discovered the hard way during testing and
>>> > evaluations.
>>> >
>>> > Then, tooling could be made for mass production, or slightly cheaper
>>> > refined copies of prototype could be made depending on the funding
>>> > available.
>>> >
>>> > Ultimately that could hint towards an economic modeling in the rpg,
>>> if not
>>> > into a UWP extension (ideally reverse conpatible with the existing
>>> codes,
>>> > particularly government and law).
>>> >
>>> > Which brings in more specific addendems in specific regional models
>>> (Path
>>> > of Tears vs RSB etc) if not things like folio adventures for the
>>> world of
>>> > the month and Vampire Fleets, etc. Which brings to mind the "society"
>>> of
>>> > Parent Virus entities I designed on the edge of Alpha Crucis/Leonis
>>> and
>>> > their economy-equivalent...
>>> >
>>> >
>>> > - Sent from my SM-N900T
>>> > On Mar 8, 2014 10:48 AM, <> wrote:
>>> >
>>> >>
>>> >>
>>> >> For those just joining us, "WTH" may or may not stand for "What the
>>> >> Huh?"
>>> >> the lost TNE book.
>>> >>
>>> >> > Fair point. The WTH mass combat system essentially has the
>>> players
>>> >> acting
>>> >> > as commanders back at headquarters.
>>> >> >
>>> >> > But on page 63 of WTH you (or another author) put some rules for
>>> >> trying
>>> >> > to integrate PCs into the mass combat system. These assumed a PC
>>> was
>>> >> > acting as commander or military advisor for a particular mass
>>> combat
>>> >> unit
>>> >> > in the field.
>>> >>
>>> >> That sounds like the sort of thing I would do (either assigned or
>>> seeing
>>> >> a
>>> >> gap, throw myself on, usually the latter) and leads to my
>>> recollection
>>> >> "there were gaps between the poles." If I made the time to dig WTH
>>> out I
>>> >> could tell you who wrote it, as it's obviously easy-ish to pick out
>>> my
>>> >> writing from Frank's or Terry's.
>>> >>
>>> >> > WTH also had the black powder design sequences that were an
>>> addition
>>> >> to
>>> >> > FF&S.
>>> >>
>>> >> Yes, I do remember those. I think Terry made a stab at it and then
>>> Frank
>>> >> re-did it. There was also a "choo-choo train design system" that I
>>> >> dropped
>>> >> because it mostly got at the visual appearance of a locomotive and
>>> >> didn't
>>> >> adequately touch on their engineering-physics (tractive effort,
>>> wheels
>>> >> for
>>> >> speed vs. pulling power, size of boiler vs. combustion unit), and
>>> for
>>> >> the
>>> >> ROI was not worth the design time. Someone probably also tried a
>>> >> "sword-pike-pointy stick" design system at one point.
>>> >>
>>> >> One "design system" that I definitely try to avert my eyes from is
>>> the
>>> >> "battle dress design system." It was one of those bad ideas where
>>> >> someone
>>> >> from the Art Dept said, "hey, shouldn't there be a design system
>>> for
>>> >> this?" "Yeah, we don't have to send this to the printer until 5:00,
>>> and
>>> >> it's 2:00 now, so we've got time," so it was written half at the
>>> >> conference table and half at someone's desk. When asked, "whaddaya
>>> >> think?"
>>> >> there wasn't enough time to form specific logical objections, the
>>> best
>>> >> one, "there39;s not enough time" having already been excluded.
>>> >>
>>> >> There was a spaceship design system made for Hard Times that was
>>> >> extremely
>>> >> detailed and fiddly and mostly seemed to be made to allow players
>>> to
>>> >> design "every rocket propulsion system you've ever heard of," but it
>>> had
>>> >> that two-fold TL problem where 1) it focused on all of these
>>> different
>>> >> approaches that only fall into a fraction of one TL, and therefore
>>> from
>>> >> the standpoint of the larger game don't haul much freight, and 2)
>>> the
>>> >> top-down logic that says TL ultimately has to be focused on "what
>>> was
>>> >> found to work," not things that were tried but failed. But HT is
>>> >> arguably
>>> >> a MT product, so doesn't belong here. Spiritually it was a
>>> transition
>>> >> product, but game system is obviously MT. There are a large number
>>> of
>>> >> "MT"
>>> >> products that are spiritually TNE products: Arrival Vengeance,
>>> >> Astrogator39;s Guide to Diaspora, Assignment: Vigilante, some other
>>> stuff
>>> >> I
>>> >> can't think of. It makes it hard for me to remember "when did you
>>> start
>>> >> work on TNE" because it literally goes back to my first day at GDW
>>> in
>>> >> one
>>> >> form or another.
>>> >>
>>> >> Last thought, there was always a typical error on the part of
>>> >> "design-system designers" to mistake "when we on Earth got around
>>> to
>>> >> thinking of a logical solution" for an actual TECHNICAL change
>>> (e.g.,
>>> >> superfiring guns, ballast tanks in submarines, multiple locomotive
>>> >> units,
>>> >> etc.), which caused me to reject a lot of design sequences over the
>>> >> years.
>>> >> I would rather not have a thing than publish one that is wrong. In
>>> >> fairness, it is easy to see how this confusion begins, as it's not
>>> >> always
>>> >> easy to separate "this is now possible/embedded technically" from
>>> >> "there39;s
>>> >> now enough related technical that it's easier for people to say,
>>> 'oh
>>> >> yeah...'". That is especially the case where TL is saying two
>>> utterly
>>> >> different things in the "pure" Traveller rules, where it is merely
>>> >> descriptive and can be (theoretically) based on multiple parallel
>>> >> technology systems (think tech for an aquatic species vs. tech for
>>> a
>>> >> terrestrial species) all governed by the same laws of physics, vs.
>>> what
>>> >> it
>>> >> is saying in the 3I campaign background where it tends to reflect
>>> the
>>> >> dissemination of core Imperial technology. There's also the
>>> >> understandable
>>> >> tendency of writers to fall back on real world or Star Trek
>>> examples:
>>> >> "this was solved by Thomas Edison or Dr. Richard Daystrom with the
>>> XXX,"
>>> >> but TL is not defined by a guy, that guy is just the expression of
>>> that
>>> >> TL
>>> >> "fact" (a.k.a. "hooey assertion") in that timeline.
>>> >>
>>> >> To conclude, some TL vs. discovered principles things ARE easy. The
>>> best
>>> >> example of this is germ theory. The benefits of germ theory do NOT
>>> arise
>>> >> at TL...(whatever late 1800s Earth is). You can tell TL 0 people,
>>> "don't
>>> >> build your toilets next to your drinking fountains" and it works
>>> just
>>> >> fine. If you're describing an isolated species with no transmission
>>> of
>>> >> knowledge from more advanced people, yes, they probably have to
>>> invent
>>> >> microscopes first to figure it out on their own. But you could just
>>> as
>>> >> easily posit that they are psionic and can sense the presence of
>>> tiny
>>> >> life
>>> >> forms all around them so don't need microscopes, or say that they
>>> just
>>> >> evolved to be neat freaks so gain the practical benefits of germ
>>> theory
>>> >> (at least in prevention of disease) without having to reach a
>>> certain
>>> >> TL.
>>> >> It's SF, if you're not confounding someone's pre-suppositions
>>> somewhere,
>>> >> you might as well stick with crossword puzzles.
>>> >>
>>> >>
>>> >>
>>> >
>>
>>
>

That was a concept from the DGP Starship Ops Manual which I loved so much I
immediately implemented it in TNE. You see it at least 2-3 times in my jump
rules even for a Solo Jump. More for coordinated/slave jumps.

Not required, but... advisable.

- Sent from my SM-N900T
On Mar 10, 2014 10:12 AM, "DEREK STANLEY" <> wrote:

>
>
> Why do I suddenly have the starship version of the "Check Engine" light
> covered in black tape popping into my head?
>
> Derek Stanley
> Sent from my iPhone...
>
> On Mar 10, 2014, at 9:59, Master Uxi <> wrote:
>
>
>
> It was. I originally used it in my old Star Wars RPG campaigns and found
> it much more suitable for TNE once I discovered FFS.
>
> It wasn't only a new/cutting edge thing but also very applicable to normal
> individual construction and even mass production. A design might have, for
> example 2d6-2* major bugs inherent in the design, some of which could only
> be discovered after a certain wear value degraded a crucial component, for
> example.
>
> But other bugs might be introduced not by flawed design, but by flawed
> production (made on Friday instead of Wednesday, bug on the construction
> droid, faulty materials not up to spec, etc) which could introduce 2d4-2*
> more! Even proven designs would thus still need shakedown cruises or
> breaking in/function checks. And if applicable, the skills of those doing
> the construction.
>
> This applies not only to ships which have zillions of parts but could
> expand to slug throwers as well as boots! As with most, not intended to
> encumber a game or create tedious checks, but to help explain that
> critical skill failure and/or mishap and offer a level of detail when
> desirable at refs discretion.
>
> These could also be mitigated by everything from "warning light" events to
> proper weapon safety. If the player isn't explicit, more than enough room
> to allow a skill roll...
>
> * modified by time taken with a table adding for additional time
> taken/more expensive materials and tighter tolerances 2x -1, 3x -2 etc or
> Rushed /substandard -10% +1, -15% +2, etc
>
> - Sent from my SM-N900T
> On Mar 10, 2014 9:18 AM, <> wrote:
>
>>
>>
>> I think Uxi and I discussed this system before, either on this forum or
>> directly, and I liked it. I think this is related to something you've
>> tried in your games, like those skill-related system charts?
>>
>> This reminds me of two things, and since I'm in a chatty mood lately:
>>
>> 1. I've mentioned this here before, but I was moving toward a
>> skill-related system in the TNE starship construction system. I found in
>> the process of designing Brilliant Lances (also rolled into FF&S) that the
>> system's (incrementally) greater detail required more design trade-offs,
>> and this requirement could be turned into a virtue by introducing fiddly
>> little flaws and "personality" into ship designs (the sort that many
>> games, most annoyingly BattleTech, handled by fake fiat, as it was not
>> based on any actual antecedents in the design process) that would then
>> require crews to counterbalance. In BL you were always finding systems
>> that you could almost, but not quite, make as big as required. You could
>> design them this way, but they would function less effectively. There
>> would be defined thresholds based on % of actual requirement, and at each
>> threshold the system would require a set of tasks (played day-to-day at PC
>> level) or +1 skill, say Engineering (played at the long-term/fleet level)
>> to keep the ship running effectively. I was already starting to put this
>> into designs in fuel purifiers and power plants that couldn't run the
>> whole ship at the same time (FP in the form of time to process full load,
>> time to process J1, etc., or PP can run this, but not that at same time)
>> and was going to define engineering tasks for "here's what it takes to
>> seamlessly switch power between these systems under duress," but didn't
>> get there before the lights started going out at GDW. I was really looking
>> forward to this, because players and refs and ship designers and fleet
>> builders who like "crunchy" details would have enjoyed it, although not
>> everyone would have used it, as it would have raised the level of detail.
>>
>> 2. I did some work over the years on a ship design system kind of broadly
>> based on things like the pre-WWI British-German naval arms race that was
>> like Uxi's system, except that instead of player skills, it would be based
>> on investment in industrial plant and research through-put, where instead
>> of a one-size-fits-all "tech level" the different nations (wet navy) or
>> races (SF) would have a "State-of-the-Art" (SOTA) which represented their
>> farthest mass-producible engineering solutions. Obviously this would not
>> be Traveller, as the global TL is exactly what it was NOT doing. Rather,
>> it would be more like Imperium or Task Force's StarFire or Star Fleet
>> Battles. The SOTA would be defined in several areas, engineering plants,
>> weapons systems, sensor suites, etc. and these would embed various design
>> trade-offs, so that one player might have systems that were lighter or
>> faster, while another might have systems that were more robust or damage
>> resistant, and these would interact to allow them to create ships that
>> were distinctively different, and would have different implications for
>> how they were operationally used, both at the fleet level and within the
>> design. Another example of this from the pre-WW1 arms race would be the
>> way the British a continuous powder train and the Germans had better
>> ammunition hoist practices which affected rate of fire, but also meant the
>> Brits were more susceptible to catastrophic damage from flash. This is
>> very similar in feel and intent to what Uxi describes. I would say, "great
>> minds think alike," but that would mean complimenting myself.
>>
>> Obviously Uxi's idea, though cool for your individual "IMTU," would be a
>> difficult fit over top of Traveller UWPs. As the UWPs were already
>> sufficiently buggy to begin with, adding an additional layer of
>> interpretation over top of them would make everyone's head explode.
>>
>> Finally, "Bonus Dave Crunchy Hooey," the mention of "folio games." One
>> thing we learned at GDW was that every time we tried to define a new way
>> to knock out a "simple, quick" product that would free up design time for
>> the bigger projects it always worked in reverse. The time required to
>> develop them always became disproportionate to what we could make back on
>> them proportionate to their size. The series of "folios" (what did we call
>> them?) we put out for MT, Dark Con, and Twilight were blood baths. It
>> turns out, as famously observed by Mark Twain, that it takes longer to
>> write short than it takes to simply allow something to run long (observe
>> my e-mails, for example), just so you can set a lower price point for it.
>> Another "hey, here's a good quickie we can knock out" idea was Star
>> Vikings. I think the end product was good, but it was not quick, nor a
>> time-saver.
>>
>> Ah, well, life's a bitch, and then you die. There are trolls out there who
>> will observe that this demonstrates the need for real business models and
>> MBAs in the gaming industry. When I was in the biz, GDW was still a
>> remnant of the "mom 'n' pop" operations that gave us the "golden age of
>> wargaming," and that's where a lot of its fun and eclecticism came from.
>> Besides, anyone with an MBA would know that there wasn't enough money in
>> that sort of wargaming to begin with. The two answers to that, WotC and
>> computer games are 1) life lessons on what happens when you get it, and 2)
>> it's a completely different industry completely underwritten by deliberate
>> government tax breaks. Welfare state for "slackers," perhaps.
>>
>> > That resonates with how in another Draft, skills could/should be
>> > integrated in. I like the idea of FFS being a *players* manual instead
>> of
>> > a
>> > ref one. The *character* can only do it, if they have the appropriate
>> > Advanced skills. And even once a design was done, a prototype would have
>> > to be constructed the GM would run an opposed roll and introduce a
>> number
>> > of flaws/bugs (based on complexity, maintenance, and wear) into the
>> > prototype that have to be discovered the hard way during testing and
>> > evaluations.
>> >
>> > Then, tooling could be made for mass production, or slightly cheaper
>> > refined copies of prototype could be made depending on the funding
>> > available.
>> >
>> > Ultimately that could hint towards an economic modeling in the rpg, if
>> not
>> > into a UWP extension (ideally reverse conpatible with the existing
>> codes,
>> > particularly government and law).
>> >
>> > Which brings in more specific addendems in specific regional models
>> (Path
>> > of Tears vs RSB etc) if not things like folio adventures for the world
>> of
>> > the month and Vampire Fleets, etc. Which brings to mind the "society" of
>> > Parent Virus entities I designed on the edge of Alpha Crucis/Leonis and
>> > their economy-equivalent...
>> >
>> >
>> > - Sent from my SM-N900T
>> > On Mar 8, 2014 10:48 AM, <> wrote:
>> >
>> >>
>> >>
>> >> For those just joining us, "WTH" may or may not stand for "What the
>> >> Huh?"
>> >> the lost TNE book.
>> >>
>> >> > Fair point. The WTH mass combat system essentially has the players
>> >> acting
>> >> > as commanders back at headquarters.
>> >> >
>> >> > But on page 63 of WTH you (or another author) put some rules for
>> >> trying
>> >> > to integrate PCs into the mass combat system. These assumed a PC was
>> >> > acting as commander or military advisor for a particular mass combat
>> >> unit
>> >> > in the field.
>> >>
>> >> That sounds like the sort of thing I would do (either assigned or
>> seeing
>> >> a
>> >> gap, throw myself on, usually the latter) and leads to my recollection
>> >> "there were gaps between the poles." If I made the time to dig WTH out
>> I
>> >> could tell you who wrote it, as it's obviously easy-ish to pick out my
>> >> writing from Frank's or Terry's.
>> >>
>> >> > WTH also had the black powder design sequences that were an addition
>> >> to
>> >> > FF&S.
>> >>
>> >> Yes, I do remember those. I think Terry made a stab at it and then
>> Frank
>> >> re-did it. There was also a "choo-choo train design system" that I
>> >> dropped
>> >> because it mostly got at the visual appearance of a locomotive and
>> >> didn't
>> >> adequately touch on their engineering-physics (tractive effort, wheels
>> >> for
>> >> speed vs. pulling power, size of boiler vs. combustion unit), and for
>> >> the
>> >> ROI was not worth the design time. Someone probably also tried a
>> >> "sword-pike-pointy stick" design system at one point.
>> >>
>> >> One "design system" that I definitely try to avert my eyes from is the
>> >> "battle dress design system." It was one of those bad ideas where
>> >> someone
>> >> from the Art Dept said, "hey, shouldn't there be a design system for
>> >> this?" "Yeah, we don't have to send this to the printer until 5:00, and
>> >> it's 2:00 now, so we've got time," so it was written half at the
>> >> conference table and half at someone's desk. When asked, "whaddaya
>> >> think?"
>> >> there wasn't enough time to form specific logical objections, the best
>> >> one, "there39;s not enough time" having already been excluded.
>> >>
>> >> There was a spaceship design system made for Hard Times that was
>> >> extremely
>> >> detailed and fiddly and mostly seemed to be made to allow players to
>> >> design "every rocket propulsion system you've ever heard of," but it
>> had
>> >> that two-fold TL problem where 1) it focused on all of these different
>> >> approaches that only fall into a fraction of one TL, and therefore from
>> >> the standpoint of the larger game don't haul much freight, and 2) the
>> >> top-down logic that says TL ultimately has to be focused on "what was
>> >> found to work," not things that were tried but failed. But HT is
>> >> arguably
>> >> a MT product, so doesn't belong here. Spiritually it was a transition
>> >> product, but game system is obviously MT. There are a large number of
>> >> "MT"
>> >> products that are spiritually TNE products: Arrival Vengeance,
>> >> Astrogator39;s Guide to Diaspora, Assignment: Vigilante, some other stuff
>> >> I
>> >> can't think of. It makes it hard for me to remember "when did you start
>> >> work on TNE" because it literally goes back to my first day at GDW in
>> >> one
>> >> form or another.
>> >>
>> >> Last thought, there was always a typical error on the part of
>> >> "design-system designers" to mistake "when we on Earth got around to
>> >> thinking of a logical solution" for an actual TECHNICAL change (e.g.,
>> >> superfiring guns, ballast tanks in submarines, multiple locomotive
>> >> units,
>> >> etc.), which caused me to reject a lot of design sequences over the
>> >> years.
>> >> I would rather not have a thing than publish one that is wrong. In
>> >> fairness, it is easy to see how this confusion begins, as it's not
>> >> always
>> >> easy to separate "this is now possible/embedded technically" from
>> >> "there39;s
>> >> now enough related technical that it's easier for people to say, 'oh
>> >> yeah...'". That is especially the case where TL is saying two utterly
>> >> different things in the "pure" Traveller rules, where it is merely
>> >> descriptive and can be (theoretically) based on multiple parallel
>> >> technology systems (think tech for an aquatic species vs. tech for a
>> >> terrestrial species) all governed by the same laws of physics, vs. what
>> >> it
>> >> is saying in the 3I campaign background where it tends to reflect the
>> >> dissemination of core Imperial technology. There's also the
>> >> understandable
>> >> tendency of writers to fall back on real world or Star Trek examples:
>> >> "this was solved by Thomas Edison or Dr. Richard Daystrom with the
>> XXX,"
>> >> but TL is not defined by a guy, that guy is just the expression of that
>> >> TL
>> >> "fact" (a.k.a. "hooey assertion") in that timeline.
>> >>
>> >> To conclude, some TL vs. discovered principles things ARE easy. The
>> best
>> >> example of this is germ theory. The benefits of germ theory do NOT
>> arise
>> >> at TL...(whatever late 1800s Earth is). You can tell TL 0 people,
>> "don't
>> >> build your toilets next to your drinking fountains" and it works just
>> >> fine. If you're describing an isolated species with no transmission of
>> >> knowledge from more advanced people, yes, they probably have to invent
>> >> microscopes first to figure it out on their own. But you could just as
>> >> easily posit that they are psionic and can sense the presence of tiny
>> >> life
>> >> forms all around them so don't need microscopes, or say that they just
>> >> evolved to be neat freaks so gain the practical benefits of germ theory
>> >> (at least in prevention of disease) without having to reach a certain
>> >> TL.
>> >> It's SF, if you're not confounding someone's pre-suppositions
>> somewhere,
>> >> you might as well stick with crossword puzzles.
>> >>
>> >>
>> >>
>> >
>>
>>
>
Hahaha. Ya guns were one of my things in the game, my character designed a couple of gauss weapons for specialized rolls, I disliked the 2cm LAG intensely. A 4mm Gauss SMG with 30mm GL and a 10mm Gauss rifle for anti battle dress / robot / light armored vehicles. The nail gun.



The smg was actually compact enough that I ended up slinging it under the front end of a 5 round semi auto GL, it was odd looking but was a stupid handy weapon. The door crasher special.



I've got some super nice deckplans somewhere too.

I was kind of a firm believer that fuel for Jump was consumed during jump to maintain the jump envelope. Once you had enough fuel to create the hole in space / time you could get in and continue refining and burning while you were in the hole.

Derek Stanley
Sent from my iPhone...

Derek Stanley
Sent from my iPhone...
> On Mar 10, 2014, at 10:13, wrote:
>
> Derek--
>
> You are definitely a man after my own heart, and this is a perfect example
> of how I hoped players would pick up and run with the "fiddly tactical
> detail" that we opened up in TNE/BL with ditching reactionless drive for
> reaction mass. And you probably noticed how I started defining required
> fuel volume per parsec of jump in ship designs to allow players to trade
> jump for G-turns. And also similarly, "turn off this to run that." (My
> intent was to introduce skill libraries to say, "turning this off and that
> on normally takes X time, or a Difficult engineering task to do it in Y
> time, Outstanding success yields Z time" and that sort of thing.)
>
> And also your example of the use of missiles as sensor drones was exactly
> the cool elements we pulled from Star Cruiser into TNE.
>
> I also heartily approve of/agree with your use of common areas for
> cargo/supplies. You've probably heard of how when US submarines depart on
> patrol they do so walking on layers of canned food in the passageways
> which are gradually consumed early in the patrol. I think that is exactly
> how "real" starships would operate, especially in the "TNE universe"
> (RC/post-collapse) where you're not sure when you're getting your next
> resupply.
>
> I also hao/aw low berths serving as bunks. That was always the case IMTU,
> and I think that assumption may have seeped into TNE. Certainly if anyone
> had asked, "is this allowed?" I would have said "yes," probably with the
> caveat that in impairs crew efficiency if done too much/too long. But then
> going back to US SSNs, you're aware that 688 boats routinely hot bunk so
> there is an acceptable level of routine inconvenience that is acceptable.
>
> Finally, after this big love-fest, you just had to toss a turd into the
> punch bowl, didn't you? :-) Yeah, I've heard the slug glitch before,
> definitely on this list. Maybe even before GDW went down and we had a fix
> to put into FF&S Mk 1 Mod Next.
>
> > I was very much a designer in this vein when I was building ships for the
> > PE campaign I ran about 14 years or so back. The ship typically had enough
> > juice to run the engines at full throttle and the weapons but if you
> > wanted to crack fuel you had to turn something off. The Jump drives were
> > J3 but it was only fueled for J2 so if you wanted to do a J3 you had to
> > consume some of your maneuver fuel so the crew had the option of knocking
> > a week off the trip but what was the consequence to be at the far end?
> > Would they be short on fuel if they got into combat? The solution that the
> > players came up with was to jump in, launch all the missles and use them
> > as drone sensor net for information gathering while the ship ran silent.
> > They'd then insert the missles into orbit as overwatch while they went
> > dirt side and when the job was done they'd simply pick up the missles,
> > refuel and restock them for the next port of call.
> >
> > I had a hand wave that allowed the characters to use common areas as cargo
> > spaces, typically because they ships they were in were so tight and high
> > strung they didn't have much more cargo space than was absolutly necessary
> > for that APC / Grav Van that they were transporting. Unfortunately filling
> > the halls with cargo makes routine maintenance much less routine.
> >
> > I was also running a handwave that allowed the use of lowberths as bunks.
> > The crew bunked out in a single area and the captain had the only cabin.
> >
> > IIRC there was some weirdness in FFS around the design of small arms that
> > basically increased range and dmg the larger the round and the slower it
> > was traveling.
> >
> > ----- Original Message -----
> >
> > From:
> > To: "Traveller TNE" <>
> > Sent: Monday, March 10, 2014 9:18:27 AM
> > Subject: [Traveller_TNE] Unique tech advancement approach
> >
> >
> >
> >
> >
> > I think Uxi and I discussed this system before, either on this forum or
> > directly, and I liked it. I think this is related to something you've
> > tried in your games, like those skill-related system charts?
> >
> > This reminds me of two things, and since I'm in a chatty mood lately:
> >
> > 1. I've mentioned this here before, but I was moving toward a
> > skill-related system in the TNE starship construction system. I found in
> > the process of designing Brilliant Lances (also rolled into FF&S) that the
> > system's (incrementally) greater detail required more design trade-offs,
> > and this requirement could be turned into a virtue by introducing fiddly
> > little flaws and "personality&quot; into ship designs (the sort that many
> > games, most annoyingly BattleTech, handled by fake fiat, as it was not
> > based on any actual antecedents in the design process) that would then
> > require crews to counterbalance. In BL you were always finding systems
> > that you could almost, but not quite, make as big as required. You could
> > design them this way, but they would function less effectively. There
> > would be defined thresholds based on % of actual requirement, and at each
> > threshold the system would require a set of tasks (played day-to-day at PC
> > level) or +1 skill, say Engineering (played at the long-term/fleet level)
> > to keep the ship running effectively. I was already starting to put this
> > into designs in fuel purifiers and power plants that couldn't run the
> > whole ship at the same time (FP in the form of time to process full load,
> > time to process J1, etc., or PP can run this, but not that at same time)
> > and was going to define engineering tasks for "here39;s what it takes to
> > seamlessly switch power between these systems under duress," but didn't
> > get there before the lights started going out at GDW. I was really looking
> > forward to this, because players and refs and ship designers and fleet
> > builders who like "crunchy" details would have enjoyed it, although not
> > everyone would have used it, as it would have raised the level of detail.
> >
> > 2. I did some work over the years on a ship design system kind of broadly
> > based on things like the pre-WWI British-German naval arms race that was
> > like Uxi's system, except that instead of player skills, it would be based
> > on investment in industrial plant and research through-put, where instead
> > of a one-size-fits-all "tech level" the different nations (wet navy) or
> > races (SF) would have a "State-of-the-Art" (SOTA) which represented their
> > farthest mass-producible engineering solutions. Obviously this would not
> > be Traveller, as the global TL is exactly what it was NOT doing. Rather,
> > it would be more like Imperium or Task Force's StarFire or Star Fleet
> > Battles. The SOTA would be defined in several areas, engineering plants,
> > weapons systems, sensor suites, etc. and these would embed various design
> > trade-offs, so that one player might have systems that were lighter or
> > faster, while another might have systems that were more robust or damage
> > resistant, and these would interact to allow them to create ships that
> > were distinctively different, and would have different implications for
> > how they were operationally used, both at the fleet level and within the
> > design. Another example of this from the pre-WW1 arms race would be the
> > way the British a continuous powder train and the Germans had better
> > ammunition hoist practices which affected rate of fire, but also meant the
> > Brits were more susceptible to catastrophic damage from flash. This is
> > very similar in feel and intent to what Uxi describes. I would say, "great
> > minds think alike," but that would mean complimenting myself.
> >
> > Obviously Uxi's idea, though cool for your individual "IMTU," would be a
> > difficult fit over top of Traveller UWPs. As the UWPs were already
> > sufficiently buggy to begin with, adding an additional layer of
> > interpretation over top of them would make everyone's head explode.
> >
> > Finally, "Bonus Dave Crunchy Hooey," the mention of "folio games." One
> > thing we learned at GDW was that every time we tried to define a new way
> > to knock out a "simple, quick" product that would free up design time for
> > the bigger projects it always worked in reverse. The time required to
> > develop them always became disproportionate to what we could make back on
> > them proportionate to their size. The series of "folios" (what did we call
> > them?) we put out for MT, Dark Con, and Twilight were blood baths. It
> > turns out, as famously observed by Mark Twain, that it takes longer to
> > write short than it takes to simply allow something to run long (observe
> > my e-mails, for example), just so you can set a lower price point for it.
> > Another "hey, here's a good quickie we can knock out" idea was Star
> > Vikings. I think the end product was good, but it was not quick, nor a
> > time-saver.
> >
> > Ah, well, life's a bitch, and then you die. There are trolls out there who
> > will observe that this demonstrates the need for real business models and
> > MBAs in the gaming industry. When I was in the biz, GDW was still a
> > remnant of the "mom 'n' pop" operations that gave us the "golden age of
> > wargaming," and that's where a lot of its fun and eclecticism came from.
> > Besides, anyone with an MBA would know that there wasn't enough money in
> > that sort of wargaming to begin with. The two answers to that, WotC and
> > computer games are 1) life lessons on what happens when you get it, and 2)
> > it's a completely different industry completely underwritten by deliberate
> > government tax breaks. Welfare state for "slackers," perhaps.
> >
> >
> >
> >
> >
>
>
Yes, good reminder. The DGP SOM is the kind of
stuff/antecedent/inspiration I had in mind for TNE that I didn't get a
chance to do. "The Old Timer" would have been replaced by something
different, maybe different guest voices for different sections.

> That was a concept from the DGP Starship Ops Manual which I loved so much
> I
> immediately implemented it in TNE. You see it at least 2-3 times in my
> jump
> rules even for a Solo Jump. More for coordinated/slave jumps.
>
> Not required, but... advisable.
>
> - Sent from my SM-N900T
> On Mar 10, 2014 10:12 AM, "DEREK STANLEY" <> wrote:
>
>>
>>
>> Why do I suddenly have the starship version of the "Check Engine" light
>> covered in black tape popping into my head?
>>
>> Derek Stanley
>> Sent from my iPhone...
>>
>> On Mar 10, 2014, at 9:59, Master Uxi <> wrote:
>>
>>
>>
>> It was. I originally used it in my old Star Wars RPG campaigns and
>> found
>> it much more suitable for TNE once I discovered FFS.
>>
>> It wasn't only a new/cutting edge thing but also very applicable to
>> normal
>> individual construction and even mass production. A design might have,
>> for
>> example 2d6-2* major bugs inherent in the design, some of which could
>> only
>> be discovered after a certain wear value degraded a crucial component,
>> for
>> example.
>>
>> But other bugs might be introduced not by flawed design, but by flawed
>> production (made on Friday instead of Wednesday, bug on the construction
>> droid, faulty materials not up to spec, etc) which could introduce
>> 2d4-2*
>> more! Even proven designs would thus still need shakedown cruises or
>> breaking in/function checks. And if applicable, the skills of those
>> doing
>> the construction.
>>
>> This applies not only to ships which have zillions of parts but could
>> expand to slug throwers as well as boots! As with most, not intended to
>> encumber a game or create tedious checks, but to help explain that
>> critical skill failure and/or mishap and offer a level of detail when
>> desirable at refs discretion.
>>
>> These could also be mitigated by everything from "warning light" events
>> to
>> proper weapon safety. If the player isn't explicit, more than enough
>> room
>> to allow a skill roll...
>>
>> * modified by time taken with a table adding for additional time
>> taken/more expensive materials and tighter tolerances 2x -1, 3x -2 etc
>> or
>> Rushed /substandard -10% +1, -15% +2, etc
>>
>> - Sent from my SM-N900T
>> On Mar 10, 2014 9:18 AM, <> wrote:
>>
>>>
>>>
>>> I think Uxi and I discussed this system before, either on this forum or
>>> directly, and I liked it. I think this is related to something you've
>>> tried in your games, like those skill-related system charts?
>>>
>>> This reminds me of two things, and since I'm in a chatty mood lately:
>>>
>>> 1. I've mentioned this here before, but I was moving toward a
>>> skill-related system in the TNE starship construction system. I found
>>> in
>>> the process of designing Brilliant Lances (also rolled into FF&S) that
>>> the
>>> system's (incrementally) greater detail required more design
>>> trade-offs,
>>> and this requirement could be turned into a virtue by introducing
>>> fiddly
>>> little flaws and "personality" into ship designs (the sort that many
>>> games, most annoyingly BattleTech, handled by fake fiat, as it was not
>>> based on any actual antecedents in the design process) that would then
>>> require crews to counterbalance. In BL you were always finding systems
>>> that you could almost, but not quite, make as big as required. You
>>> could
>>> design them this way, but they would function less effectively. There
>>> would be defined thresholds based on % of actual requirement, and at
>>> each
>>> threshold the system would require a set of tasks (played day-to-day at
>>> PC
>>> level) or +1 skill, say Engineering (played at the long-term/fleet
>>> level)
>>> to keep the ship running effectively. I was already starting to put
>>> this
>>> into designs in fuel purifiers and power plants that couldn't run the
>>> whole ship at the same time (FP in the form of time to process full
>>> load,
>>> time to process J1, etc., or PP can run this, but not that at same
>>> time)
>>> and was going to define engineering tasks for "here's what it takes to
>>> seamlessly switch power between these systems under duress," but didn't
>>> get there before the lights started going out at GDW. I was really
>>> looking
>>> forward to this, because players and refs and ship designers and fleet
>>> builders who like "crunchy" details would have enjoyed it, although not
>>> everyone would have used it, as it would have raised the level of
>>> detail.
>>>
>>> 2. I did some work over the years on a ship design system kind of
>>> broadly
>>> based on things like the pre-WWI British-German naval arms race that
>>> was
>>> like Uxi's system, except that instead of player skills, it would be
>>> based
>>> on investment in industrial plant and research through-put, where
>>> instead
>>> of a one-size-fits-all "tech level" the different nations (wet navy) or
>>> races (SF) would have a "State-of-the-Art" (SOTA) which represented
>>> their
>>> farthest mass-producible engineering solutions. Obviously this would
>>> not
>>> be Traveller, as the global TL is exactly what it was NOT doing.
>>> Rather,
>>> it would be more like Imperium or Task Force's StarFire or Star Fleet
>>> Battles. The SOTA would be defined in several areas, engineering
>>> plants,
>>> weapons systems, sensor suites, etc. and these would embed various
>>> design
>>> trade-offs, so that one player might have systems that were lighter or
>>> faster, while another might have systems that were more robust or
>>> damage
>>> resistant, and these would interact to allow them to create ships that
>>> were distinctively different, and would have different implications for
>>> how they were operationally used, both at the fleet level and within
>>> the
>>> design. Another example of this from the pre-WW1 arms race would be the
>>> way the British a continuous powder train and the Germans had better
>>> ammunition hoist practices which affected rate of fire, but also meant
>>> the
>>> Brits were more susceptible to catastrophic damage from flash. This is
>>> very similar in feel and intent to what Uxi describes. I would say,
>>> "great
>>> minds think alike," but that would mean complimenting myself.
>>>
>>> Obviously Uxi's idea, though cool for your individual "IMTU," would be
>>> a
>>> difficult fit over top of Traveller UWPs. As the UWPs were already
>>> sufficiently buggy to begin with, adding an additional layer of
>>> interpretation over top of them would make everyone's head explode.
>>>
>>> Finally, "Bonus Dave Crunchy Hooey," the mention of "folio games." One
>>> thing we learned at GDW was that every time we tried to define a new
>>> way
>>> to knock out a "simple, quick" product that would free up design time
>>> for
>>> the bigger projects it always worked in reverse. The time required to
>>> develop them always became disproportionate to what we could make back
>>> on
>>> them proportionate to their size. The series of "folios" (what did we
>>> call
>>> them?) we put out for MT, Dark Con, and Twilight were blood baths. It
>>> turns out, as famously observed by Mark Twain, that it takes longer to
>>> write short than it takes to simply allow something to run long
>>> (observe
>>> my e-mails, for example), just so you can set a lower price point for
>>> it.
>>> Another "hey, here's a good quickie we can knock out" idea was Star
>>> Vikings. I think the end product was good, but it was not quick, nor a
>>> time-saver.
>>>
>>> Ah, well, life's a bitch, and then you die. There are trolls out there
>>> who
>>> will observe that this demonstrates the need for real business models
>>> and
>>> MBAs in the gaming industry. When I was in the biz, GDW was still a
>>> remnant of the "mom 'n' pop" operations that gave us the "golden age of
>>> wargaming," and that's where a lot of its fun and eclecticism came
>>> from.
>>> Besides, anyone with an MBA would know that there wasn't enough money
>>> in
>>> that sort of wargaming to begin with. The two answers to that, WotC and
>>> computer games are 1) life lessons on what happens when you get it, and
>>> 2)
>>> it's a completely different industry completely underwritten by
>>> deliberate
>>> government tax breaks. Welfare state for "slackers," perhaps.
>>>
>>> > That resonates with how in another Draft, skills could/should be
>>> > integrated in. I like the idea of FFS being a *players* manual
>>> instead
>>> of
>>> > a
>>> > ref one. The *character* can only do it, if they have the appropriate
>>> > Advanced skills. And even once a design was done, a prototype would
>>> have
>>> > to be constructed the GM would run an opposed roll and introduce a
>>> number
>>> > of flaws/bugs (based on complexity, maintenance, and wear) into the
>>> > prototype that have to be discovered the hard way during testing and
>>> > evaluations.
>>> >
>>> > Then, tooling could be made for mass production, or slightly cheaper
>>> > refined copies of prototype could be made depending on the funding
>>> > available.
>>> >
>>> > Ultimately that could hint towards an economic modeling in the rpg,
>>> if
>>> not
>>> > into a UWP extension (ideally reverse conpatible with the existing
>>> codes,
>>> > particularly government and law).
>>> >
>>> > Which brings in more specific addendems in specific regional models
>>> (Path
>>> > of Tears vs RSB etc) if not things like folio adventures for the
>>> world
>>> of
>>> > the month and Vampire Fleets, etc. Which brings to mind the "society"
>>> of
>>> > Parent Virus entities I designed on the edge of Alpha Crucis/Leonis
>>> and
>>> > their economy-equivalent...
>>> >
>>> >
>>> > - Sent from my SM-N900T
>>> > On Mar 8, 2014 10:48 AM, <> wrote:
>>> >
>>> >>
>>> >>
>>> >> For those just joining us, "WTH" may or may not stand for "What the
>>> >> Huh?"
>>> >> the lost TNE book.
>>> >>
>>> >> > Fair point. The WTH mass combat system essentially has the players
>>> >> acting
>>> >> > as commanders back at headquarters.
>>> >> >
>>> >> > But on page 63 of WTH you (or another author) put some rules for
>>> >> trying
>>> >> > to integrate PCs into the mass combat system. These assumed a PC
>>> was
>>> >> > acting as commander or military advisor for a particular mass
>>> combat
>>> >> unit
>>> >> > in the field.
>>> >>
>>> >> That sounds like the sort of thing I would do (either assigned or
>>> seeing
>>> >> a
>>> >> gap, throw myself on, usually the latter) and leads to my
>>> recollection
>>> >> "there were gaps between the poles." If I made the time to dig WTH
>>> out
>>> I
>>> >> could tell you who wrote it, as it's obviously easy-ish to pick out
>>> my
>>> >> writing from Frank's or Terry's.
>>> >>
>>> >> > WTH also had the black powder design sequences that were an
>>> addition
>>> >> to
>>> >> > FF&S.
>>> >>
>>> >> Yes, I do remember those. I think Terry made a stab at it and then
>>> Frank
>>> >> re-did it. There was also a "choo-choo train design system" that I
>>> >> dropped
>>> >> because it mostly got at the visual appearance of a locomotive and
>>> >> didn't
>>> >> adequately touch on their engineering-physics (tractive effort,
>>> wheels
>>> >> for
>>> >> speed vs. pulling power, size of boiler vs. combustion unit), and
>>> for
>>> >> the
>>> >> ROI was not worth the design time. Someone probably also tried a
>>> >> "sword-pike-pointy stick" design system at one point.
>>> >>
>>> >> One "design system" that I definitely try to avert my eyes from is
>>> the
>>> >> "battle dress design system." It was one of those bad ideas where
>>> >> someone
>>> >> from the Art Dept said, "hey, shouldn't there be a design system for
>>> >> this?" "Yeah, we don't have to send this to the printer until 5:00,
>>> and
>>> >> it's 2:00 now, so we've got time," so it was written half at the
>>> >> conference table and half at someone's desk. When asked, "whaddaya
>>> >> think?"
>>> >> there wasn't enough time to form specific logical objections, the
>>> best
>>> >> one, "there39;s not enough time" having already been excluded.
>>> >>
>>> >> There was a spaceship design system made for Hard Times that was
>>> >> extremely
>>> >> detailed and fiddly and mostly seemed to be made to allow players to
>>> >> design "every rocket propulsion system you've ever heard of," but it
>>> had
>>> >> that two-fold TL problem where 1) it focused on all of these
>>> different
>>> >> approaches that only fall into a fraction of one TL, and therefore
>>> from
>>> >> the standpoint of the larger game don't haul much freight, and 2)
>>> the
>>> >> top-down logic that says TL ultimately has to be focused on "what
>>> was
>>> >> found to work," not things that were tried but failed. But HT is
>>> >> arguably
>>> >> a MT product, so doesn't belong here. Spiritually it was a
>>> transition
>>> >> product, but game system is obviously MT. There are a large number
>>> of
>>> >> "MT"
>>> >> products that are spiritually TNE products: Arrival Vengeance,
>>> >> Astrogator39;s Guide to Diaspora, Assignment: Vigilante, some other
>>> stuff
>>> >> I
>>> >> can't think of. It makes it hard for me to remember "when did you
>>> start
>>> >> work on TNE" because it literally goes back to my first day at GDW
>>> in
>>> >> one
>>> >> form or another.
>>> >>
>>> >> Last thought, there was always a typical error on the part of
>>> >> "design-system designers" to mistake "when we on Earth got around to
>>> >> thinking of a logical solution" for an actual TECHNICAL change
>>> (e.g.,
>>> >> superfiring guns, ballast tanks in submarines, multiple locomotive
>>> >> units,
>>> >> etc.), which caused me to reject a lot of design sequences over the
>>> >> years.
>>> >> I would rather not have a thing than publish one that is wrong. In
>>> >> fairness, it is easy to see how this confusion begins, as it's not
>>> >> always
>>> >> easy to separate "this is now possible/embedded technically" from
>>> >> "there39;s
>>> >> now enough related technical that it's easier for people to say, 'oh
>>> >> yeah...'". That is especially the case where TL is saying two
>>> utterly
>>> >> different things in the "pure" Traveller rules, where it is merely
>>> >> descriptive and can be (theoretically) based on multiple parallel
>>> >> technology systems (think tech for an aquatic species vs. tech for a
>>> >> terrestrial species) all governed by the same laws of physics, vs.
>>> what
>>> >> it
>>> >> is saying in the 3I campaign background where it tends to reflect
>>> the
>>> >> dissemination of core Imperial technology. There's also the
>>> >> understandable
>>> >> tendency of writers to fall back on real world or Star Trek
>>> examples:
>>> >> "this was solved by Thomas Edison or Dr. Richard Daystrom with the
>>> XXX,"
>>> >> but TL is not defined by a guy, that guy is just the expression of
>>> that
>>> >> TL
>>> >> "fact" (a.k.a. "hooey assertion") in that timeline.
>>> >>
>>> >> To conclude, some TL vs. discovered principles things ARE easy. The
>>> best
>>> >> example of this is germ theory. The benefits of germ theory do NOT
>>> arise
>>> >> at TL...(whatever late 1800s Earth is). You can tell TL 0 people,
>>> "don't
>>> >> build your toilets next to your drinking fountains" and it works
>>> just
>>> >> fine. If you're describing an isolated species with no transmission
>>> of
>>> >> knowledge from more advanced people, yes, they probably have to
>>> invent
>>> >> microscopes first to figure it out on their own. But you could just
>>> as
>>> >> easily posit that they are psionic and can sense the presence of
>>> tiny
>>> >> life
>>> >> forms all around them so don't need microscopes, or say that they
>>> just
>>> >> evolved to be neat freaks so gain the practical benefits of germ
>>> theory
>>> >> (at least in prevention of disease) without having to reach a
>>> certain
>>> >> TL.
>>> >> It's SF, if you're not confounding someone's pre-suppositions
>>> somewhere,
>>> >> you might as well stick with crossword puzzles.
>>> >>
>>> >>
>>> >>
>>> >
>>>
>>>
>>
>