I love maps.  Star maps are especially neat, but the restrained retro-cool look of a Traveller map is even better.  Combined with the austere UWP code that defines each world’s primary characteristics you have unlimited adventure potential.  But you also have a huge referee headache: how do you plan an adventure when your players can go just about anywhere?  You could spend days detailing a single world only to see the PC’s traipse off into a completely different subsector. 

This problem has led GURPS Traveller author Hans Rancke-Madsen to argue that Traveller campaigns– especially beginner campaigns– should start on a single world.  He’s criticized old-school Traveller adventures as being run from one cardboard cut-out starport to another.  I’m sure his recent JTAS articles detailing Regina’s starport at an unprecedented level of detail are up to his usual standards, but I feel he’s missing the whole point of the game.  I mean… it’s called Traveller, after all.  Travelling the stars is, uh, sort of the core premise of the game.

The classic approach to dealing with this problem was to introduce a patron.  Even as far back as the original Book 3 Worlds and Adventures, the patron was the “most important NPC” and “the key to adventure in Traveller.”  Avenger’s Special Supplement 3: Patron Encounters provides 34 such opportunities.  Each includes up to 6 variations to allow you to determine the complications of the situation randomly or to give you ideas on how to play it out.  They tend to be much meatier than the typical GURPS style half-paragraph adventure seed.  You get a detailed encounter or situation, usually a job or objective, and often a few supporting props and proper names.  Many of them are sufficiently well crafted to give you a premise sufficient to launch the rpg equivalent of a one-hour tv episode.  Sometimes its pretty easy to imagine the “big reveals,” the setbacks, and the turn-arounds.

Being Traveller, some of these might be a bit dry.  There’s no bizarre alien encounters or mind-numbing artifacts.  Just a lot of Firefly style material appropiate for a small band of spacers that are just trying to make ends meet.  If you want to get crazy, you’ve got to go check out the latest from long time GURPS Space author, Stefan Jones.  His MacGuffin Alphabet takes a completely different tact.

MacGuffins are artifacts whose qualities have a way of drawing their possessors into deep mysteries, unceasing action, and unstoppable chases.  If you’re not sure how to use such a thing in a game, then check out S. John Ross’s notes on using a “Dingus” in an rpg plot.  The implied setting of the MacGuffin collection is sort of a Alan Dean Foster meets Douglas Adams affair with nanotech and veiled Monty Python references thrown in.  His writing is clean and entertaining.  This is a very classy collection of ideas that would have to be reworked a bit in places in order fit into a Traveller campaign, but make no mistake: this PDF will inspire your awe with its unabashed weirdness.  While these are much more fleshed out, again, than the typical Adventure Seed, they still require some work on the part of the referee to work them into his game.  Quite a bit is left to the imagination… but there’s still quite a bit to fire the imagination as well.

Hopefully these two supplements will go a long way towards helping you stock your universe with adventure goodness… regardless of where the players decide to go.

The T4 ship design system is not bad, at a first glance.  Unlike previous versions of Traveller that limited you  to a set number of “hardpoints” based on ship size, T4 assigns a Surface Area requirement for each component.  You can load up as many weapons as you want as long as you can fit them in both the internal space and external surface area.  (Obviously, the shape of your starship will have an impact on the volume and surface area.)  Note that, instead of the usual “generic” critical hit table, you can probably use these figures to come up with a more suitable custom table for each ship.

Each component is rated with power and crew requirement.  Once you’ve got the bulk of your ship designed, you then choose a power plant.  The excess power of 14.3 in the design below is calling out to be relevant in a combat scenario, but alas, it doesn’t appear to matter much in the T4 combat rules.  Determining your crew requirments is a bit more tricky: it’s not just a simple matter of checking your running tally.  Engineering crew is determined with one part of the numbers, command crew based on your total crew size….  Then you have to figure out who gets the nice diggs.  Due to the weird rounding rules in this step, you can’t breeze through this part.  With both these steps, it’s a little strange having to design most of your ship before picking these: you might not have enough space to do what you need, so you may be forced to go back and revise things.

One unusual decision on the part of the designers was to specify armor values within the standard hull tables.  You don’t have the option to vary them.  If you want to increase the defensive capability of a ship you need to add in sandcasters.  A high sandcaster rating can be useful in deflecting laser and missile hits.  (Note that the ranges for the sandcaster table in the combat section are incorrect– they should be VS, S, M, and L.)  But when you buy a sandcaster the rules do not specify what you are getting.  Is it a turret that requires a gunner with a sandcaster rating of 1?  That’s pretty useless.  Is it a turret that requires a gunner with a sandcaster rating of 3?  That’s not so bad.  Can a gunner fire more than one sandcaster per turn?  I see nothing in the rules to help with this question, and once again I’m forced to pick over previous rules editions to try to ascertain what the designer was thinking.  In the ship below I purchased three of the sandcaster items, but I have no idea what I bought or if I can use them!  They take up nearly as much space as the laser, so I will guess that they are good enough to block one and merit a total rating of three and also require a single gunner to operate.  I have no idea if this is right, though.

The computer software section has been cut down quite a bit since the old days, but there still appears to be a remant there that ought to have been excised.  The “Return Fire” has no obvious use in the T4 rules.  Also, the table used to determine the required size of the Jump was ommited from the rulebook.  Looking through the errata, I see that the small ship designs are completely bogus… and that the patrol cruiser was completely mangled.  And missiles seem to be given short shrift: I see no information concerning the cost and space requirments of the standard and nuclear types, nor any information on guided or unguided.  What a mess!

I’ve spent several hours messing with T4 ship combat at this point, and to get any use out of it I still need to continue a comparative analysis between it and the other editions, design a slew of ships, and come up with a good half dozen house rules.  I have doubts that many people ever used these rules….

If you’re interested in the gory details, here’s a complete breakdown of the Patrol Cruiser design I slogged through.

One of the things that surprised me about post-ADQ Car Wars fandom was the attachment to the whole armed vehicle genre.  CWIN, for instance, covered news of post-apocalyptic armed autos in all of their manifestations: board games, computer games, card games, and probably even books and movies.  I guess the genre of the game was never that important to me– oh, Boy Scout Commandoes and dangerous pizza delivery runs fired my imagination as much as anyone.  It was highly accessible fantasy to be sure, but the endeavor of playing Car Wars was something much more than all of that. 

Other critics have labeled Car Wars as merely being a “design-a-thing” game, but I don’t think that’s the best category to describe what its all about either.  Car Wars has its feet firmly planted in two contradictory worlds: it’s is part of a family mini-games– inexpensive and relatively easy to learn games that utilize the trappings of older wargames– and at the same time Car Wars is part of a family of monster games… mini-games that raged out of control in a series of contradictory expansions and errata culminating into comprehensive “Compendiums” and “Doomsday” editions.  In other words, the true family of games that Car Wars belongs to includes Battletech and Star Fleet Battles– and genre and even the fact that it uses a design system is secondary to its categorization.

Comfirmation of my approach to “gaming cladistics” can be found in the excellent article, An Introduction to Elegance.  He classifies them as “quasi-RPG wargames” and uses them to epitomize the lack of elegant design in American games.  He then sets up the German games invasion as being infinitely superior in the gaming elegance department… and he uses an example from computer programming to support his argument.

But I don’t think it’s entirely fair to compare an abstract game to a simulation.  While “Quasi-RPG wargames” can of course benefit from techniques developed by the German designers, they are not inherently inelegant.  It’s more fitting to view Settlers of Catan as a more elegant version of the Monopoly and M.U.L.E. tradition of game.  In this discussion, it is important to understand the design differences forced upon a game by its choice of scope and granularity. 

The Car Wars design system is extremely elegant when judged from the correct vantage point.  The equipment list if finite and colorful… and the exact combination of speed, maneuverability, defense, and offense capability can be chosen at the whim and style the designer.  Complex equations are necessary only when calculating speed and range… simple addition tallies and percentage increases are sufficient everywhere else.  Most importantly, cost is an accurate balancing factor: Battletech and Star Fleet Battles both had to develop kludgy “Battle Value” and “Base Point Value” systems to accomplish the same thing.  Finally, the statistical values developed in the design process impact all of the various rules subsystems in clearly defined and significantly game-impacting ways.

Returning to the programming example… a nifty “elegant” abstraction is only relevant to a project if it can accomplish the same requirements as the “ugly” solution.  Sometimes it is the right decision to simplify things… but at some point the maxim “as simple as possible but no simpler” comes into play.  German games are fun… they are interesting toys… but they don’t even attempt to solve the same problems that we were trying to solve back in the eighties.  And I’m not sure that a “germanified” Car Wars game could come close to capturing the flavor of an effective dueling machine tossed into mortal combat at a funky arena.

Anyways, just a minor quibble with an otherwise solid post.  Check out the My Play blog for more interesting discussion and gaming analyis!

I tried a practice run through of the T4 space combat rules: just a standard duel between two TL 12 10 ton “Light Fighters.”  This really isn’t a fair test of the system– it’d be like judging Car Wars based on a duel between two body armor wearing pedestrians having a long range shoot out using only heavy pistols.  My first impressions were positive.  While not particularly exciting, the rules were fairly easy to follow and relatively uncluttered.  Of course, the fighters are restricted to shooting it out in the point-blank range band, so there are not a lot of options for maneuver.

In my test run, both fighters had to roll a 5 or less on two dice to score a hit.  The fighters lack a lot of fancy equipment, so critical hits tend to not do much.  To completely finish off a fighter it takes 5 hits with the point defense laser.  And with that you have a nice little probability problem for the aspiring actuary: what is the expected number of rounds it takes to finish a fighter duel?  In my case, one fighter scored a lucky hit on the other and took out its laser battery.  While the other attempted to flee, the fighter continually tried to close and keep firing.  It took a total of 37 turns to finish it.  That’s 370 minutes of game time, or six hours and ten minutes!

When opponents have equal maneuver ratings, the initiative is determined by flipping a coin.  To escape a battle, the fighter would have to win initiative three times in a row to get to long range.  Of course, even if he succeeds in breaking off, I think the attacking fighter can elect to pursue.

Anyways, I saw several places where the rules could be improved:

1) Critical Success and Critical Failure effects are not defined for skill rolls in space combat.  Addressing that could go a long way toward adding at least a possibility of a satisfying coup-de-gras moment in the above scenario.

2) The initiative step is more or less geared towards a face off between opposing fleets: the side with the most ships and highest leadership skill can close or pull away as it pleases.  The fifty-fifty approach used above is very unsatisfactory– surely there are other factors that can impact this all-important step.

3) T4 has been criticized for giving too much weight to attributes in its task system.  In space combat, however, attributes have no impact at all!  (This mismatch leads me to believe that these rules were mostly lifted from previous versions of Traveller without much thought to integrating them into a new vision of how things should work.  It looks like an opportunity to provide a “last word” on space combat was carelessly passed by.)

4) The no-effect critical hit results are very depressing.  They ought to at least force the characters of the target vessel to have to make some sort of saving throw to avoid problems.  Think R2-D2 locking down the stabilizer on the x-wing or putting out the fire on the Falcon.

5) The jamming and sensor rules are pretty confusing.  The terms are defined, the step is there, and there’s a table of modifiers… but what really happens here is not spelled out.  Evidently a successful jamming attempt can break an opponent’s sensor lock, or make it harder for them to get a lock to begin with.  But the difference between active and passive sensors are not addressed even though the choice is explicitly referenced.

6) There are not a lot of choices in this vision of space combat.  Perhaps a paper-rock-scissors choice could be made at the beginning of each turn… with a matrix of the results creating bonuses for later steps or creating new contests of skill.  On the other hand, perhaps Traveller space combat is intended to be dry and without a lot of surprises.  I’m not sure about this.

7) There are no effects for morale or endurance.

 Looks like a lot of room for improvement.  :(

Traveller players are a notoriously difficult bunch to please.  There are so many campaign types: merchant, mercenary, explorer, etc.  There are so many rule sets: classic, MegaTraveller, The New Era, T4, T20, GURPS Traveller, etc.  Most players don’t even play a single ruleset, but pick and choose pieces of each one and/or modify them heavily with houserules.  Then there are even the different types of games: miniatures games, grand strategic, ship combat.  For ship combat there are even 6 or 8 totally different systems of varying degrees of detail.  There are several different regions of space to play in: the Spinward Marches, the Solomani Rim, and Gateway.  There’s countless others that have less detailed support than those major regions.  And all of those regions can be played in during a half dozen hisorical eras.  But even playing in “official” areas/eras, players are still divided on major issues of technology and culture… and they tweak things to present Traveller as they think it really works.

So… if you were going to make a product for this crowd… what would it be?  How would come up with something for such a balkanized group of gamers?  No matter what you do you are likely to enrage some faction.  And the quiet die-hards are more than likely going to use just parts of what you produce to fine tune their personal universes.  For this crowd of picky gaming critics… what can you possibly do at this point to get them excited… to startle them… to even just get their attention?  Haven’t they seen it all by now? 

One wonders if the fans even really want to see something new.  While the Rebellion plot threads running throughout the MegaTraveller materials upset a great many of them, the Virus that debuted in The New Era sent many more over the edge.  Instead of pushing forward with a “ruined” Imperium, T4 turned back the clock of the setting by over a thousand years.  Similarly, T20’s default setting went back a hundred years or so.  The GURPS line went forward from the classic Traveller period… but in an alternate universe where Virus and the Rebellion never happened.  But going forward in that manner didn’t quite sit well… so the 4th Edition GURPS Traveller setting went even further back than T4 to the Interstellar Wars period– the setting derived from GDW’s wargame “Imperium” which wasn’t even technically a Traveller product when it came out!

Going forward seems to be the last thing on anyone’s mind.

And then, onto the scene comes a certain Martin J Dougherty.  A long time player and fan, I first became aware of him via the Citizens of the Imperium site that was more or less a hang-out for T20 fans with a strong “grognard” subculture.  He had this crazy dream of pushing the timeline forward from the New Era… and he’d even written a novel to do it.  I thought this was vaguely lame at the time… I mean, that would be like me writing a Car Wars novel, right?  I was skeptical.

Time went on, and I kept seeing this guy’s name turn up.  He wrote the short story that appeared at the front of QLI’s reprint of the venerable “Classic Books 1-3.”  He’d written the “Behind the Claw ” Spinward Marches sector book for GURPS Traveller.  (In a mix-up, a draft got published by mistake instead of the final version.  Steve Jackson never fixed the problem and quietly let that essential sourcebook go out of print.)  “MJD” wrote a a sourcebook about the Imperial Navy… but Steve Jackson decided not to go with the book.  Not to be dissuaded from his dreams, MJD published it himself… and it can now be purchased at e23.  MJD even had a primary role in launching a new line of “Little Black Books” supporting the classic era with background, ships, and adventures in the years just preceding the Rebellion. 

The guy is prolific, persistent, and not easily discouraged… and somehow he decided to not just talk about it, but he really did go and launch a new line of Traveller products that seriously supported a background set about 50 years after the New Era game.  “1248″ sat in the play-test area of the COTI boards for months.  It quietly got published sometime last year.  I hadn’t heard too much about it, but I had enjoyed the “Little Black Book Series,” so I took a chance and picked it up from e23 recently.  After several pages into the book, I slowly transformed into Sylvester after he’d seen the kangaroo-that-he-thought-was-a-mouse:

“B-b-b-big!  HUGE!  Big!  Big!  L-l-l-large!  Gigantic!”

I’d read the Classic Traveller Adventures and the GURPS Alien Races series, so I knew a lot of the basics of Traveller history and setting.  1248 takes that setting… and then spins the tale of the Rebellion and The New Era.  Even with my cursory knowledge of Traveller, I could easily follow the players and races involved in the tale.  I knew nothing about MegaTraveller, really, or TNE… so this was the first time I’d learned the details of what had occurred in those incarnations of the game.  What a story!  But it keeps going.  GDW’s last iteration of Traveller, “TNE,” was left partly undone and partly as a cliff hanger… but this book finally gives us the answers to wild things like The Black Curtain, The Empress Wave, Longbow, and the Zhodani Core Expeditions. 

As a teenager I’d always been disappointed by how Isaac Asimov had handled his Foundation Series.  When he picked up from the original trilogy, things just got stupid.  I wanted to see the Foundation grow into a real empire… and see the two Foundations work out their differences.  Instead, Asimov delved into the past and worked his robot novels into the background.  Now… more than 15 years later, I can finally have what I was longing for in a clash of space empires.  Oh yes… space ships explode in this one.  After reading lots of Classic Traveller and GURPS Traveller where a decadent status quo was carefully maintainted… now… all hell breaks loose… again and again and again!

70 pages of action packed history.  30 pages detailing the major states.  30 pages of secrets.  A really nifty system for specific generation rules for destroying Traveller settings and then helping them recover… and it’s fine tuned for each of the major interstellar terrains.  Finally, you get the details of part of a subsector, world descriptions for several planets, adventure seeds, and maps for three worlds.  160 pages altogether… and it can be had for a measly fifteen bucks.

All in all, I have to say this is the best Traveller product I’ve ever read.

Outstanding.

I won’t get into the details of the history and background as I don’t want to spoil it.  But for the old fashioned Car Wars fanatic like myself, I couldn’t help but notice that a special attention is given to the starship designs used by each faction each step forward into the future.  Unlike the original Traveller game where the design system came first… and then the background material came later and turned out to be somewhat inconsistent with the “crunchy bits”… this time, the “flavor text” is impacted very much by the implications of the existing design systems.  This is a real bonus to wanna-be gearheads like myself that want to know how developing battle fleets utilize their resources to come up with a coherent ship design strategy.  The text doesn’t go overboard with this stuff and there’s certainly no stats there, but you can tell that the authors really liked space ship designs.

You don’t need to be a Traveller expert to get into this, but you will get more out of it if you’ve read the Classic Adventures and some of the Alien Races series.  If you’ve held off on MegaTraveller and TNE, then you get a pretty good summary of what transpired in those supplements.  If you’ve been thinking of picking up MJD’s Traveller novels like The Diaspora Phoenix, then you might get some spoilers for those in this book.

Cranky Traveller fans are notorious for despising Virus, but there’s nothing in 1248 that forces you to feature it in your game.  Players can safely downplay it the same way I omit the more irritating major races from my scenarios. 

Probably the best part about the background is that there are so many flavors of Space Empire to choose from now, all of which are separated by huge expances of Wilds.  On the battered worlds of those decimated regions, a few PC’s with a ship can have a huge impact.  Games will not necessarily blow up into epic cinematic silliness just because they’re set in 1248… this is still Traveller style “mostly sorta hard-ish” space opera with less opera than most.  But PC’s will easily get in situations where they can transform the quality of life of a struggling culture, topple Technologically Elevated Dictators, or bring peace to two warring pocket empires.

The book is largely system free.  You just need to have a grasp of Traveller’s simple Universal World Profile to use the world data.  Don’t be put off by the T20 markings on the cover: the only reference to those rules is a reminder to T20 players not to confuse Traveller’s Charisma stat for Vargr with D&D’s Charisma attribute.

Highly recommended.  1248 is available from e23… but the entire product line can be viewed on the COMStar site.

I’ve always thought it strange that Interstellar Wars was released without any weapons stats.  The suggestion of just using the standard stuff in the 4th edition core books always seemed pretty lame to me.  While the lack of any equipment in the new GURPS Space has now been fixed with the release of GURPS Ultra-Tech, GURPS Traveller still remains without any sort of conversion document to 4th Edition.  This leaves some GT fans feeling somewhat abandoned by SJG.

While GT Demigod Loren Wiseman has recently scoffed at a COTI Poll indicating that a significant portion of fans desired a return to a Classic Traveller or MegaTraveller style rulesets, it ought to be noted that his own line of PDFs are indeed dual statted for those legacy systems.  Nevertheless Loren states he is indeed negotiating several new GT products slated to come out on e23 even as we speak, so hopefully the line is firmly in the “not dead yet” department.

A gaming guru known only as “GamerGirl” on the Steve Jackson boards has done the necessary crunching to translate the weapons on armor of GURPS Traveller into the 4th edition rules.  Her tips can help frustrated GM’s make the best of this irritating situation.  She has kindly given me permission to repost her findings here: 

__________________________________________________________

Well, actually, if you already have 4e, you can still implement the Traveller equipment list as presented on GT2e114-115 and the armor on the preceding page with just a few minor changes. If someone had told me what I’m about to tell you, I never would have had to switch over to G3e, but now that I understand both systems, I know what the main differences are:

1. Calculate Dodge as simply HT+DX/4, like Basic Speed, and drop the frak; that is to say, Dodge is pretty much equal to Move. The Passive Defense of any worn armor (abbreviated PD) is added to dodge or sometimes other defense rolls.

2. You can use the Accuracy as given. Holdout (Hld) is mostly applied to ‘to hit’ rolls with that gun in close combat. You might also occasionally use it to modify a concealment roll when trying to sneak past Starport customs agents, etc.

3. If the attacker’s adjusted (usually, the main modifier is for range, but there are other conditional modifiers on the Ref’s screen and in the Basic Set, but these are pretty much the same as they are in G4e) “to hit” roll is less than the SS number of the weapon, apply an additional -4 to the roll for unaimed shots- if your players crank their Gun skills up the way mine do, you usually don’t have to worry about this rule.

4. This little difference was the source of most of my headaches. For RoFs over 20 (you will experience this problem most acutely when your PCs try to use the Gauss Rifle) don’t use the normal 4e or even the 3e autofire rules. Either a) if a hit is scored on a target with a weapon of RoF 20+, and the target fails its active defense roll, simply rule that target dead, no arguments; if the target succeeds its dodge roll, he dodged the whole burst (your players will whine and gripe about this if you choose to do it this way when they are the ones attacking with the RoF 20+ weapon, I promise you!!!) or b) cut the Gauss Rifle’s RoF to 15, or something equally manageable, or c) PM me and I’ll give you the table for RoF’s of 20+ from GURPS Vehicles.

Russians Seize Bergkohn

March 6, 2007

I played a real miniatures game this weekend.  The rules were from the 1983 Challenger: Ultramodern, and they gave me a new respect for wars and warriors.  The biggest difference between this and other games I play is that we played much of it double blind.  I plotted my movements on a map and my opponent stuck closely to a plan.  My opponent feinted an attack in one quarter… and while my own tanks were moving into position to respond, they were overwhelmed by the brunt of his forces!

Turns went slowly.  Artillery attacks were declared.  Units moved.  Each unit then rolled to acquire targets.  Units that “saw” an enemy would roll to-hit.  Damage effects would then be rolled.  Finally, morale would be checked.  At the end of the turn, artillery attacks were resolved and counter batteries got to fire, too.  Each miniature repesented a single tank or apc, but things got pretty crowded– I can see why most systems opt for something like 1:3 or 1:4 in that department.

I’ve never played anything with this level of detail.  Little dinky accounting tricks seem to have little affect on the game: battles are won by those with good planning and cool heads.  My plan stunk, I froze, then I panicked.  I know it was my first game with the system, but I’m pretty embarrassed.  The game required so much honesty on the part of the players, though, that it really wasn’t so much of a competitive event: it was more about just experiencing how everything would play out.

I’ve had a copy of T4 sitting in the attic for some time, and after hearing some positive comments about from people like Martin J Dougherty, I decided to take a closer look.

Character creation looks like a slightly simplified Mega-Traveller approach.  You’ll find the schooling tables and the quick home-world generation to be largely the same.  While several careers such as Piracy, Belting, and Barbarian are missing, it appears that a Psionicist class is tucked away in a later chapter.  There’s a nifty background skills system that appears to be new and fairly expressive.  Also, the “special duty” roll appears to have disappeared, replaced by a simple flat rule of one new skill per year in service.  This last change is of course propelled by Marc’s newer concept for a task system, and not suitable for previous versions of Traveller.

One thing the rules note is that some players will want a completely random generation, some will want as much choice as possible so they can play what they want, and some will want something in between.  This appears to address the numerous house rules and die roll “fudges” that occurred with previous editions in an unobtrusive manner: no particular method is singled out as being the “right way.”

For attributes I rolled, 8, 7, 11, 4, 3, and 7.  I went with the old-school approach and assigned them to my stats in order.  I get a tough but uneducated bruiser.  For home-world I rolled up Starport B, Size small, Atmosphere standard, Wet world, Population 10,000+, Law Level 8, Tech Level E.  That’d be a small advanced world with a lot of traffic.  The only problem with this method of world generation is that now I want the full UWP for it instead of this unweildy gloss. 

For background skills I rolled Business, Language, Gun Combat, and First Aid.  I chose the Rogue profession and easily got in– picking up one level in the Clandestine Cascade and Short Blade-1.  My first term I picked up Streetwise, Camouflage, more Gun Combat, and Jack of all Trades.  My second term I got injured!  Note that even in first edition Traveller this didn’t necessarily kill you.  In T4, you muster out early.  I roll and find that my injury occurred after my 3rd year into the term.  My skills for the abbreviated tour came up as 2 levels in Clandestine and one more level in Gun Combat.  Note, I picked the table I thought fit the character concept and then rolled randomly for the skills in each case– that just seemed to be the fun way to do it.

Mustering out I got one roll… and got the strange result of +1 to Soc!  I started to throw it out and re-roll, but then realized that explaining it would be more fun.

Here’s the final character:

UPP 87B438  Age 25

Terms 1.75 Cr 0

Computer, Trader-1, Language(Vilani)-1, Shotgun-3, Intimidation-1, Short Blade-1, First Aid-1, Streetwise-3, Camoflage-1, Jack of all Trades-1

While a teenager, our hero acquired the bad habit of selling and trading illicit items in the seedy star-town of his home-world.  He opted to make a career out of it, and began working as a “tough” for a major crime boss of the subsector.  Things went well for a time, but one job became a total disaster.  After getting wounded and identified, his boss did what he could to get him sent as far away as possible.  After a long ride in cold sleep, “Eneri” is now on an unstable frontier under a new identity, seeking to make a new start.

I love how two odd results become the lynch-pin of the character’s story….  You end up with things you’d never come up with on your own.  Very nice.

Note that, because of the T4 task system, I focused on skills that were END based and avoided INT and EDU based skilled.  If I’d been aware of Kenneth Bearden’s alternate system, I might have chosen my skills a bit differently.  Also, with the special rules from Dragon #55, I could attempt to take this character through a new career if I wanted to try to pick up new skills.  Note that T4 did allow for such an option, but the Dragon rules are much more textured.

Note that, there’s no reason this character can’t be tweaked a bit to show up in a Car Wars campaign.  All we need is a few careers defined for cyclists, MONDO’s, and duellists!  Also note that Kenneth Bearden’s task system would work perfectly well for role playing with Car Wars characters…. 

I notice that, for myself, I lack the creative drive to sit down and craft a cast of GURPS Autoduel characters to the standard 100 pt. standard.  I know that most GM’s just throw together what they need without regard to balance, but there’s still the colorful variation part.  The Traveller rules give the uninspired referee a lot of things to spark his imagination… and rolling up a character is actually even fun even by itself.

10. If you’re playing Great Britain and place an Industrial Complex on India, the Japanese will probably take it if you move your fleet away during your turn.  The fun of destroying the German fleet will be short lived: by the time America takes control of the now isolated Africa, Japan will dominate Asia and be breathing down the Russian’s necks!

9. If the enemy has Heavy Bombers, it’s a good idea to keep an Anti-Aircraft gun with each IC you own and also with each “clump” of infantry you’re pushing.  Letting your opponent get “free” bombing runs on an unprotected IC three turns in a row would not be a good idea.

8. If Germany has been reduced to an income of 10, it might be a good idea to go ahead use your heavy bombers to eliminate isolated Japanese navel units… and then bring them back to Germany only when you’re ready to deal the killing blow.  (Rocket attacks would probably be more cost effective at this point than to risk losing a couple of bombers over 1o IPC’s!)

7. If you attack and defeat a small enemy force near a larger enemy “clump,” you will certainly lose whatever survives the battle.  Tanks and artillery units lost this way will be difficult to replace.

6. Just because the Baltic Fleet sits still for 7 turns in a row, it doesn’t mean it can’t suddenly jump out and eat a few undefended transports every now and then!!

5. Follow the sequence of play religiously in order to prevent debate over what’s going on.

4. When rolling for technology, get a verbal agreement on what number counts as a success before you roll the dice.

3. The two or three isolated units of yours that are on the outskirts of the action would be a lot more useful if you remembered to move them a space or two each time its your turn.

2. Don’t forget to place the units you purchased at the beginning of your turn.

1. Don’t forget to collect your income!


Had a good game last night– a very bloody affair.  The battles in Eastern Europe, Asia, and Africa are all much more dynamic in the new system.  And it’s actually possible to get technology in the revised game.  The submarine rules finally make sense, the battleships do something, and the artillery gives infantry a killer offensive edge.

I traded Asia for Africa with a major blunder on my first turn as Great Britain.  This mistake was offset by the fact that Britain and America both picked up Heavy Bomber Technology on their first turns.  Russia concentrated their forces for a decisive attack on Germany destroying much of their armor and air power– even after losing many of their own heavy units piecemeal.  Heavy bomber runs reduced Germany’s production to zero for several turns while the Allies pushed the Germans back to their capital and while a small American force destroyed a German detachment in Africa.  Meanwhile, Japan picked up Heavy Bombers and expanded their fleet, taking Alaska in the process.

I called off the game after forgetting to place Great Britain’s units and collect its income.  I don’t know how that happened– I was tired, but I think maybe my opponent just started his turn before I was done.  I think we forgot about the rule capping the damage a Bomber can do against an IC, too….  Oh well.

My opponent is less than half my age… and I now can’t afford to make any stupid mistakes against him anymore.  He just won’t let me get away with things….

The original Deluxe Edition is Car Wars at the height of its craze under the guidance of Scott Haring. The crash table is harsh, but driver skill makes a big difference. There’s enough equipment to be interesting, and the movement chart is 10 phases.

Compendium Second Edition adds gas engines, lots of fancy equipment, boats, hovercraft, and better character rules. It moves to a 5 phase movement chart, fixes problems with gas engines, adds additional features to electric engines, and fixes major rules headaches introduced by laser guidance link, speed modifiers, spoilers & airdams, vehicle range, and top speed formulas.

Compendium 2e looks identical to Compendium 1e except that 2e has “Second Edition” written on the front just below the car (see picture to the left.)  There are black box Deluxe Editions that came out with Compendium 2e inside and some extra bonus supplements. That’s the coolest release. If you want to go faster than 100 mph, go with Compendium 2e– it’s the most comprehensive edition. If you want John Nowak style gritty “road warrior” type action, Deluxe Edition is all you need, though.

The newer 5th edition stuff has really large turning keys and a streamlined 3-phase system that is very fast playing– duels between 6 players reportedly go much quicker. They are still in stock at Warehouse 23, but are reviled by fans because of the lack of a design system. It think its as fast as they could make the game without moving to a clicky base system. It is perfect if you want to play with Matchbox car sized minis.

The Car Wars Pocket Box is mostly a curiosity now…. It has several systems just glossed over and all of them were expanded into “advanced rules” later. You will wreck if you try to fight at high speeds!!

In computer lingo… pocket box is the Beta, the first deluxe edition is the 1.0, the first compendium is a 2.0, the second compendium is a 2.4, and then the fix for the ramplates and the jumping falling rules and the measuring = a fire action rules constitute a significant service pack.

The biggest problem with Compendium 2e is out-of-control ramplates and game-altering speed mods. For a faster game consider dropping speed mods altogether and use the patch for the ramplate rules. Also… look at the rules for Driver Skill and Crash Table Rolls and come to a agreement regarding how to work that… and maybe just go whole hog and give a flat HC bonus for Driver skill instead of using it as a silly/strange reflex roll bonus. (Also, the Incendiary rules from 5th edition are REALLY fun.) 

Keep in mind that these finer points of the rules only matter in highly competitive duelling events– if you’re just using the system for combat in a role playing game, these details can safely be ignored.  However, the reverse cannot be said for most rpg combat systems: they can’t generally be used to play out intricate free for alls to determined the baddest player of a bunch.

Compendium 2e represents a huge amount of iterations in the development - playtest cycle… unmatched by many games.  It is a thing of great beauty… and certainly the greatest gaming book ever published.