pirates in MT...

By Steve Higginbotham ·

TML message #3792From bundle 310

BTW, if you REALLY want pirates to be an important part of a Traveller
campaign, here's what you need to do.

Go through yur rules books.  Find every mention of minimum jump distances.
Add a zero to the end.  Change 10 diameters to 100.  Change 100 to 1000.
Don't forget solar diameter in figuring jump points.  Using this system,
Sol's
jump point would be out near Saturn's orbit.
Go through again.  Increase the effective sensor ranges by a factor of ten,
too.  If you don't no pirate will ever FIND a target out there in the deep
dark.
Go through yet again.  Divide cost of ship components, other than
jump-drive, by ten.  That way, a pirate can afford a ship that can catch a
target before the target jumps away

Now, your pirates should work.  If they're clever, and the merchants are
not.

Later...

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I have learned to use the word "impossible" with the greatest caution.
                                    --W. von Braun