Various
In reply to #4868 various by Mark Watson
NPC MOTIVATIONS: Couple of people have asked me about the secondary character profiles. Best reference is to get hold of Andy Slack's "Expanding Universe" rules extensions for Classic Trav, revised and reprinted in "Best Of White Dwarf Articles Vol 1", publ 1980, since there is a lot of other useful stuff in there. The secondary profile stuff had come from an earlier article by Tony Bath which I no longer have, but is mentioned here as part of a quite decent alien generation system (which works up to a point ...). Basically, roll 2D6 for the following: Disposition, Morals, Generosity, Loyalty, Courage and Ambition. For classic trav (ie pre task system) throw less than or equal to the characteristic most relevant to the interaction you are dealing with, modifying by factors such as role playing ability, referee's mood etc (didn't call it classic for nothing). So for offering a police officer a bribe, modify by bribery skill, what you think of the amount offered, maybe law level (for the police officer's fear of the consequences of getting caught) relative to a sensible mean (say 7) and throw against morals. Using the task system, apply the relative NPC characteristic mod,just as you do for PC characteristics, to appropriate tasks. Given the appropriate choice of characteristics (and I'm not sure that the WD set is the right one) this is a very effective way of managing NPCs in game terms, and of differentiating between them (note also that aliens will get mods on their initial throws). WISH LIST: (Actually, I don't really have a wish list as such, so please don't take this as complete ... I'm sure there's another few things I could think of): 1) Don't do it! Oh well ... 2) Learn from what DGP did right. Although the MT stuff for GDW was, erm, lacking in several departments, what DGP published under their own marque was generally of the highest standard. The picture:text ratio was right (looking at for example the Dark Conspiracy material in our local shop I feel it has too many illustrations) and supplements (or in the case of the the Aliens stuff, each half of each supplement) were generally illustrated throughout by the same artist, to maintain a consistent feel. And the artists were excellent, of course. Also what they published, and what they planned to publish. I would like to see the equivalent of following material (darn it I would have liked to see it for MT): - - the 5 alien supplements, esp the minor race one - - starship operators manual, vols 1 AND 2 - I got the impression that this would lead into a set of sourcebooks for particular types of ship - - combined scenario / sector sourcebooks, like the Flaming Eye, like the planned Black Duke, etc. - - World Builder's Handbook, and the planned Grand Explorations book (how I was looking forward to that one). I also thought that the Keith brothers' idea expressed in MTJ3 of having sourcebooks based around particular professions was a good one. If we had had the old character generation system, the WBH could have had the expanded char generation for Scientists, for example. I would have liked to have seen some of the Medical Digest stuff from TD compiled and expanded as a medical sourcebook. Finally on this point, I'd like to see the DGP equipment charts and task libraries (assuming there is still some form of task system) continue in some form, rather than have the dreary and less useful equipment lists I can see in other games (including the original MT rules). 3) Related point - sort out your licensing! Get some licensees to replace the lost ones ... they add to the vitality of the game. In particular find a miniatures license - my personal preference would be Grenadier but I'm not fussy. I'd also like to see some of the old licensed material, in particular the Paranoia stuff, rehabilitated and reprinted if possible. Alot of people, including me, liked it and felt it added something to the game (including a number of interesting new and significant aliens, for which there is a crying need). 4) Um, that's it for now ... (it's late) HISTORICAL DIGRESSION: Cynthia writes: >>The "Short Nap" - the intervening 70 years - seems to me more like the time >>between the fall of Rome and the rise of Charlemagne. > Poor example, Fall of Rome to Charlemagne is about 350 years, not >70. Good example, in that I think the TNE should be set about 200-300 years >after, not 70. I disagree, although the reason is that I don't think such a complete collapse is likely anyway. Less than a hundred years after Theodosius the Great, Theodoric had established an Ostrogothic kingdom that stretched from France to Yugoslavia. And the Eastern Empire was more or less intact through most of this period. Point being that larger polities inevitably emerge to fill such vaccuums, which is where I think Hard Times goes wrong. As for technology, very little was lost; what was lost was the ability to advance further. Economically and militarily important technologies are in such times the most jealously protected; notably noone during the dark ages forgot how to ride a horse from Rome to Byzantium, it just got a lot more difficult and alot less safe. Same applies to the 30 years war - the balance of power shifted in Europe to a bunch of more stable states at the periphery, who took advantage of the advances made in military technology during the war. > See note above about "man on a horse". Charlemagne's empire broke >up because of a poorly planned succession policy. Alexander's empire had >the same problem. For a contrary example, note how long Rome held on to >Caesar's conquests in Gaul. The Romans had a well-established routine for >transfer of rule from one proconsul to another, and they were clearly >subordinate to Rome's authority; Charlemagne's sons and Alexander's heirs >were equals with no central authority to bind them together. > Point being, viability of interstellar states will depend on internal >politics, not how many years after the collapse of the Imperium it is. Agreed on the last point, although the smaller the power which establishes hegemony (and we are being told that at this point they are very small) and the faster it is established, the more unstable that hegemony will be. Rome took a lot longer to get there and stopped while it was ahead ... Again, though, note what happens when these empires do break up ... even very unstable powers such as these collapse into relatively stable smaller empires - the Short Nap shouldn't actually happen. I've often thought that the period after Alexander provides a good model for the post-Rebellion era - a number of strong and stable rump states (for Egypt and the Seleucid Empire read Deneb, Vland and Antares), a few which fall pretty quickly (Gushemege, Illelish for the Greek and Indian possessions) and the gradual infringement of newer and more vital empires at the periphery (for Rome and Parthia, provide the alien empires of your choice). When Alexander was asked on this death bed as to who should rule the empire after his death, legend has it that his reply was "kratistos" (to the strongest). I've often thought this would make quite a good Rebellion era scenario title ... maybe it's not to be. FINALLY: I'm in Austin, Tx. next week on business and would like to supplement my collection, not only of traveller stuff but for other games - anyone know any good gaming stores in town? Mark