Discomfort Rule for Seats and Staterooms

By Robert S. Dean ·

TML message #3348From bundle 276

            SUGGESTIONS FOR DISCOMFORT RATINGS IN MEGATRAVELLER, or
                Putting Some Teeth in the Accommodations Rules

     The MegaTraveller design sequence rules have always been full of  flaws,
holes,  and  inconsistencies, which GDW has regrettably not yet  made  right.
The level of detail of various sections is incongruous, with 'agility genera-
tors'  of zero mass and volume (but using hundreds or thousands of  megawatts
of power nevertheless) side by side with communicators smaller than your fist
whose volume we are supposed to track in a ship the size of an office  build-
ing.  Enough of that.

     MegaTraveller  introduced  the use of seats of varying sizes  (from  'no
access'  to 'roomy') for the crew and passengers of small vehicles, but  gave
no rules for their use.  What difference can it possibly make, do I hear  you
ask?  Well, as someone who does not like to be stuffed into a subcompact  car
('cramped'  seats)  for  eight hours at a stretch, I have come  up  with  the
following  rules  suggestion.  Like most suggestions, this is  not  something
that  I would keep track of on a regular basis, but rather something  that  I
would use when the players seemed to be abusing the system (or abusing  their
characters!)

     I  would suggest that a task roll be made occasionally, with the  timing
to  depend on the type of accommodation, to avoid discomfort.  The effect  of
discomfort would be to reduce all applicable skills by one per failed discom-
fort  roll,  with a maximum reduction to an effective skill  of  zero.   This
represents  fatigue.  Try checking for 'seats' once per hour,  for  'extended
occupancy seats' once every four hours, and long term accommodations daily.

     To avoid discomfort, <difficulty>, Determination, <time> (absolute)

Difficulties would be:

                    No Access seat, or Bunk: Formidable
    Cramped or Open Seat or Small Stateroom: Difficult
Adequate seat or Double Occupancy Stateroom: Routine
   Roomy seat or Single Occupancy Stateroom: Simple

Thus, a space fighter pilot on a six day patrol mission in a craft with small
craft staterooms would roll a difficult task once per day to avoid discomfort
related  to the length of his patrol.  The driver of a small ground car  with
cramped seats would roll once per hour for a difficult task, and will  proba-
bly  be driving at less than his maximum efficiency as he approaches the  end
of a ten hour trip.

The effects of discomfort would be ended when the affected character has time
enough  to  rest in a 'larger environment', let's say for at least  half  the
time  increment of the seat type.  Thus, a driver could remove the effect  of
one level of discomfort by spending a half and hour at a rest stop along  the
highway.  I have to think about this section a bit more, but it's a start.

Judicious  application  of this rule should encourage players  to  spend  the
extra  money on larger vehicles with spacious accommodations, which helps  to
give that realistic feel to the game.

Rob Dean