This sort of thing is what broadly divides role-playing into two styles or approaches: treating it more as a game that the players are trying to win, and treating it more as collaborative storytelling in which the players and the GM are trying to create a compelling narrative. Nothing but sorrow comes from a mismatch between players and GM in this regard. There's nothing better or worse about either; they're just very different experiences.

Joss Whedon once said that spacecraft in "Firefly" travel at the speed of plot. That to me captures perfectly the narrative approach to role-playing. The GM decides how long the trip should take, within broad parameters of plausibility and consistency, and the players take that as a given and create their narrative within that framework. "Gaming" players would instead start pulling out rulebooks and calculators to second-guess the stated duration.

In a narrative campaign, the merchant character would leave her sidearm in her quarters because that's consistent with how such a person would behave in real life, and thus adds narrative depth and realism to the unfolding story.

In the old Avalon Hill WWII tactical-combat game "Squad Leader", I vividly recall a scenario where an American platoon was hit by a surprise German attack while the soldiers were in line for dinner. They were unarmed, and had to get to where their weapons were before beginning to fight back. That small piece of realism made that scenario one of the most emotionally compelling wargames I have ever played. The experience went from optimizing how counters moved around a map to some sense, however slight, of the panic and desperation of real combat.

On Mon, Feb 5, 2018 at 9:58 AM, Caleuche <xxxxxx@sudnadja.com> wrote:
Role playing, unfortunately, doesn’t model real human behavior very well and of course the players want to optimize their chances of surviving combat, so if the weight limit is 51.3 kg, you’ll get statements like "and my character is carrying 6 extra magazines of ammunition, with four rounds taken out of the last magazine so my load is 51,300.00 grams". And then that’s what they carry for the next five weeks, awake or asleep. 

In reality, if a character on a merchant ship has never once needed her sidearm in 10 years of work, and there is no requirement to carry it, it’s pretty unlikely that she’s strapping on her sidearm every morning when leaving her cabin for the bridge. This is, in part, what tactical surprise should account for - not just that the target is disoriented and does not have a plan to deal with whatever’s happening, but that weapons and equipment are less likely to be immediately available. 

It would be nice if there were more behavior rules, to some extent. Presume that unless otherwise explicitly stated that a character dressed in his her her lightweight uniform (or whatever) when working shipboard in the tedium of day to day ship operations. 

There should be more advantage given to unencumbered characters as well, or the players should more realistically role play their characters. 



On Mon, Feb 5, 2018 at 1:04 AM, Timothy Collinson <xxxxxx@port.ac.uk> wrote:


Thank you.  That's exactly why I put it in and held the players to it.  IMO a lot of Traveller games miss the opportunities this kind of thing.  Not just for being mean about what equipment they (don't) have and so on, but also for role playing.

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