Re: Traveller Nobility
Replies:
- #2770 Ducal Titles by Chuck Maddox
- #2771 Re: Nobles by Hans Rancke-Madsen
[email removed] writes: > Based on how the GDW/DGP Traveller universe works, Dominic, you blew it > bigtime when you let two characters roll up random dukes and duchesses. Now now... let's not be evil green meanies from the planet Zongo :-) Dominic's situation seems salvagable, and perhaps even advantageous with a little bit of monkeying (of which I'm, notoriously in favor). But first, a little background: Bob Swarm's article in DGP's Digest #9 divides the nobility into three classes: the honor, rank, and high nobility. Although well written, I've always found this separation a tad cumbersome. Effectively depowering the lesser nobility, it seemed to be rationalizing a rules system which was either (a) inherently flawed from the beginning or (b) meant to be played within an environment of imagination often reserved only for high-fantasy. Let's face it. It's not entirely out of the question that a character should roll a natural 12 on Social Standing and then add three points in service. If such a situation occurs, though unusual, must it be the GM's responsibility to deny the "Ducal" status in the name of party-balance? > I find that if the players treat the > nobles as they should, any noble over rank 12 utterly trashes game > balance. Good luck! Agreed, game balance is put in dire jeopardy, but there are three generic alternatives. (1) The Brash Young Princeling If you can't stand the thought of granting estate, fleet, and taxes, make the socially deviant character an offspring of the Duke, thus allowing the title, a suitable pension, and lavish adventure opportunities without all the mess of going overboard with massive administrative responsibilities and unlimited resources. (2) Oh heck... I hate Zhodani invasions! Okay... so the character really is a Duke/Duchess, but suddenly their Domain gets taken over by barbarian invaders with funny looking noses. (suggested for the hack'n'slashers out there) Better learn to say "incognito" ten times fast.... (3) Double heck... Nothing like traitors to spoil the afternoon tea! Well... maybe the barbarians with funny noses are busy playing golf. If so, you can always count on a little internal strife. Are the masses dissatisfied with Imperial rule? Maybe Coca-Farben and SuSag want to stick the Duke's nephew into power. He was, afterall, an economics major at the Imperial Academy of Science and Medicine. Then again, maybe the Duke has left the administration of things to his Ministry of Internal Affairs while he goes off to pursue some extra-marital ones, preferably without public surveylance. Maybe the grandadmiral of his fleets (coincidentally a neice of the Emperor) decided to turn the Imperial Palace into a Naval Supply Depot. Hey... we can have a little fun, can't we? The bottom line here... and maybe it isn't the bottom line (I dunno)... is that every new situation can bring on some pretty impressive roleplaying opportunities. A lot will have to do with how the players handle it. I've been a notorious nerd when put in positions of supreme authority... but if you have the right combination of players, nearly anything can work. So don't destroy it on GM-whim. Let things unfold under the players' devices, and then see what opportunities can be realized and what problems need fixing. _ /| \`o_O' ( ) <--- [email removed] U [email removed] (uucp) Aachk! Phft! Ftp!