Traveller

Just about a week or two ago, we had our first Traveller/Shadowrun campaign start, with a one-shot I entitled “Horizons”. The primary focus was to experience the mechanics, understand the general power level, and see which systems worked or needed adjustments. Our intent is to use the Shadowrun 6th edition ruleset in a Traveller-based setting, with the group the crew of a trade ship working their way thru the universe.

For the most part, the game was a success. With pre-generated characters, we were able to walk thru most of the basic systems – netrunning, magic, combat, skill checks, etc. Some had less use than others, and the game was slow due to the explanations of how to do things, but what we were able to do worked. In particular, the skill resolution system is solid, easy to understand, easy to implement. The only gap is a lack of key skills for a space-based game, since Shadowrun is written for a single city or ground-based settings. Simple enough to add a few skill categories.

Other systems were problematic, mainly from a lack of understanding. Netrunning, as seems to be always the case, was confusing but functional. We likely messed up several of the intended processes, but in the end, it worked and was functional. Magic was similar, we had very little time to try it, and then the mage immediately went to the biggest, most powerful spell – with associated major drain. Not really a fair comparison, but the feeling was magic was easy to do, but one or two spells and you are done due to drain. Most of these can be resolved with experience, and a better grasp on the processes and trade-offs, so no real changes needed here.

The two big issues we had revolved around major changes in Shadowrun from prior editions – specifically Edge and Armor. In the case of Edge, characters now have a pool that rises and falls frequently during a given contest, frequently multiple times in a round. The concept is sound, add or subtract based on your net advantage in the situation. The application however was very rough and difficult to follow – we spent far more time looking over the tables of options of how to spend the points, before it was a quick resolution, and the action was over. Instead, combat was intended to be a fast, quick affair, and we found ourselves constantly stopping add or subtract situations to adjust and spend edge efficiently. For our group, this was unworkable, it defeated the intent. Instead, I will be re-writing the mechanic to a far more straightforward accounting – start with a pool of edge equal to the stat, which is a usable resource during an adventure to reroll some or all of the dice of a particular test. Once used up, it is gone until the next adventure. Specifics to be developed, but this will allow the group to focus on the key story, instead of the artificial mechanics behind the scene.

The other problematic process we had was with Armor, which in 6th edition does not adjust damage resistant, except to potentially add Edge. Since we are changing Edge, Armor has to change as well. In prior editions, Armor added to your dice pool to soak damage, which makes sense, but still doesn’t feel right. Instead, I am going to apply a fixed value of resistance to each armor, which count as automatic damage soaks. Then armor is reliable and consistent. Using the concept of Attack Rating and Defense Rating, this resistance will likely be adjusted – a strong weapon vs a weak armor reduces the effectiveness of the armor. Specifics still to be developed, but the consensus was that this was a more workable and intuitive option.

This is long enough for now, but look for follow-ups as we work thru these changes in preparation for the launch for the full campaign, tentatively aiming for February at this time due to schedules.

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