After years as a professional photographer, entrepreneur, business coach, teacher, and more, what I want out of RPGs changed a lot over the years. Spending my days working in Social Services, I'm still Searching for Magic.
Currently an exploration of tabletop roleplaying games and other creative play with a focus on rules-light RPGs.
Showing posts with label role playing game. Show all posts
Showing posts with label role playing game. Show all posts
After a few years of quietly playing, running, and (as always) tinkering with games, I have something to add to the conversation again. Instead of focusing on tweaks to existing games, I find myself diving deep into design. Like many people involved in the RPG community I'm always messing around with some idea for a game, adventure, or scenario, but this time it feels different.
No limits! Yeah!
I have a few design projects on the go. Some of it grew out of regular play and some addresses problems I see. I still favour the rules-light systems based in the old school tradition, but love how games have grown and changed. There are so many options and tools we have now to mix and match and get exactly what we want out of the experience at our table or online game-space! I also find my professional life crossing over into RPGs as new game-based therapies develop. It's all exciting!
Most of the RPGs I'm working on are somewhere in the middle of the write, test, rewrite cycle. I tend to follow the muse as it jumps around so they all move forward at a glacial pace. I'll talk about each as they come up but the project that caught fire for me right now is my take on the Hardy Boys adventures. Originally the Mid Century Mysteries, the core of the game was in the works long before I decided to take advantage of the original Hardy Boys Books entering the public domain. My connection to this material is strange and deserves its own post, so I'll expand on that later.
Source material for the Hardy Boys Adventure RPG!
With my brain hyper-focused on the Hardy Boys Adventures RPG, everything else is still taking up space in my brain, but more in the background. There will be more about them in the future, but it may be a while.
My home game that grew out of playing the original Black Hack continues to develop. It was something all its own by the time the second edition of the Black Hack came out. I'll get it all in order at some point. It would be nice to put a book together for my own use and to have a better reference for my players. The reactions to the bits of it I posted before also make me think there's room for it as an option in the RPG market. Based on my experience, it could be a good game to use to introduce new folks to the RPG hobby in a way that is more accessible. For it to be accessible, it needs to be more than a pile of Google documents and hand-written notes. I want people to have a great experience then have something they could take away to try out on their own. There's more to it than that, but I can expand on the story of that game later. My big lesson from that one is kids can be the best playtesters!
I'm working on a sci-fi game that came out of play-testing an original system I had planned to use for sword and sorcery. At that stage of the testing I wasn't certain what I would do with magic, so I ran the test using the system for a sci-fi scenario so I could have fantastic elements without magic. The system performed well, and turned out to be adaptable. After using it for sci-fi though, I realised the system supported one of the best science fiction RPG experiences I ever had. I tossed out the whole sword and sorcery thing and dove into creating a sci-fi game that made use of the core game mechanics. Then there was a lot more work to do! I'll go into the details, hopes, and motivations for that one in a later post too.
Obligatory dice photo! These dice come from the Threshold Diceworks Holmes Retro Collection
The other project comes from people asking me to run "D&D" for them and while I doubt I'll ever publish it, organizing all the changes into a handbook would make my life easier when I run it. I used to run fifth edition D&D for a few years after it first came out, as scrolling back on the blog will show, and I enjoyed it. I find D&D's grown into a monster of supplemental rules, new options, and there is too much to keep track of when running. I still like to play it, but I don't run it anymore. The same bloat eventually weighed down second edition D&D so much the game almost disappeared! The bloat brought me back to B/X D&D and Old School Essentials. As much fun as I have with it, I started smoothing things out. I mixed in some new approaches while keeping the core rules, benefits, and play style of B/X. I know there are people who think B/X D&D is some kind of sacred text that is eternal. I have no problems with that view, and enjoy playing at their tables. After speaking with folks that look to the old school for a set of rules that can be modified without breaking, I know there people who would like to take a look at the changes I made as inspiration for their own changes. I'll post pieces of that as it comes together as well. The last time I ran it was a great experience!
I'm not sure writing a post about posts I will write later is a good idea, but I'm back, and I'm doing different things these days. We'll see how it goes.
Progress in RPG design and play is held back by the words we use that don't make any sense.
Hit Points.
So many RPGs have some version of "hit points" whether it's called hits, hit points, health, vitality, or whatever, it is expressed as a representation of how much damage a character can take. Video games have copied this idea for years, and you see your little digital bonhomme getting wailed on while a bar or a number of hit points gets smaller. Why not? It's there in the name, right? Hit points, those are points you use up getting hit, right?
Someone is hoping the undead giant is almost out of hit points
Except it's not right. Not really. Hit points have almost always been an abstraction expressing something else entirely. I've talked about the problem of damage before, but in terms of Dungeons & Dragons and many games using hit points, there is no damage until the hit points are gone. Hit points represent the ability of a character to postpone the inevitable through skill, experience, luck, or script immunity. They represent an ability for a hero to keep fighting when everyone else would be done. They are more a measure of endurance than damage capacity.
This idea is further confused by the old-school rates of healing where characters only got one hit point back per day of resting. Something ridiculous when characters can easily get to a place where they have 20 or 30 hit points. If they are healing, then they must have been hurt, right? Except that is not how it works. A character is just as effective at one hit point as they are at full hit points. Because they are not hurt unless they are at zero! In the old days if your character went below zero they were dead! Not just wounded, but killed. Luck finally caught up with them and took her due. It wasn't long before rules developed for going into negatives where a risk was involved, but not immediate death.
Fast forward to the last few years. Two different innovations double down on the idea of hit points as an abstract that expresses endurance. The first is the death and dismemberment tables that came out of the Old School Renaissance (OSR) Blogs. The idea was if your character went below zero hit points they had been wounded and could be badly hurt or even dead. Rolling on the tables got you a result that your character had to live with. Maybe they lost a limb, or an eye, and it had ongoing mechanical effect on the character. After a while they could look pretty rough. Eventually a character could even be forced into retirement by accumulating too many, "old war wounds." I'm a big fan of the death and dismemberment tables. Partially because they reinforce the concept of how things work, but also because they add a real element of risk to fighting to your last. Players with characters who can be brought around in a moment to fighting condition with no consequence are not going to have any good reason to surrender, if there is no consequence to negative hit points. The idea that the table might give them a reason to play as if getting wounded is something to be afraid of encourages more realistic role playing.
Oops! You interrupted her short rest.
What's the worst that could happen?
The other innovation is the idea of short and long rests. I think the first game I saw this idea in was Barbarians of Lemuria, where a few hit points could be recovered by taking a breather and a quick drink and full recovery required night's rest. This same approach made it into a few different small press games, and the latest edition (the so-called 5th edition) of D&D. By explicitly recovering hit points through short and long rests the D&D, and any other RPG, rules are making hit points endurance. There is nothing wrong with this approach. I like it. It's cinematic and makes for high-speed pulp-fiction action! That's all great! It allows players to accomplish more by giving them more significant choices about how they use the two resources they have, time and hit points.
The problem is the thing is still called, "hit points," and we generate them by rolling, "hit dice," when these two things are expressions of endurance. It doesn't really matter where the name hit point came from. It may be a hold-over from the war games the designers of the early versions of D&D were playing and using to inform their first RPGs. Maybe someone thought it sounded cool. The fact is, it doesn't fit and is actually misleading. All the grognards and legacy players are already composing their comments about how wrong I am and how the word doesn't matter because obviously we all know what it means.
Except we don't. Many players think the fast recovery of hit points through rest is unrealistic because you can't walk of a sword thrust to the abdomen. If we expressed it as endurance and described combat with point loss as close calls, bangs, jams, bruises, and numbness in the limbs it would be easier to get more people all in on the concept. The other problem is new players. RPGs have exploded, in no small part to the efforts of Wizards of the Coast to make D&D accessible and easy to grasp. Words like hit points get in the way of that because they suggest the character is getting hit when they lose hit points. Why set them up to fail? Why not call it what it is? Because of tradition? Meh, there are more new players now than ever before. Because someone can tell them? People are learning to play from the books and watching actual play on you tube. Terms matter in both of these cases because that is how the new players will interpret what is happening in the game. I'm not the first to come to this conclusion. The Neo-Classical Geek Revival(NGR) fantasy RPG has used the term "Luck" for these points for years.
Someone is rolling on the death and dismemberment table!
The waters are muddied further by the idea of weapon damage. When D&D was first created, almost everything on two legs had single digit hit points. Humans were all assumed to be zero level with, at most, three hit points. That means that first hit was probably taking them down. A dagger could do it, but a two-handed sword had a better chance of ending a generic cultist or town guard in one shot. Fighting fantastic monsters the assumption was they were magical or huge beasts that could actually be hit more than once with little effect. Calling it hit points under those circumstances could have made sense to the people running and playing those first games. It might even still make sense to call the ability of a dragon to keep fighting hit points now. I'll concede that point. Still, for the sake of having a consistent expression it is better to have magical creatures with endurance than characters with hit points for the reasons I outlined above.
So if a weapon doesn't do damage to a character, what does it do? The way I run it at my table is attacks remove hit points. no one takes damage until they go down. Monsters snarl in pain at flesh wounds, enemy shields buckle under the assault, or they are beaten back as they lose their hit points. I've run it like that for a couple of years now. For example, "Your shield arm is still vibrating from the blow and you lose (rattle-rattle) four hit points." It seems cleaner to move this to something like, "Sparks fly as the bugbear's axe crashes against your sword and you stumble back a step. You lose (rattle-rattle) 7 endurance."
It's visceral, it keeps everyone in the fiction, and it shows the player what they still have in the tank to finish the fight. Then they choose how far to take it. Can they push through and find a place to hole up for long enough to get their wind back? Has the alarm gone up and they are facing a running fight until they can win or get out? Endurance is no less exciting, or dangerous with the addition of a death and dismemberment table. It's also still all close enough that converting old modules and third party adventures on the fly should be no problem for a referee/game master.
I run a hugely modified version of the original Black Hack rules. I call the threat to endurance, "attack dice," and it seems to work well. The attack die represents the combat ability of a given character or monster when they attack. It's logical, accurate, and it works well in play. I like to run for new people and experienced players alike. Everyone seems to like it so far.
These old words, hit points, have the baggage of old assumptions based on their wargaming routes and new assumptions based on what the words mean. For ease of adoption of current gamers, the words are used. They are a short hand that no one will question. Because no one questions the short hard, the baggage follows us to new games that arguably, would be better off without them. There are a host of D&D clones and D&D-ish games out there thanks to the Open Gaming License. These new and different games all put some kind of a spin on the tabletop RPG experience. The publishers of D&D might fear losing their current base by changing too much, but small press publishers have more freedom to break new ground. That's why most of the best innovations in game mechanics, campaign settings and game art come from the small press publishers.
If we take advantage of this freedom, and we dump hit points, hit dice, and damage, what is next? What other words make no sense? Levels, maybe? There are character class levels, spell levels, dungeon levels... How many different things do we need to describe with the same word?
Character level seems sacrosanct. The concept of leveling up is ingrained in western culture thanks to video games borrowing their framework from D&D. If characters get levels, then everything else needs to find a better word.
Dungeons could be described in terms of floors: Floor one, two, etc. That makes sense and translates well enough to real experience. I don't go to an office on the fifth level of the building, I go to the fifth floor. This seems easy enough to change and will not make it more confusing, at least.
When we talk about spells, we are talking about power. Each level a magic wielding character ascends gives them access to more spell casting power. If spells were described in terms of power, it would make more sense for a level five wizard to finally gain access to power three spells like fireball! Power one, power two... or is it first power spells, second power spells, etc? Regardless, power is a suitable replacement.
As designers and runners of games, many of us do our best to trim the fat of game mechanics so our games run fast and smooth. We should be doing the same with the terminology. If we don't we are leaving a barrier in place for no reason other than that's the way it has always been done without asking if it's the best way to do it.
I'll be trying these out in in my home game and any D&D type games I run online this summer. I'll see how it works out. If you try it, let me know how it works for you. Does it change anything?
What?
I have the Warrior Princess Prestige Class so these arrows used up temporary hit points.
I'm still at full HP!
Role playing games feature many kinds of conflict but physical conflict is nearly always a big part of the game. With that comes the problem of tracking damage to Player Characters and its effects. I haven't written much about the system I'm developing here on the blog, but now that I'm ready to playtest the "3D System" that's going to change. Here's a look behind the curtain at my reasoning for how I dealt with the problem of damage in RPGs.
D&D and many of the games that came after it use the idea of: "Hit Points." A character or creature can take a certain amount of damage before it's mortally wounded and goes down/dies. Hit Points as an abstraction of a character's survivability causes some confusion since it's tied to weapon damage. The concept is more of an expression of script immunity and games like Neoclassical Geek Revival are more explicit about it by calling them luck points instead.
Hit Points as a concept are illustrated by the typical action hero movie. Action heroes take a tonne of punishment over the course of a typical film. They are banged up, bruised, cut and bleeding all over, but never seem to loose their effectiveness as bad-guy-killing machines. Sometimes a particular wound will have some kind of dramatic effect for a while, such as John McLean's feet cut up by the glass in Die Hard, or Jack Bauer's heart being stopped during torture in one of the 24s. Even these consequences for critical hits are not permanent, resulting only in a quick bit of first aid or an ill-timed, dramatic nap. As characters "level up" in an RPG of this type they gain more ability to stay in the story despite the negative impact of opposing forces. Basically, they are allowed to be heroic longer and have bigger adventures. It's only that last swordstroke that really gets through the character's defences that actually connects in a way that matters. The one that brings the characters down is the mortal blow that can put a character into coma or a fight for it's life.
The Fifth Edition of D&D embraces this model by allowing characters to recover some Hit Points merely by taking a break to rest and recover and get them all back with a good night's sleep. Barbarians of Lemuria is similar, allowing the recovery of half of what is lost in a combat merely by taking a break to have a drink and rest. If Hit Points are just a matter of staying power and not actual serious wounds, they should be easy to recover.
My favourite part of 5e D&D is the fight for survival after losing all Hit Points. Rolling saves to either stabilize in unconsciousness or die without help show how deadly that last hit was. Old D&D countered the massive hit points with some things like poison and magical effects like a Medusa's stare coming down to a single roll to avoid death. Fail that saving throw and the character is dead, no matter how many Hit Points they had. Even the greatest hero could be killed by a serious threat. A poison dart was all it took to kill Achilles after all.
Playing big damn heroes is fun, so this abstraction works pretty well for a lot of games but some of the genre fiction that these games are based on takes a grittier approach. The idea that you could take a beating and still be as effective as you if were fresh also requires more suspension of disbelief than some people want in their fiction or games.
Some games stick with the hit point approach and limit them to keep things tense. Games like Talislanta and Barbarians of Lemuria have hit point values for characters that allow the character to handle a few hits, but there is no expectation they will ever be tougher than that. Traveller, which I talked about in a recent post, uses a random physical stat as a stand in for hit points. These values are pretty low compared to the damage that can be done so combat is over quickly, usually going to whoever surprises their opponents. It also makes combat in Traveller a deadly prospect that players will want to plan with care. In these cases every combat has the potential to be the last one but there's no expiration of the characters like you get with the hit point model.
At least as characters run low on hit points the players become more wary and don't want to commit to a fight they might lose. Even the highest level characters are slowly run down by a succession of combats. This change is a way of mechanically expressing the exhaustion caused by life-or-death struggle and the change in play to a slower, more careful pace is representative of the effects of exhaustion without having a direct mechanic for endurance. It's also why the Constitution stat in D&D is used to modify hit points. The healthier you are the more staying power you have for fights, adventures and shenanigans.
(One of Frank Frazetta's many paintings of Conan)
Hit locations are sometimes used to create effects from damage beyond coma/death so characters could lose the use of an arm or leg and have penalties to actions instead. I find that annoying to track for NPCs and it gets even more silly than hit points when the luck of the dice spreads the damage of lighter hits across all the locations for no effect. This one has always felt fiddly to me and never worth the effort to track.
Hit points are a nice simple solution to express a complex situation. Even when people don't understand how much is going on it still works as a game mechanic. As much as I like it in D&D and other games, I don't want to use it for the one I'm designing. Because my game embraces the pulp feel where heroes are worn down but still succeed, I decided to make damage an increasing penalty rather than a ticking clock.
Part of the inspiration came from reading Robert E. Howard's Phoenix on the Sword [Spoilers! this paragraph only] in which an older Conan is set upon by a group of assassins. Because he's Conan, they can't get around his defences to land a definitive killing blow, but they do wound him making it impossible for him to do much more than defend himself. As the minor hits and cuts pile up he slows down and becomes more vulnerable. It is an awesome fight with great tension! It would be so much fun to play that way! As damage makes the fight more desperate players get creative to end it quickly. When that happens it's more fun for me whether I'm playing or running.
The old D6 System from West End Games had a wound track with increasing penalties. This method worked great for the cinematic action they were going for with games like the original Star Wars RPG. There are other games that use wound tracks and some of them integrate them into the game exceptionally well. Mouseguard is a great example. I have a lot of love for D6 Star Wars though, and the more I think of it, the more I realise it may be game that gave me the subconscious push in that direction when I was deciding on the damage system for the 3D System. The pace of the game and the pulp-cinema swing of the action are things I love in a game. I've said it before, D6 Star Wars only needs little tweaking to be a sweet sword and sorcery game itself. Based on the pedigree of the wound track, I'm confident it will fit the feel of the play I want at my table.
My take on the wound track is pretty simple. Humans and their equivalents have two boxes in their tracks that correspond to Wounded and Down similar to the Wounded and Incapacitated statuses in D6 Star Wars. In the 3D System each box ticked means another -3 penalty so that Down character is rolling -6 to do anything and is more likely to push too hard and wind up dead than succeed. Other creatures will have different tracks but this model is the character kind of resilience.
The wound track is not enough though. It still doesn't catch the flavour of the fight in The Phoenix on the Sword or the other pulp fiction I'd like my games to feel like. That's why I added minor hits. These light wounds are the flesh wounds and bruising that can be shaken off or ignored with a little rest and quick medical treatment. These cumulative -1 penalties can build up in a fight and make it hard to continue a fight without ever threatening the actual life of the character. First blood is a serious advantage.'
"It is but a scratch"
The difference between wounds and minor hits is the size of the penalty (-3 vs -1) and speed in which they are recovered. A proper wound will take time to heal whereas a minor hit can be recovered from with a roll after some rest and possible medical treatment. Rolling to recover means some of these light wounds will persist in hampering the character's ability. The timeline is tight, and it means the characters can continue on, but fate will catch up with them eventually if they push things too far. This system blends the grittiness of low hit points and would tracks with the limited endurance of the hit point system.
From what testing I've done in scenarios for my #3DSytem, it looks like will work. We'll see how it plays soon enough. There's no perfect solution to RPG damage, but I'm hoping this one works out for my gaming style.
UPDATE/NOTE: In playtest the wound track created a situation one of my players dubbed the "death spiral" where the advantage gained by one side or another allowed them to push the loser into ineffectiveness quickly. That turned combat into a situation where the two sides fought for the upper hand and once it was secured surrenders started. In one case a character that was wounded stepped away from the combat and tried to help in some other way because they were too wounded to continue.
I enjoyed the moment to moment consequence and the way it changed the flow of the game from the abstract hit point style combat. I've rarely seen surrenders happen in D&D because the bad guys might be only one HP from defeat. No one wants to give up. Because the flow of the fight is obvious to everyone involved, the fight to the death is becoming less likely in the 3D System.
Our Classic Traveller campaign is still fresh at one month old, but my wheels are spinning in my brain already!
I'm enjoying it so far. This little game is a tonne of fun! I was fortunate that our group decided to play Classic Traveller around the same time the charity Bundle of Holding put the majority of the books together for download at a huge discount. One of the beautiful things about the, "little black books," is how economical it is to print them out in A5 booklets on a typical office laser printer. I printed out a pile of books just to read them!
(Why yes, I did colour in the margins of the covers with a Sharpie. What of it?)
It seems a strange thing that I didn't play Traveller in the early 80s when I was starting to play so many other games, but the world was a much larger place back then. I lived in a city that could be best described as "remote" at the time. Without the internet and the new divided highways that connect us to the major cities in the south nowadays, we took what we could get up here. As far as RPGs went there were the TSR boxes in the Sears department store, the tiny collection of dice, modules and AD&D books at the hobby shop and a shelf at the comic shop located in the downtown core. Traveller just never made it to Sudbury. For science fiction RPGs we had Star Frontiers and eventually GURPS Space, but Traveller was a game I merely read about in Dragon. I played a myriad of sci-fi RPGs over the years, but Traveller continued to elude me.
After I joined the RPG enthusiast party that is Google Plus I heard more and more about Traveller and how awesome it is. It became something of an RPG bucket list item for me so I'm thrilled that we finally played it in our infamous Tuesday Night Hangout Game!
We decided to use the classic version of the game. The one that originally came as three, "little black books." Since the only one of us to play Traveller before was our GM he elected to keep it simple with the original game and only the basic books.
Those three books are a complete mess. They make the game harder to play than it needs to be. Don't use them. Seriously. The original books from 1977 are 'organized' along the similar lines to the original D&D, "little brown books," with one for characters and rules, another for starships and space rules, and the final one for world and adventure building. They look like they were typed out on a typewriter and cut and pasted together (which they probably were). There's no art and the layout is awkward at best.
(For the love of sanity, don't use these books!)
The good news is the game was re-released in a "starter box" in 1981 with a new layout and books separated into the core book, all the charts and tables, and the adventure book to get a new GM started. Arranging the rules in one book and referring to the reference book for charts makes gameplay a much better experience. Our group has already switched to the starter set. If you are new to Traveller, do yourself a favour and start there. The art certainly is typical of its era, but at least it breaks up the text and shows you what the standard designs of ships look like.
(Use these books instead. Trust me.)
What I love about Traveller is the scope of it. The universe is a vast sandbox of worlds where anything can be happening! The rules of space travel make communication a matter of going to a place with the news as cargo with weeks of time spent travelling in hyper/jump space. This means worlds can be lost. Wars are slow and devastating. Opportunities abound for the people who have managed to be at the right place at the right time.
Fortune favours the bold.
The implied setting is in a massive galactic empire that is preoccupied mostly with defence and commerce. The individual worlds and small collections of system are left mostly to their own devices in the vast bureaucracy that is the Imperium. There's plenty of room for adventure in such a place, doing freelance missions for Imperial intelligence, operating as a tramp freighter moving cargo from system to system on speculation, explorers searching for lost technologies from a forgotten age, couriers bringing sensitive information and packages to clients with discretion, finding opportunities for high risk cargo transport (smuggling), salvage teams/pirates taking what they can from the space lanes, power brokers getting involved in planetary politics, mercenaries doing the jobs that patrons need to keep some distance from, bounty hunters bringing in dangerous people or even kidnapping innocents... there's no limit!
There's a lot in this game that feels like the gritty sci-fi of the late 70s and early 80s. I can see the influence of Blake's 7 here and there. The movie Alien could be a Traveller adventure. So could the sequel Aliens for that matter. The psionics section looks like it is lifted directly from scripts of The Tomorrow People. With these rules I could even turn the old Canadian sci-fi classic The Starlost into a campaign.
Part of the beauty of the system is how well it has kept over the years. It still seems like a great RPG to run something like Farscape, Cowboy Bebop or Firefly. There are plenty of rumours on the internet about how Firefly is based on Joss Whedon's college Traveller campaign. It certainly translates well and the idea of it shows how a GM is not bound by the implied setting. It can be taken down to a single star system full of inhabited/terra-formed worlds clustered together in an almost clausterphobic proximity. Take away jump drives and you are back to the same age-of-sail speed of game. There's no reason to have a successful Imperium either. It could be crumbling like the last days of Rome or Asimov's Foundation series. The coming chaos creates opportunity for adventure and the necessity to search for older, better technology!
So far our game has a Firefly/Cowboy Bebop vibe to it. Playing morally flexible opportunists out in the far reaches of space is pretty sweet. Turns out we are not bad at crime. Not so good at mutiny or stealing ships, but low-violence crime is definitely our bag.
(everything I needed to fall in love with Cowboy Bebop is here in the opening credits)
That's a lot to say about the fluff for a game that is not terribly attached to the setting! There's plenty to say about the crunch too!
Crunch in the far future...
People talk a lot of crap about the character generation system and how you can die while making a character. Traveller characters are experienced, capable people. The character generation is a process of rolling up the experiences that made them that way. Not everyone makes it. Push it too far, stay in a dangerous service too long and your character is dead. The risk makes the reward sweeter and the whole process a lot more fun. There's an old joke about D&D that backstory is everything that happens before level 5. In Traveller you just roll all that nonsense and move on. Some characters don't make it to level 5 in D&D, so it goes in Traveller. If you get lucky with your stats survival is pretty easy. We haven't lost any characters during character generation yet. A couple of us had to make new characters after our first ones were blasted out of orbit by the authorities though. That was a rough lesson.
Combat is deadly! It is resolved after only a round or two. You don't want it going past that or someone on your side is going down. It gives the whole thing a pulpy, old-school feel.
(Poor Blake, maybe that surprise roll is important after all)
The basic mechanic for the game is a modified 2D6 roll for a target that is almost always 8+. The roll is modified by skills and occasionally exceptional stats. For our group success comes pretty easy when rolling two dice and adding one or two to the roll to get eight or more. Statistically, it is hard to fail as long as your characters are performing a skill they are proficient in. There's a -3 penalty for non-proficiency which is devastating on the 2-12 spread. This system reinforces the idea that you assemble a team of competent specialists to get things done. If your characters try something they don't know how to do they need to get lucky or it's not going to happen. Even rolling with zero bonus the odds are stacked against you. The simplicity of the system and the way it supports the basic assumptions of the game is elegant. I get why people who played it back in the day preferred Traveller to the mish-mash of different rules and resolution mechanics that was (and essentially still is) D&D.
("I make navigation look good.")
It's the little details that make this game feel like it could happen. For example, the ship a group is most likely to have is the Scout/Courier. A small ship designed for long distance jumps with a little room for special cargoes it's an obvious choice. The fact that one of the characters is likely to have one as a benefit of their service is important too. This ship has a weird thing about it though. The air filtration is a little wonky and the whole ship begins to smell like ass after a few weeks. There are quick fixes and expensive solutions, but the end result is the GM needs to track smell along with time for this starship. I can see the workhorse of the imperial fleet ending up smelly because some planet-bound bureaucrat decided the extra tonne of cargo was more important than the air quality.
The only thing I felt was missing from the starter rules is options for careers outside of the military or merchant services. There's just "other" as an entry that seems like little more than an interplanetary vagabond. I was thinking about writing up a set of six options to replace the single "other" option on the enlistment chart. Turns out there's already a book with 12 options already made up! I found out about The Citizens of the Imperium supplement on a G+ thread and purchased the PDF right away. It's not the all the same choices I would have made but there's no reason why I can't add to it. It certainly does the job of filling out the character options.
There are some wonky rules I'd like to see tightened up. The skills for combat are silly and inconsistent with the other skills. You have a skill for engineering to cover all work on drives and such. You have a skill for electronics for all electronics stuff. If you have a skill in flying fixed-wing aircraft you can still fly a helicopter at one less than your skill with planes. That's all well and good, but for some reason there is a separate skill for revolvers and automatic pistols. There's also separate skill for broadswords and cutlasses. All characters are assumed to have a zero level skill with all weapons so at least they aren't rolling at -3 with a weapon almost exactly like the one they are skilled with.
"It is my very favourite gun."
As a GM I'd hack that into weapon groups: Pistols, long guns (shotguns, carbines and rifles), automatic weapons, black powder weapons, laser weapons, pole-arms (including spears and fixed bayonets), short blades (daggers, knives and blades) and long blades. All of these are different enough to require a different skill. I might use the familiarity (one less than the similar skill) from the flight skill with similar weapons like short/long blades or similar firearms. We'll see.
I'm excited about where our Traveller campaign will take us. There's certainly nothing in this rules-light game holding us back at this point! I can't seem to shake a feeling of foreboding for some reason though.