Traveller is a classic science fiction system first released in 1976. In its original release it was a general purpose SF system, but a setting was soon developed called The Third Imperium, based on classic space opera tropes of the 60s, 70s, and 80s, with a slight noir tint. Though it can support a wide range of game types, the classic campaign involves a group of retired veterans tooling around in a spaceship, taking whatever jobs they can find in a desperate bid to stay in business, a la Firefly or Cowboy Bebop.
New stuff in the Master Archive this Friday. Thanks to Donkey, anonymous, and the PDF share thread's Mageguru for contributions.
We've got DGP's 101 Robots for CT, missing for a while now. Judge's Guild Starships and Spacecrafts brings us nearer to completing the JG Traveller stuff. There's a ton of new stuff for TNE, some T4 adventures, and a set of New Era stories. We got more BITS stuff, including their famous con adventure, Cold Dark Grave. Check the incoming directory to see what's what. All pdfs have also been filed away in their respective folders.
I've also renamed the Gypsy Knights folder to Gypsy Knights (Clement Sector) to recognize them rebranding their setting with the new name, so that should make it easier for folks to find in Mongoose's Other Settings.
Ryan Turner
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Aiden Powell
Pretty happy the last thread made it to bump limit instead of misjumping into the void
Carson Carter
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Adrian Garcia
Never heard of this before but was actually looking for an older sci-fi game to run for some friends. After reading through the content in the mega, I think this is what we're looking for. So thanks OP, you've just given Traveller a new group of fans.
Grayson Scott
Know where to get the PDFs for this guy's art books? The book Tales from The Loop and Things from The Flood?
Alexander Bell
This came up in my group recently (Mongoose 1e, official setting).
Robot PCs, are they worth playing? To me they seem more trouble than they are worth honestly.
Caleb Lopez
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Jayden Powell
They really are, but it's mainly due to having to maintain consistency with the OTU fluff. True AI is supposed to be some sort of nigh-unattainable hypertechnology, and so it makes sense that a robot PC at the TL level of most of the universe (something like 11-13) is going to be dumb as bricks.
That said, sticking to the fluff is something you can decide not to do as a group. Even if you were to stick to it, it could still make for an interesting story, and an interesting PC, if your DM will let you have it; a human-like AI would be highly sought after, probably hunted, likely a large part of the story. Melfina from Outlaw Star comes to mind. Even if it's lower on the spectrum, it would still be very interesting, and a challenge to roleplay.
It's very unfortunate that the MgT1 supplement that handles robots suffers abnormally from Mongooses, "Editors? Pfft, too expensive." policy. It's not good. It's a start, though, and it tries; it's certainly something you can use as a base and houserule as necessary.