Tuesday, August 11, 2015

Metagame Mechanisms for Traveller

The Traveller combat rules we're going to use are based on the Traveller Boardgame called "Mayday" for ship combat using Classic Traveller ships, and on the Traveller miniatures game called "Striker" for ground combat.   But since we're porting them into the role-playing realm, I think it would be good to add a few meta-game (i.e., non-simulationist) features to up the heroics and lessen the lethality a bit.  

Now, I don't want the lethality totally nerfed.   I find that when there's no real risk the fun drops out of the game entirely.   In fact, I'd prefer a lot more "dead" to a lot more "critically injured and out of action" on the whole.

Anyway here are some ideas:

XP for Damage Saving Throws:
I touched on this in a previous post, but after some thought, I think this is the scheme I like:
        To reduce the Wound Effect (Dead/Destroyed to Serious Wound, or Serious Wound to Light Wound for example)  1 XP for 25% chance, 2XP for 50%, 3XP for 75% for the reduction to take place.

XP for Re-roll
Spend 1 XP to re-roll 1 skill roll or ability check that you yourself need to roll.

END SCENE NOW
On majority vote of the players, once per game session, the players can cash in the "END SCENE NOW" card to end an encounter--this of course won't allow them to get something they don't have in their hands, but might allow them to escape while running away with a stolen item  etc.

AWESOME STUNT WAGER
Once per session, each player can call for an awesome stunt wager.  He describes an awesome stunt and what he intends to accomplish by the stunt.  The GM then proposes an evenly disadvantageous result for a failure of that stunt.   If the player accepts the wager, both the player and GM rolls 1d6.  If the player rolls higher, he wins and the stunt is successful and he gains the benefit.  If the GM rolls higher, the stunt fails and the player suffers the consequence.   If the rolls are a tie, the GM must raise the stakes by about twice and they re-roll.

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