Diplomacy, D66, and Referee-less

Given the nature of the campaign that this will be—referee-less and driven by diplomacy as a prime motivator—I wanted to ensure I had some random element to help differentiate various diplomatic motivations, desires, and needs. After searching a bit, I did not find any random tables that might assist with this. Traveller has long used D66 tables to help generate any number of things (e.g., encounter tables, cultural differences, etc.), so I decided to create my own. The table is below. I may replace them if other ideas I like better occur to me. If any one knows of any existing tables or has suggestions, comment on this post. I’d love to hear them.

Roll Result
11    An Imperial noble is held prisoner, complicating negotiations. Roll 1d6. On a result of 1-4, the noble was detained for political reasons. On a result of 5-6, the noble is legitimately believed to have committed a crime, up to and including being convicted.
12    The local government, better business bureau, guild, or powerful merchants are being harassed by a group of pirates. They want them defeated before any review of the relationship can be undertaken. Completely defeating the pirates adds +2 to Diplomat checks. Routing them but not eliminating the threat entirely adds a +1 to Diplomat checks. Losing to them results in a -2 to Diplomat checks.
13    The leader of the local government demands the Travellers kill a rival before entering negotiations. Roll 1d6. On a result of 1-3, the rival is a legitimate political threat (i.e., in the case of a representative democracy, perhaps it is a powerful military leader who has expressed interest in a coup). On a result of 4-6, the rival is not a legitimate political threat, and the request is based on personal gain--whether money, power, etc. Successful killing of the rival adds a +2 to Diplomat checks. Failure to kill the rival results in a -1 to Diplomat check. Not even considering the option adds a -3 to Diplomat checks.
14    The local government demands the Travellers to negotiate a peace treaty prior to engaging in diplomatic discussions. The peace treaty desired is between the local government and another system, a faction, pirates, a terrorist group, a competing government (in the case of balkanized planets, an ongoing conflict requires intervention), or a rebellion. Successful negotiation of the peace treaty adds a +2 to Diplomat checks. Failure to negotiate a peace treaty results in a -1 to Diplomat checks. Not even considering the option adds a -3 to Diplomat check.
15    The local government is experiencing some crisis--natural or otherwise--and is in urgent need of humanitarian supplies. Before the government can engage in any diplomacy, the crisis needs to end (1d6 weeks). If the Travellers assist in the delivery of humanitarian supplies, they can add +2 to any Diplomat checks. If they refuse, add -3 to any Diplomat checks along with increasing the difficulty by one step.
16    The local government requests technology before engaging in any diplomat discussions. The technology requested is something that exceeds the system's current Tech Level by at least 1 and should be significant (e.g., a supply of laser rifles and their specifications, anti-gravity technology specifications, and so on). If the current systems Tech Level is at the Imperial maximum or exceeds, the request is for technology that may be only rumors or otherwise. Providing the technology asked for adds +2 to any Diplomat checks. Not providing the technology asked for adds -2 to any Diplomat checks. If the Travellers wants to negotiate a different technology, that requires a successful Very Difficult (12+) Diplomat check.
21    The local government wants assistance in establishing a casus belli against a competing faction, nation (in the case of balkanized planets), or system. Successfully completing the casus belli adds a +2 to Diplomat checks. Failure to instigate a casus belli adds a -1 to Diplomat checks. Not even considering the option adds a -3 to Diplomat check.
22    The local government wants the Travellers to conduct covert intelligence gathering. This can be either passive (via sensors, remote eavesdropping, etc.) or active (recruiting agents, hosting a party that is bugged, etc.). Undertaking the task and succeeding adds a +2 to Diplomat checks. Undertaking the task but failing, results in a +1 to Diplomat checks. Refusing to undertake the task results in a -2 to Diplomat checks.
23    The Travellers are asked to provide Imperial confidential information to the local governing authority. Roll 1D6. On a result of 1-2, the governing authority believes the Travellers have information on a nearby system or local rival. On a result of 3-4, the local governing authority believes the Travellers have information relating to a major merchant or corporation. On a result of 5-6, the local governing authority seeks information about the Imperium itself, most likely deposition and make up of Imperial forces. Providing the requested information results in a +2 to Diplomat checks. If the Travellers bluff and get caught, then a -2 DM and increasing the difficulty by one on all Diplomat checks results. Refusing to provide the information results in a -2 to all Diplomat checks.
24    The local governing authority seeks assistance in undermining a rival. This could be in the form of digging up dirt, publicly endorsements or denouncements, or setting up the rival. Failure to provide support results in adds a -1 to Diplomat checks. Providing support results in a +2 to all DM checks.
25    A competing faction's leader or a potential leader in the governing faction's leadership attempts to bribe (1d6 x 1000cr) the Travellers to foil the negotiations, believing failed negotiations will embarrass the current leadership and precipitate a change in government. Upon the change in government the bribing leader will then negotiate with you. If the non-bribing leadership learns the Travellers accepted the bribe, apply -3 to all Diplomat check and increase the difficulty by one.
26    The head of state recently passed and the government is in transition, which will take 1d6 weeks. Roll 1d6. If result is 1, the leader was assassinated, which complicates the negotiating process, increasing the difficulty of any Diplomat checks by one.
31    With impeccable timing, the Travellers arrive in the midst of a coup, which will resolve in 1d6 days. Roll 1d6. A result of 1-3 means that the coup attempt is well supported. A result of 4-6 eans that the coup attempt is unpopular.
32    A family member of the governing leadership wants assistance getting access to Imperial markets. Doing so results in a +1 to all Diplomat checks. Refusing to do so results in a -2 to all Diplomat checks.
33    The Travellers arrival results in large-scale protests because the populace is opposed to the Imperium. This results in a -2 to all Diplomat checks along with increasing the difficulty of such checks by one. Roll 1d6. On a result of 1-3, the local governing authority is in agreement with the populace, adding an additional -1 to Diplomat checks. On a result of 4-6, the local governing authority has fed misinformation to the populace, which is readily apparent. 
34    The Travellers arrival results in large-scale protests agains the Imeprium, which the local governing authority does not agree with. They use strong-arm measures (coinciding with their Law Level) to end the protests.
35    The government is in peaceful transition, which means a delay in negotiations. Roll 1d6 for the number of weeks, once passed, roll on this chart again. If this comes up again, the government has gone into protracted government formation (parliament is hopelessly divided, a lawsuit holds up the process, clans can’t agree on the process, etc.). Roll 1d6 for length of weeks. Roll d66 again for result.
36    If a small population (1-9) world, the presence of a capital ship frightens the populace enough to ensure negative reactions (-2 to all Diplomat checks). If a large population world (A+), the presence of a single capital ship is amusing and therefore seen as a sign of weakness (-2 to all Diplomat checks).
41    The local governing authority requests to use the Traveller’s ship in the system’s fleet to battle another system’s navy or another planet’s or planetoid’s navy in system. Complying with this action results in a +2 to all Diplomat checks. Refusing to do so, results in a -2 to all Diplomat checks.
42    Shortly after the Travellers arrive, some of the crew (likely on shore leave) are taken and held in revenge for some slight (likely cultural)—perceived or real. If the release of the crew succeeds amicably, then +2 to all Diplomat checks. If the release is forced or coerced, then -2 to all Diplomat checks.
43    The governing body is facing on onslaught of refugees they do not want and will agree to sign a treaty if accommodations for the refugees offworld is made. Assisting in this endeavor results in a +1 to all Diplomat checks. Refusing to cooperate results in a -2 to all Diplomat checks.
44    The local governing authority expects military training assistance from the Imperium. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
45    The local governing authority expects military equipment from the Imperium. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
46    A spy or covert intelligence operation by the Imperium has been exposed or discovered by the local government, and they demand a formal apology before proceeding. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
51    The local governing authority expects system fleet ships (1d6) from the Imperium. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
52    The local governing authority expects jump-capable capital ships (1d6) from the Imperium. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
53    The local governing authority expects one higher Tech Level technology from the Imperium. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
54    The local governing authority expects improved jump technology from the Imperium. Cuurent jump level for that system is 1d6, where 1-2 equals Jump 1, 3-4 equals Jump 2, and 5-6 equals Jump 3. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
55    The local governing authority expects a cultural or scientific exchange program with the Imperium. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
56    The governing leadership wants a public statement on behalf of the Imperium, helping to boost the leadership’s stature and authority. Assisting the leadership with this grants a +1 to all Diplomat checks. Refusing to do so grants a -3 to all Diplomat checks.
61    The local governing authority expects a mutual intelligence sharing program with the Imperium. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
62    The local governing authority expects the extradition of a fugitive from the Imperium. Roll 1d6. On a result of 1-2, the fugitive has found asylum from the Imperium. On a result of 3-6, the Imperium has no known asylum agreement with the fugitive. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
63    The local governing authority expects a mutual defense pact with the Imperium. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
64    The local governing authority expects a expects an embargo against a rival system by the Imperium. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
65    The local governing authority expects the Imperium to finance the building of a starport or an upgrade of an existing starport (if they have a class A starport, then the financing of a naval base). Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.
66    The local government blames the Imperium for a past atrocity. Whether true or not, they demand a formal apology and reparations as part of any agreement. Agreeing to this non-negotiable term, grants +1 to all Diplomat checks. Refusing to agree to this non-negotiable term results in a -2 to all Diplomat checks.

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