Several months ago Mike Wightman pointed me to pages 28 and 29 of The Traveller Adventure (1983). On these pages the writers lay out how to use the “playing pieces” including in Traveller to resolve situations.
Two years later DPG would publish their Traveller Task System in the first issue of the Travellers Digest. But this passage assumes the Traveller rules don’t need to be “fixed.” It uses the rules found in Traveller Books 1-3 as is and explains clearly how the Referee can use them to keep the game interesting and moving along with several applications.
THE USES OF DIE ROLLS
As players in a Traveller game venture out into the universe, they immediately face a wide variety of circumstances and situations. Many times, procedures already exist for the resolution of a situation (for example, combat, animal encounters, or patrons), but if not, the referee is thrown back on his or her own resources in handling the problem.
There are several reasonable and efficient methods of dealing with unexpected situations. These include use of personal characteristics, situation throws, and reaction throws.
Personal Characteristics: Many cases can be resolved by looking at the character’s personal characteristics (strength, dexterity, endurance, intelligence, and so on) which are appropriate to the situation. For example, in lifting or forcing large objects, strength might be most appropriate; a more delicate situation could depend on dexterity.
The referee should instruct the player character to throw the characteristic or less on two dice. The higher the characteristic, the greater the chance of accomplishing the goal. Relatively easy situations might call for rolling the sum of two characteristics or less; harder situations might have a positive DM to reduce the chance of success.
Reaction Throws: Any non-player character can make a reaction throw to determine relative disposition and reaction to the adventuters (see Reactions, The Traveller Book, page 102). This reaction number can also be used as the required throw or less for the individual to assist or help the group. DMs for appropriate skills are allowed, or for common background (such as both non-player character and player character having served in the same service).
In addition, the referee can rarely go wrong implementing a DM of + 1 or – 1 for some miscellaneous item which the players suggest, such as friendliness or appearance of affluence. For example, if the adventurers are encountering an express boat pilot and one player character comments that she has always admired the efficiency of the xboat service, then the referee can easily allow a DM + 1 for the exchange. Too many such DMs can easily ruin a game, so moderation is advised.
Situation Throws: In the absence of any other guidance, the referee may always resort to the situation throw. When an incident first occurs, throw two dice to determine its relative severity. A low roll means that it is easy, a high roll means comparative difficulty. The number achieved is now the situation number. The player characters involved, when they attempt to deal with the situation, must roll the situation number or higher on two dice. They are, of course, allowed DMs based on any appropriate skills. Tools, assistance, and equipment may also provide beneficial DMs; weather, haste, adverse environment, or other handicaps may impose negative DMs. It is even possible for a referee to make the situation number greater than 12, thus making success impossible unless the players can provide necessary skills or tools with DMs to get their throw also above 12.
Example of Throws: An adventurer (46797A) has experienced a malfunction in the drive room of her vessel. The situation seems hopeless at the moment and she is forced to abandon ship. The air lock hatch, however, is warped shut. A quick resolution to the problem is to state that she must roll strength or less to force it open. After several unsuccessful rolls, she casts about for a pry bar to help her. The referee arbitrarily rulas that the bar allows – 4 on the die roll (the referee could guess or roll one die for the result).
On the next roll, the adventurer is successful; then she makes her way to the ship’s locker for her vacc suit. Grabbing a survival pack, she proceeds to abandon ship. She knows that the drives cannot stand the strain much longer, and that she must get out immediately.
The referee decides that the drives will explode on 9+ in the current turn, 8+ in the next turn, and so on, The referee decides that the character’s last minute repair attempts have been partially successful, and he increases the needed roll by her level of engineering skill (2) to 11+ . The adventurer needs to find a survival kit before she leaves the ship, but one extra turn will be needed to gather it up. The referee rolls to see if the ship explodes this turn (11+). It does not, and she grabs the survival kit. On the second turn, she cycles through the ajr lock while the referee checks for an explosion again (10+ this time); once more the ship remains intact. On the third turn, while the character is drifting away from the ship, the referee rolls 11 and the drives explode (9+ was needed).
The distress call from her radio attracts a local asteroid miner. He is required by custom and law to pick her up, but may not like being diverted to an unprofitable rescue mission. The referee rolls two dice for his reaction: the result is 4.
She must now convince him to take her to the local starport so that she can arrange salvage of her ship. She may add any applicable skills, such as streetwise, bribery, even -1 for intelligence 9+ if the referee thinks this appropriate. Obviously, in a situation such as this, repeated requests will not be possible (or they may be allowed, at- 1 per additional request). Probably she only gets to try once. Even with DMs totalling – 3, she rolls an 8, which does not convince the miner to go out of his way to help her. She is stuck on his ship until he finishes his prospecting run of (the referee rolls one die) 4 months. Judging by his reaction roll to her, he’ll probably make her pay for room and board as well.
Some of the above I love, and some I’m not fond of. So there’s a lot to unpack here… and I will in future posts.
In this post, however, I want to throw attention on this one passage:
Situation Throws: In the absence of any other guidance, the referee may always resort to the situation throw. When an incident first occurs… determine its relative severity. The number achieved is now the situation number. The player characters involved, when they attempt to deal with the situation, must roll the situation number or higher on two dice. They are, of course, allowed DMs based on any appropriate skills. Tools, assistance, and equipment may also provide beneficial DMs; weather, haste, adverse environment, or other handicaps may impose negative DMs. It is even possible for a referee to make the situation number greater than 12, thus making success impossible unless the players can provide necessary skills or tools with DMs to get their throw also above 12.
After rooting about Traveller Books 1-3, it became clear to me, even before reading the passage above, that this is exactly how Miller assumed a Referee should use the Traveller rules.
That there are people on Traveller focused sites convinced I’m simply making up nonsense procedures (and there are a few) has always startled me. It seems so obvious once you look at the text of the three books holistically. The improvised adjudication of situation is part and parcel of the game culture of the mid-70s.
Now, this doesn’t mean people should run the game this way. I want people to run the game the way they want to run it. I’m only hoping that this passage from The Traveller Adventure will make it clear I’ve only been saying what the folks at GDW would have said as well.