Session 7 presented a couple of challenges. First among them, how to integrate a new PC into the game in a way that was fun, made sense, and enhanced the game. My friend David is the new player. He and I got together last week and rolled up his character. David wrote up a really nice character background and motivation, which helped a lot. Gave me some good motivations for the PC and a good way to drop him in.
Second, I wanted to have a cool ship battle. Starship combat in Traveller, run by the book, is quite boring. It’s like a tactical wargame, watered down, and really lacks the excitement of a dogfight. There are no rules in the basic set for close ship combat, at least not the kind you see in movies. And let’s face it, that’s the fun stuff.
So I made up my own very simple system. I assume a very abstract time frame. We go by turns, all action happening simultaneously as is the Traveller norm. But no defined time increments. Each ship can move as many units (squares or hexes) as its maneuver drive number. Any hard maneuvers require a pilot skill roll. A hit by lasers inflicts 1d6 damage points. When a ship takes 6 damage points, it has to roll on the normal damage tables in the books. The mining pods only have a total of 6 possible damage points, so when all 6 were gone, the pods exploded.
By thinking of the whole thing in more cinematic terms and using this very fast moving system I was able to let the players all be involved in the fight and use their relevant skills. While Roger was skimming the walls of the mine cavern walls, Barney was working to boost the slow Free Trader’s maneuver drive power to better deal with the very fast mining pods. Meanwhile, Flint and Lucky were manning the two laser turrets and blowing up the pods.
OK, sure. Not very detailed. Not a tactical wargame, but that wasn’t the point. My goal was to have a fun, fast moving ship combat that created some excitement and got all the PCs involved. I think it worked.