These two sessions involved the team fleeing from a planet, pursued by a System Defense Boat. They were aboard a Jump-2 Maneuver-2 Far Trader with 1 double beam laser turret and 1 sandcaster. To say they were outgunned by the SDB, with its Maneuver-6, two triple laser turrets, and two missile launchers is quite an understatement.
These sessions were a learning experience for both me and the players. We haven’t done much space combat. With the SDB starting 150,000 km away, the players had a couple of rounds to start a getaway, though really according to Classic Traveller ship combat rules they weren’t even at long range at that point.
A challenge I have found with Classic Traveller ship combat has been making it exciting. For the most part I feel like we’ve managed to do that by doing it very cinematically, using different home-brew rules over the years. I want the ship combats to still have lots of personal actions in them.
The ship combat rules from Cepheus Light have some great actions for each position in a ship during combat. They have some things that I had not considered and my player’s hadn’t either. The rules, however, highly abstract combat. While I generally have no problem with this, for about half this combat there was just no substitute for the Classic Traveller vector movement system. It was critical for maintaining the feel of the chase. So we used the vector system, but we mixed in the rules for Advantage and the crew actions from Cepheus Light, with a touch of me (the Referee) simply deciding when a skill roll was need to accomplish something (like make a difficult vector turn while moving at 8G). I always feel “guilty” when I port rules into Classic Traveller from…well…anything. I love the game so much. I think the tradition of the game is improvisation from both the players and ref. However, with ship combat I think having some minimal framework is needed, and it needs to be fun. The Cepheus Light rules are, in fact, very fun.
Now, while those rule are fun, it was the actions of the players NOT in any rulebook that were really interesting. Example: Barney trying to use his Engineer-3 skill to get one more safe redline out of maneuver drive. Or Flint and Caliban trying to send the SDB a fake message from base. Or Roger using the planet and then the moon as cover. Or Lucky’s compassion for Silvonius after the team really put him at risk he didn’t sign of for.
Overall I felt like it went well. I got a little confused a few times and made mistakes, but my players corrected me when appropriate and that was appreciated. Now, having done this two session chase/non-battle, I think we could do a similar one in half the time with a lot fewer mistakes.
I think that when you start talking about combat a lot of players and refs start down the road of increasing complexity to better mimic “reality”, even if reality involves shooting lasers from the cargo bay of a starship travelling at 140,000 kph. I think that for any campaign, game session, or encounter there is an appropriate level of detail, and that includes space combat. For a Traveller ref it is a matter of finding the right level.
Original Carl, from a Traveller Discord server I participate on, mentioned the Traveller: Out of the Box series of blog posts. I am particularly found of this post: TRAVELLER: Out of the Box is Driven by ADVENTURE, not Hard Science. It’s a great article, and good to read from time to time to really remember that it isn’t a tactical war-game. It is for adventure, and agonizing of minute details can really destroy adventure.
Here’s the thing. Admitting that Classic Traveller doesn’t include every single possible thing and that you have to make some stuff up doesn’t mean the game itself is flawed. It is exactly as it needs to be, as it was designed.
