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Old 08-03-2011, 12:19 AM   #11
sn0wball
 
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Default Re: Discussion for new GURPS Traveller PbP game

ISW era would be fine with me. I got the book. 1100s era would be ok, too.

Shouldn´t we start yet another thread in the PbP area ? This might draw in even more players!
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Old 08-03-2011, 06:09 AM   #12
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Default Re: Discussion for new GURPS Traveller PbP game

So are you guys comfortable with running 2 officers and one petty officer each, or should we look for another player or two? Only one of your three characters needs to be fully detailed (which one is your choice) and the other two can be just "skeleton builds." Or, like I said, the other option is to add more players, which will reduce the number of crewmen each player is responsible for accordingly.

I'll start a game thread pretty soon, I guess. I want to have the crew a bit more nailed down first, though. ;)

[EDIT: Got this down to 2 PCs per player. Keep reading (Post 16).]

Last edited by pup67vargr; 08-03-2011 at 10:42 PM.
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Old 08-03-2011, 07:40 AM   #13
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I'm sure I could somehow manage running 3 PCs at once, but that is indeed a lot of work. Especially if we want to have everyone a least partially fledged out. On the other hand, games that have fewer players tend to live longer and progress faster, since you don't have to wait on a lot of people.

I know this is a very "maybe" answer I just gave, so I'll be clearer: let's do it. What I might need a bit tho, is help in bulding the characters background wise. I can write most of it myself, but I might request a few input here and there just to make them believable. That is, if you people feel up to it ;)

So, I'll start rummaging through my brain for ideas.
What are the actual "jobs" on the ship itself?
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Old 08-03-2011, 09:57 AM   #14
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Default Re: Discussion for new GURPS Traveller PbP game

Quote:
Originally Posted by MisterJuan View Post
What are the actual "jobs" on the ship itself?
For a 200 dTon Hero class Private Merchant, they would be:
Crew: Command (3 officers - captain, pilot/navigator, communications/sensors), Engineering (1 officer), Specialist (1 petty officer - usually a Vilani interpreter or guide), Passenger Service [Purser/Steward] (1 officer), Cargo [Cargomaster] (1 petty officer), Medical (1 petty officer)

You may be able to combine some roles. The Comm/Sensors officer and Specialist might be collapsed to one role. The Purser and Medical could be collapsed with a steward with the equivalent of EMT training because the purser/steward normally receives some training in medical equipment like life support and low berths anyway. Alternately, on a small vessel the steward could also be the cargomaster... especially if the role is filled by a Vilani, or an especially adept individual. (If you collapse to six crew, each of three people would only need two characters each: one member of the bridge crew, and one other. And, as a bonus, each character would earn just a little more cash per trip. :-) )

It would be helpful if at least one individual receive at least a little training to help out that poor single sophant in Engineering on occasion too.
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Old 08-03-2011, 10:11 AM   #15
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Even though I plan on having my "main" character be an ex-navy bridge officer, I'd rather he/she not be the captain. I just thought I should state that right now :P So if anyone wants the captain slot, go right ahead!
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Old 08-03-2011, 05:33 PM   #16
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Quote:
Originally Posted by rasimus View Post
For a 200 dTon Hero class Private Merchant, they would be:
Crew: Command (3 officers - captain, pilot/navigator, communications/sensors), Engineering (1 officer), Specialist (1 petty officer - usually a Vilani interpreter or guide), Passenger Service [Purser/Steward] (1 officer), Cargo [Cargomaster] (1 petty officer), Medical (1 petty officer)

You may be able to combine some roles. The Comm/Sensors officer and Specialist might be collapsed to one role. The Purser and Medical could be collapsed with a steward with the equivalent of EMT training because the purser/steward normally receives some training in medical equipment like life support and low berths anyway. Alternately, on a small vessel the steward could also be the cargomaster... especially if the role is filled by a Vilani, or an especially adept individual. (If you collapse to six crew, each of three people would only need two characters each: one member of the bridge crew, and one other. And, as a bonus, each character would earn just a little more cash per trip. :-) )

It would be helpful if at least one individual receive at least a little training to help out that poor single sophant in Engineering on occasion too.
Where'd you come from, Rasimus? The three we had were: doulos05, sn0wball, and MisterJuan. Are you an alter ego of one of them, or are you a Fourth hopeful, or are you just dropping in to be helpful? :-) By the way, Thanks for that!

Like I said before, if someone wants to play a full-fledged Doctor, I have no problem making the medical chief an officer. If we collapse the crew to:

Officer #1 Pilot/Captain(?),
Officer #2 Sensors/Commo/Captain(?), - one of these first two probably should be the captain.
Officer #3 Engineering,
Petty Officer #1 Steward-Purser/Cargo Master,
Petty Officer #2 Specialist/Interpreter/Asst. Engineer,
Petty Officer #3 Physician's Assistant.


That way we cover everything with only 2 characters apiece, one officer, one petty officer.

As an alternative, the Sensor/Commo crewman could be a Petty Officer and the Ship's Surgeon could be an Officer.

(Of course, if Rasimus is indeed our fourth player, then we split off Pilot from Captain and Asst. Engineer from Specialist/Interpreter.)

Oh, and We'll need one or two gunners, as well, preferably with at least one backup for each of them, also, but these duties can be added to any crewmember except for the pilot and captain.

Last edited by pup67vargr; 08-04-2011 at 12:05 AM.
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Old 08-03-2011, 05:35 PM   #17
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Default Re: Discussion for new GURPS Traveller PbP game

Quote:
Originally Posted by rasimus View Post
For a 200 dTon Hero class Private Merchant, they would be:
Crew: Command (3 officers - captain, pilot/navigator, communications/sensors), Engineering (1 officer), Specialist (1 petty officer - usually a Vilani interpreter or guide), Passenger Service [Purser/Steward] (1 officer), Cargo [Cargomaster] (1 petty officer), Medical (1 petty officer)

You may be able to combine some roles. The Comm/Sensors officer and Specialist might be collapsed to one role. The Purser and Medical could be collapsed with a steward with the equivalent of EMT training because the purser/steward normally receives some training in medical equipment like life support and low berths anyway. Alternately, on a small vessel the steward could also be the cargomaster... especially if the role is filled by a Vilani, or an especially adept individual. (If you collapse to six crew, each of three people would only need two characters each: one member of the bridge crew, and one other. And, as a bonus, each character would earn just a little more cash per trip. :-) )
On the Eliza Dushku, the name of the ship that my PCs ran. We had a Captain, Pilot, Engineer, CargoMaster/Ninja, Steward/Vilani interpreter/Trader/resident coward, a doctor, and a gunner.
Quote:
It would be helpful if at least one individual receive at least a little training to help out that poor single sophant in Engineering on occasion too.
I've got a post around here someplace that might help simplify skill selection to ensure we get the right mix.... Ah here's the thread. The actual posts with the ratings and such are 4 and five. It's a mix between converting the ratings info from Far Trader and mixing in some stuff from the Freelance Traveller website. I recently re-did it to set them all up using the same format as Martial Arts 'styles'. The perk was that I was gonna run a game where the number of ratings you had determined your number of shares in the ship and therefore your pay, so the 1 point for the perk covered that benefit.
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Old 08-03-2011, 10:47 PM   #18
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Default Re: Discussion for new GURPS Traveller PbP game

I've gone back and made a few changes to some of my earlier posts. Noting drastic, just to point out that the era will now be ISW, and that if we have three or four players, they will have two PCs each, one officer and one petty officer. Specific crew assignments will have to be hashed out once we figure out whether we have 3 or 4 playing, and a few other details like that. And I still like the idea of a medical Officer, if someone wants to play one. If not, that's cool, too, we can stick with the EMT Petty Officer Physician's Assistant. After all, he's not going to be patching ME up! ;-)
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Old 08-03-2011, 11:00 PM   #19
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Since I kinda like spreadsheets and such, I'll throw my hat in for Steward/Purser as the petty officer. As for the officer, if nobody wants it, I'll take captain. Otherwise, I'm up for whatever.

Also, note there is not enough power in a Hero-class to run a laser in the turret, only missiles and sandcasters for us.
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Old 08-03-2011, 11:45 PM   #20
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Doulos05 states his desire to play:

Officer - Captain/Pilot(?) [or do you want to be a purely Administrative Captain, possibly also filling the Sensors/Communication Officer role?] [I think it could be a source of some good dramtic tension if the Captain is not the pilot. The pilot may be wanting to go where he wants, but the Captain will probably want him on a pretty short leash.]

Petty Officer - Steward-Purser/Cargo Master

Now, on another note, missiles and sandcasters can be fired from controls on the bridge, can't they? So we don't necessarily need a gunner after all. Seems like missile- and sandcaster-fire might also fall to the Sensor Operator. Or maybe I'm wrong?

And just who is going to be the computer expert on the crew, anyway? Maybe we need more than one?

Last edited by pup67vargr; 08-04-2011 at 12:07 AM.
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