Tuesday, September 28, 2021

Thoughts on Running Out of the Abyss

As I’ve previously noted, I started in the hobby with Moldvay basic and worked my way up to the Expert set. One of the first Advanced Dungeons and Dragons products I bought was Descent into the Depths of the Earth, and that adventure module blew my middle school mind. I was so excited to run this adventure that I put my players’ party of 5th level D&D characters into it right after Isle of Dread.

And they got wiped out in the very first encounter, the drow checkpoint: a TPK so egregious that I had to fall back upon my first and only use of “it was all only a dream.” Hey, it was the 80s. If the writers of Dallas could use that one, so could I.

Eventually I graduated to Advanced Dungeons and Dragons. I was fascinated by the Monster Manual II section on demons and spent a lot of time poring over the lists of demon princes and lords and imagining running adventures featuring these super-powerful beings.

So when I heard that Wizards of the Coast was going to do a 5e adventure around a demonic invasion of the Underdark, they had my interest. And when I learned the book was going to be developed by Green Ronin, one of my favorite publishers from the d20 period, they had my money.

Out of the Abyss certainly looked good, and it read well enough. The elevator pitch is an Alice in Wonderland take on the Underdark, but with demons. What made the Underworld of D1-2 so captivating to my younger self was it was so vast and so alien. Instead of a high-magic, Tolkien-inspired world of goblins, elves, dwarves, and dragons we got something darker and grittier, closer to the proto-pulp and pulp writings of Verne, Doyle, Burroughs, and Lovecraft.

That sense of an alien Underworld has greatly diminished over the years, in part due to over-familiarity. I’ve read dozens of Underdark supplements and adventures. In the Forgotten Realms this region is apparently dangerous but relatively known to the world at large: regular trade links tie the underground with the surface world. In contrast, the very existence of the Underworld in D1-2 was unknown to most surface dwellers. So I welcomed a return to the weird and mysterious for this setting.

Out of the Abyss has some of the most vivid set pieces I’ve ever read in an adventure, right up there with Snurre’s Hall or the Moathouse. More than anything else, the image of Demogorgon rising out of the Darklake made me want to run this adventure. And there’s an encounter with a beholder that’s hands down the toughest thing I’ve ever thrown at a party in 5e.

OotA also has some really memorable and interesting NPCs. For some reason, my players really seemed to take to Stool the myconid. But there are plenty of others, like Thamberchaud the overweight and cosseted dragon. The Pudding King and Droki both made for eerie and unforgettable antagonists.

But if OotA has great individual components, the whole assembly is somehow lacking. The adventure claims to be a sandbox, but if the hallmark of a sandbox is player choices, then OotA falls well short, starting with the initial setup: the PCs begin the game all prisoners of the drow. Even free, the PCs are stuck wandering around the Underdark until they reach a high enough level to exit to the surface. Yes, they can visit various locations in any order, but eventually they really need to hit all these locations before they can leave. There’s no real consequence to progressing through the sites in order A-B-C or C-B-A or B-C-A.

Contrast D1-2: as a pair of tournament adventures, the module had a specific, overarching goal: track down the drow who had engineered the giant attacks. But even with a set goal, players still have some level of choice with real consequences. Routes in the Underworld were divided into primary, secondary, and tertiary tunnels. Primary tunnels were larger and allowed faster movement, but carried a greater chance of encounters with organized patrols. Tertiary tunnels were cramped, forced slower movement, and were less patrolled. But they were also the haunts of powerful horrors such as mind flayers and beholders. In theory, players could select their own risk/reward tradeoffs.

Similarly, although the players begin play with a fairly linear map to the Vault of the Drow, several set encounters along the way can be sped through or circumvented altogether if the players wish. They don’t need to collect a particular set of items or cultivate specific allies before they reach the Vault. Despite the eerie, Lovecraftian coolness in the Shrine of the Kuo-Toa, I have never had a party actually do any exploring there: every party I’ve DM’d has avoided that fell place and its dark mysteries.

Players really don’t have that level of choice in OotA. Almost all of the set encounters contain some pretty important elements, be it knowledge, items, or contacts that are nearly essential for completion of the adventure.

Because the players are expected to spend levels 2 through 7 wandering around, the encounters are generally geared for challenge levels 4–5: early encounters will be pretty hard, but later encounters will be pretty easy. It didn’t help that I had a larger group of players, either. (Though the default set up saddles the party with a whole coterie of NPCs.) There’s no real advice on how to scale encounters up or down. And with this structure, XP is pretty broken. You could spend years trying to amass enough XP with only the random encounters: story based awards are probably the only way to go for this adventure, but again there’s no real advice or guidance.

I know that many players enjoy the grimdark survival element of the earlier chapters, but my players were pretty bored with it. They had a large enough group, which included a drow wizard and a ranger with Underdark as his favored terrain, so they were very rarely lost or out of food, and didn’t need 12 NPCs to explain the difference between a Kuo-Toa and a Duergar.

A DM is supposed to track several different mechanics that might be affecting PCs and NPCs in different ways: disease, fatigue, hunger, light, magic-warping faerzress, and madness. And few of them really seemed worth the tracking. I was particularly disappointed with the madness rules, which require a lot of record keeping. For better or worse, 5e abstracts most game effects into pure “damage,” and by the end of the adventure I felt like a better madness mechanic might have been to simply have madness inflict psychic damage that could not be healed without long rest. Players understand hit point loss in a very immediate and visceral way, better than sanity mechanics that rely an awful lot on role-playing.

OotA also suffers from a problem that seems endemic to many WotC books: terrible organization. There are chapters where it’s almost impossible to find important information in a hurry. The dwarven city of Gracklstugh would have been unplayable if not for some helpful third party guides that broke down the city and gave page references for key information. The adventure cried out for an index, flowcharts, summaries, and so on to help the DM.

On a related note, the maps for OotA are generally terrible. Pretty to look at? Oh, yes. But usable at the table? Not really. Many have very wonky scales and are overly busy, and the adventure lacks good battle maps for many key encounters.

I really like that 5e generally backed off from making miniatures a requirement for play. But I use them myself, and I played most of this game on Roll20. So I could have really used some good tactical maps in 1 square equals 5 foot scale.

In some ways, I think OotA would have benefited from embracing the adventure path that it really is, rather than pretend to be a sandbox. The adventure could have been much tighter, better focused, and encounters better balanced. One problem with the pseudo-sandbox structure is that the players can become enmeshed in storylines that appear to have tremendous urgency, like stopping Zuggtmoy’s wedding—but with no way to resolve this plot for months and months of game time.

In general, the adventure is just too overstuffed. It spans too many levels, and has too many themes. Although it sounded metal to mix demons and the Underdark, each are expansive topics all by themselves. I think this adventure would have been better focused on a smaller number of sites, with fewer themes, and spanning a narrower range of levels: say, 5–15.

I realize this comes across as very negative, and I’ve struggled to write this review because, although this adventure occasionally drove me crazy, I also had a blast running it. But in the end, I was running for a group of good friends in the midst of a pandemic, and it gave me a weekly occasion to connect with people I love, during a time when that was otherwise very hard to do. I have had many great nights with good friends at terrible restaurants, dive bars, and lousy concerts. It doesn’t mean those places were actually good: it just means that with good company, anything can be fun.

After 56 sessions of playing through this adventure to completion, I feel comfortable writing that while Out of the Abyss is not a terrible adventure, it is an overstuffed, poorly organized, underachiever. That’s all the more frustrating because there are some truly great pieces within it, and I think with better editing and tighter direction, this might have been a spectacular adventure.

Tuesday, September 21, 2021

The Ship's Account

Each adventuring ship has a continuing need for money to pay expenses such as crew salary, maintenance, life support, and other supplies. This cash flow is handled through the Ship’s Account —Traveller5 Book 1, p 30.

I never set out to play Papers and Paychecks. But Traveller, with its mortgages, salaries, maintenance funds, and pensions can sometimes feel a little like it. And when you like to tinker with the rules as much as I do, understanding the ramifications of all that tinkering is pretty important.

An ideal Traveller campaign will provide enough rewards to let the players feel successful but to also keep them hungry enough to continue to strike out into the blackness of space. Given the complexity of starship economics, further complicated by some house rules, it’s pretty easy to get the balance out of whack: either the players are so flush they have no incentive to adventure, or so poor that they can’t hope to keep up with a crushing ship payment.

It took me a few iterations to finally come up with an armed packet design that I felt comfortable with, and then modify that for the PC’s Starjammer. I needed to figure crew requirements and salaries for starships, maintenance costs, and even berthing fees.

The only way to test this all was to build the ship’s account and then track the revenues and expenses across a few different games. I built a fairly simple spreadsheet that also helped me keep track of in-game time. The following table is a decent representation of my sheet:

Starjammer Ship’s Account
DateLocationTransaction (Cr)DescriptionBalance (Cr)
243-1102Stanko (A555649-C)750,0001st Payment for KST Charter750,000
247-1102Stanko (A555649-C)(250,000)Replacement Delgado XS-7 missiles (12)500,000
249-1102Stanko (A555649-C)(45,500)Fuel (91 tons, refined)454,500
250-1102Stanko (A555649-C)(15,000)Berthing Fees (35 days, Class A)1439,500
250-1102Stanko (A555649-C)(720)Cargo Handling (18 tons)438,780
278-1102Double (A541500-E)(45,500)Fuel (91 tons, refined)393,280
278-1102Double (A541500-E)(33,800)Renew Life Support Systems2359,480
278-1102Double (A541500-E)(7,797)Annual Maintenance Fund3351,683
278-1102Double (A541500-E)(35,225)Crew Salaries316,458
279-1102Double (A541500-E)(2,339)Monthly Maintenance314,119
285-1102Double (A541500-E)(3,000)Berthing Fees (8 days, Class A orbital)311,119
292-1102Goodhurst (A535649-D)(45,000)Fuel (90 tons, refined)266,119
298-1102Goodhurst (A535649-D)(500)Berthing Costs (Class A)265,619
305-1102Chorus (A944768-C)(45,500)Fuel (91 tons, refined)220,119
305-1102Chorus (A944768-C)(37,800)Renew Life Support Systems182,319
306-1102Chorus (A944768-C)(2,339)Monthly Maintenance179,980
307-1102Chorus (A944768-C)(7,797)Annual Maintenance Fund172,183
307-1102Chorus (A944768-C)(35,225)Crew Salaries136,958
311-1102Chorus (A944768-C)(1,000)Berthing Fees (Class A orbital)135,958
319-1102Xian (B7B48DC-9)(45,000)Fuel (90 tons, refined)90,958
322-1102Xian (B7B48DC-9)(750)Berthing Fees (Class B orbital)90,208
350-1102Wu (B66A99A-E)(57,417)Crew Salaries (includes hazard pay)432,791
352-1102Wu (B66A99A-E)(720)Cargo Handling (18 tons)32,071
352-1102Wu (B66A99A-E)(7,797)Annual Maintenance Fund24,274
352-1102Wu (B66A99A-E)(2,339)Monthly Maintenance21,935
356-1102Wu (B66A99A-E)250,0002nd Payment for KST Charter271,935
358-1102Wu (B66A99A-E)(180,000)Crew Bonuses91,935
004-1103Wu (B66A99A-E)(35,225)Crew Salaries56,710
011-1103Wu (B66A99A-E)650,0001st Payment for Ross Charter706,710
012-1103Wu (B66A99A-E)(45,500)Fuel (91 tons, refined)661,210
012-1103Wu (B66A99A-E)(37,800)Renew Life Support Systems623,410
012-1103Wu (B66A99A-E)(7,797)Annual Maintenance Fund615,613
012-1103Wu (B66A99A-E)(2,339)Monthly Maintenance613,274
012-1103Wu (B66A99A-E)(16,500)Berthing Fees (27 days, Class B Orbital)596,774
019-1103Linate (A200544-E)(30,000)Fuel (60 tons, refined)566,774
021-1103Linate (A200544-E)(500)Berthing Fees (Class A)566,274
029-1103Angle (A977223-A)(30,500)Fuel (61 tons, refined)535,774
029-1103Angle (A977223-A)(36,500)Renew Life Support Systems499,274
029-1103Angle (A977223-A)(7,797)Annual Maintenance Fund491,477
029-1103Angle (A977223-A)(2,339)Monthly Maintenance489,138
030-1103Angle (A977223-A)(42,064)Crew Salaries (includes hazard pay)447,074
032-1103Angle (A977223-A)(500)Berthing Fees (Class A)446,574
039-1103Colcan (B9C5268-9)(30,000)Fuel (60 tons, refined)416,574
040-1103Colcan (B9C5268-9)(750)Berthing Fees (Class B, Orbital)415,824
047-1103Wang (D789899-2)(9,100)Fuel (91 tons, unrefined)406,724
047-1103Wang (D789899-2)(36,500)Renew Life Support Systems370,224
060-1103Wang (D789899-2)(7,797)Annual Maintenance Fund362,427
065-1103Wang (D789899-2)(37,225)Crew Salaries325,202
065-1103Wang (D789899-2)(700)Berthing Fees (19 days, Class D)324,502
065-1103Wang (D789899-2)(100)Port Guide Fee324,402
065-1103Wang (D789899-2)(15,233)Starport Fines309,169
072-1103Colcan (B9C5268-9)(45,000)Fuel (90 tons, refined)264,169
075-1103Colcan (B9C5268-9)(750)Berthing Fees (Class B, Orbital)263,419
083-1103Baconan (C574534-7)(9,100)Fuel (91 tons, unrefined)254,319
085-1103Baconan (C574534-7)(100)Berthing Fees (Class C)254,219
092-1103Wu (B66A99A-E)(45,000)Fuel (90 tons, refined)209,219
092-1103Wu (B66A99A-E)(34,500)Renew Life Support Systems174,719
092-1103Wu (B66A99A-E)(7,797)Annual Maintenance Fund166,922
093-1103Wu (B66A99A-E)(2,339)Monthly Maintenance164,583
094-1103Wu (B66A99A-E)650,0002nd Payment, Ross Charter814,583
095-1103Wu (B66A99A-E)(37,225)Crew Salaries777,358
095-1103Wu (B66A99A-E)(180,000)Crew Bonuses597,358
102-1103Wu (B66A99A-E)(250,000)Replacement Air/Raft347,358
103-1103Wu (B66A99A-E)(750)Berthing Costs (Class B Orbital)346,608

Notes

1 Berthing fees are per the T20 schedule.

2 Per CT Beltstrike, “Life support supplies include food, air, and water (to replace leakage from the recycling process), and consumable elements of the life support system, such as filters, CO2 absorbers, and so on.”

3 The Purser allocates Cr7,797 each month to a separate maintenance fund in anticipation of the ship’s annual overhaul (Cr93,564 total). Meanwhile, the Chief Engineer performs his own monthly maintenance to the tune of Cr2,339/month. Per our house rules, each monthly maintenance reduces the annual overhaul cost by 5%, up to 50%. So if all goes according to plan, the Chief Engineer’s efforts will reduce the annual overhaul costs to Cr46,782 and the savings can be transfered back to the Ship’s Account.

4 Hazard pay is double for work in Amber Zones and quintuple for work in Red Zones. See GURPS Traveller: Far Trader 27.

After reviewing the cashflow over about six months of game time, I think I am generally in the zone for balancing rewards and demands.

Charters appear to be a reasonably viable way for the Starjammer to make a living. The Owner had enough revenue to cover all expenses and even pay out some nice bonuses to the crew. (The Starjammer does not have a formal profit-sharing agreement, so Sonny was generous enough to just issue everyone equal shares.)

But that said, ongoing costs steadily ate away at the ship’s account: by 352-1102 the account didn’t have enough funds to make payroll or pay for a refueling. The Owner would clearly not be able to berth the ship and take a six-month sabbatical. A few unexpected repairs and the wolf could be at the airlock.

The cashflow is helped immensely by not having a mortgage payment: with one, the Starjammer would be deep in the red: six months of mortage would have been MCr4.678! Instead, the ship was a gift from Duchess Shanika Adelbert in exchange for the PC’s discretion regarding a matter of great delicacy.

In retrospect, a much, much better arrangement would have been for her to have retained an ownership stake in the ship. This would have added a bit more economic pressure but would not have been nearly as onerous as a full mortgage. But it would have also kept the PCs a bit more connected to this powerful patron, allowing her to more frequently call on them to render some new service for the Duchy of Walpurgis.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2021 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, September 14, 2021

Berthing Fees

An unidentified subsidized merchant (Type R) on approach to its berth at Kline Highport, 033-1101.

In Classic Traveller, there are five canonical starship expenses: (1) Fuel, (2) Life Support, (3) Routine [Annual] Maintenance, (4) Crew Salaries, and (5) Berthing Costs. The first four expenses are fairly large, generally costing tens of thousands of credits, but berthing costs are so cheap as to be almost negligible in comparison: Cr100 to land and remain for up to six days, and Cr100 for each additional day spent in port. Why track such a small expense?

Mongoose Traveller does a few interesting things with berthing costs: First, berthing costs increase with starport quality. Berthing at a Class A port will cost thousands of credits, while berthing at a Class D port will only cost dozens of credits. Second, MgT introduces a random element into the calculation, so the expense of berthing varies. I like this approach quite a bit, and use this system for non-aligned worlds in the Buffer Zone of Dark Nebula.

The Third Imperium, however, and to a lesser extent the Solomani Confederation, takes great pains to standardize starport charges. And as I looked through different editions, I was once again struck by how neatly and elegantly T20 handled this topic. I use the following table, adopted from the T20 core rules, for starport fees in the Imperium or Confederation:

Starport Fees (Cr)
  Starport Type
CategoryServiceABCDE/X
Landing Rights1(24 hour max)100502010
Berthing2Landing and Berthing (up to 6 days)50025010050
 Berthing (per day after 6)50025010050
Orbital Berthing3(up to 6 days)100502010
 (per day after 6)100502010
Cargo Handling (per ton)Standard40302010
 Security50403020
 Hazardous70605040
Cargo Shuttle Service (per ton)Standard3020105
 Security40302010
 Hazardous60504030
Passenger Shuttle Service(single passenger, 200 kg baggage)100755025
Warehousing (per week per ton)Standard15105
 Security/Refrigerated251510
 Hazardous502515

1 One-time docking and departure clearance at the starport, no other services.

2 Add Cr500 to the listed costs for orbital starports.

3 Provides an orbital “parking slot” where a ship may remain during its stay.

Copyright Information

The Type R illustration at the beginning of the blog is by Jesse DeGraff and appeared in GURPS Traveller: Far Trader (2004), published by Steve Jackson games.

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2021 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, September 7, 2021

The Ship's Articles

A ship’s articles of agreement are real world legal documents, part of a ship’s papers. Although not mentioned in other editions, GURPS Traveller: Far Trader (1999) introduced this concept to the Third Imperium setting:

A ship’s articles are its “constitution” – a contract that spells out, in broad terms, the responsibilities of the ship’s captain and crew.… By signing the articles, crew members “sign on” with the ship and agree to the conditions of the ship or voyage (GT:FT 71).

I would imagine that in the Third Imperium a universal, standardized set of articles are used for commercial ships from the Solomani Rim to the Spinward Marches. These articles perfectly reflect the game rules for crew requirements, salary schedules, maintenance routines, and so on. And thus the articles normally just exist somewhere in the background and don't require much thought on the part of referees or players.

But a private ship owned and operated by PCs is free to be run by its own set of rules. And here the ship's articles provide a colorful in-game way for players to do things differently. Probably the item of most interest would be establishing a system of shares for distribution of profits. In general, most profits go to the ship's owner, with the balance divided between the senior officers with much less to the junior officers and nothing to the loyal deckhands. But I find that players, like pirates, generally prefer more egalitarian distributions.

While Far Trader provides a generic TAS Form 1 - Ship’s Articles, it's pretty skeletal. And what's more, it doesn't incorporate many of the suggestions sprinkled throughout the supplement, like establishing hazard pay rates for Amber or Red Zones, or setting watch schedules.

The Starjammer, with its android owner and unusual crew, is a particularly good candidate for a bespoke set of ship's articles. I adapted the following draft from Form 1, but also found a great example on the wiki for the Ethically-Challenged Merchants (what a name!) campaign.

The generic TAS Form 1 does not cover shore leave, even though Far Trader notes that “Ship’s articles will usually specify how much and how often port liberty is granted, and require the captain to provide transportation to and from shore facilities” (82). Although not explicitly stated, Classic Traveller implies that crew members are granted shore leave between voyages as a matter of course. The Traveller Book, for example, under Interstellar Travel, explains that commercial starships usually spend “one week in the star system, travelling from the jump point to the local world, refueling, marketing cargo, finding passengers, leaving the starport, and proceeding to a jump point again. The week in the system usually provides some time for crew recreation and for wandering around the planet [emphasis added]” (49). This language is echoed almost verbatim in the MgT core rules at 153.

Given this, a standard 24- or 48- hour leave per crew member per jump would not seem unreasonable. Presumably, most ships stagger leave to keep a skeleton crew on board in port to guard the stores, perform maintenance, arrange for new cargo, freight, mail, or passengers, and so on. But I did not spell out shore leave requirements in the Starjammer’s articles only because I assumed that charters, the ship’s bread and butter, are often time-sensitive and require the master to grant leave between charters rather than between individual jumps.

Starjammer’s Articles of Agreement

Seal of the Starjammer

The following Standing Ship's Articles of Agreement (hereinafter referred to as Articles) are made effective as of 180-1102 to govern the Imperial Merchant Vessel STARJAMMER, Registration Number 338-C-2725 to the Port of KLINE (MAGYAR 3012), and whose owner is BODYGUARD 3185D31A, a/k/a “Sonny” (hereafter referred to as Owner Aboard).

Article 1. Term Of Articles

  1. IT IS AGREED between the Master and the Crew named below on the Manifest that the Crew shall serve aboard the STARJAMMER, of which CRYO (or whoever lawfully replaces him) is Master, from the Port of KLINE (MAGYAR 3012) to other ports and planets as the Owner Aboard may direct, and back to a final port of discharge in the Imperium.
  2. At the will of either party, the term of service will end.

Article 2. Conduct of Crew

  1. The Crew agree to conduct themselves in an orderly, faithful, honest, and sober manner, to be diligent at all times in their respectful duties, and to obey the lawful orders of the Master (or of any person who lawfully succeeds him) and of their superior officers, in everything related to the vessel, and her passengers, stores, and cargo, whether on board, in boats, or in port.

Article 3. Compensation

  1. The Owner Aboard agrees to pay the Crew, as wages, the sums and shares entered next to their names on the Manifest.
  2. It is also agreed, that the wages for duties performed in systems designated Amber Zones shall be accrued at twice (x2) the rates established in the Manifest. Further, the wages for duties performed in systems designated Red Zones shall be accrued at quintuple (x5) the rates established in the Manifest.
  3. Crew members shall be paid their salaries in local currency or Imperial credits every thirty (30) days at the first available port of call.
  4. Crew members are entitled to receive from the Owner upon request, in local currency or Imperial credits, up to one half of their monthly salary at every port of call in advance of their scheduled salary payment, but not more than once in any thirty (30) day period.
  5. Crew members shall be entitled to participate in discretionary bonuses that may be authorized and declared by the Owner Aboard from time to time.
  6. The Master agrees to supply the Crew with room and board according to custom and Imperial regulations, to accommodate incidental storage of personal items in unused cargo space, to provide livery of such ports as time and circumstances permit, and to provide for their repatriation to the port named above if they separate from the vessel through no fault or negligence of their own.
  7. The Master agrees to provide the Crew with free medical care; if their requirements exceed the ship’s capabilities, the Master will procure appropriate care on the nearest convenient port of call.
  8. The Master agrees to afford the Crew two (2) weeks paid liberty each year, to be taken during the annual maintenance overhaul.

Article 4. Watchkeeping

  1. The Master shall ensure that watchkeeping arrangements are adequate for maintaining a safe continuous watch during vessel operations, taking into account the prevailing circumstances and conditions. Watchbills shall be posted where they are easily accessible on board the vessel.

Article 5. Obligations of Crew

  1. It is also agreed, that no member of the Crew may depart the vessel in port without permission of the Master; that any embezzlement or willful or negligent destruction of and part of the vessel’s cargo or stores shall be made good to the Owner Aboard out of the wages of the guilty person and that if any member of the Crew has a grievance under these Articles or otherwise, he will report it in a quiet and orderly manner to the Master or officer in charge of the vessel, who shall then take such steps as the case requires.

Article 6. Record Keeping

  1. The Master shall record in the vessel’s log all matters of discipline, and any complaints brought to him by the Crew, for review by the Imperial representative at the next Imperial port of call.
  2. The Master shall provide each departing member of the Crew with a Crew Member’s Identification and Record, specifying the period of service and the time, place and reason for discharge from service.

IN WITNESS, CRYO, Master of STARJAMMER on 180-1102.

The Crew have signed above their names on the attached Manifest, dated as indicated on each, which are specifically included by reference in the terms of these Articles.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2021 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.