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Friday, December 23, 2011

Traveller [Mongoose] Dynasty Walkthrough part I

I recently picked up Mongoose Traveller Supplement 12 Dynasty
which was on sale (still on sale?) over at DriveThruRPG for $14.99. Not quite a re-write of Pocket Empires, and quite a bit abstract, which gathering from a few reviews has put off a number players. I like the concept and have been playing around with creating my own dynasty.

 I going to document the creation of my first dynasty and in following entries, I'll document its progress over the generations.

 My first Dynasty will be a Military Charter, a dynasty which I plan will become a dominate force within its region and maybe create the foundations for an empire. I decided to use the build method as opposed to the standard (random) method because the standard kept leading to initial values less than 0 which technically indicate that the dynasty has failed. So I started backwards in the creation process and chose some of my build values first in order to determine my available pool for initial Characteristics.


Initial Build Points [BPs]

100
BPs
Management Assets Command Staff
0
BPs
1st Generation Bonuses Noble Armada
-12
BPs
Dynasty Boons & Hinders Gun Runner Gambles
-5
BPs


War Hero
10
BPs
Remainder

93
BPs







Characteristics Cleverness
-12
BPs


Greed
-11
BPs


Loyalty
-12
BPs


Militarism
-12
BPs


Popularity
-10
BPs


Scheming
-12
BPs


Tenacity
-12
BPs


Tradition
-12
BPs
Remainder

0
BPs


  • Cleverness represents the Dynasty's ability to understand and avoid problems before they can become too great for the Dynasty to handle.
  • Greed represents the Dynasty's ability (or need) for funds to maintain itself over the generations.
  • Loyalty represents the Dynasty's ability to keep it members as a cohesive force and protects against subversive threats to it populace.
  • Militarism represents the Dynasty's ability to wage conflict, both offensively and defensively and is an abstraction for its prowess, resources and willingness to use arms.
  • Popularity represents the Dynasty's position within the community.
  • Scheming represents the Dynasty's ability to plan both legal and illegal activities to further its goals.
  • Tenacity represents the Dynasty's ability to survive hardships and the transition of power between generations.
  • Tradition represents the Dynasty's ability to pass on the ideals, teachings and history to succeeding generations.


2 comments:

  1. Oooooh, this sounds interesting.

    I'm using bits and pieces of Pocket Empires for my Traveller campaign and my biggest annoyance is the number of random variables that are scattered through the design process. These really hinder setting the Pocket Empire economies up as a spread sheet and letting them run over time.

    I haven't heard much about "Dynasty" so am very interested in your impressions.

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  2. Stick around. I'm going to run through a generation or two to get the feel of the game flow and I may need a few people to help run a dynasty.

    So far I like the abstractness but I'm willing to bet that it would be better if some of the detail from Pocket Empires might help flesh out the game experience.

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