Traveller is a classic science fiction system first released in 1977. 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.
I'm not familiar with Traveller but I'm looking for a system to run sci-fi in. Important question: does Traveller have mecha?
Asher Reed
Not...technically, no
Carter Morales
But there is a third party supplement for Mongoose Traveller 1e and the vehicle handbook does allow for mecha construction in 2e, so not officially in the canon, but yes for the rules. And you could always argue that some worlds use them.
Benjamin Baker
has anyone used uplifts in their games?
Henry Wright
Technically yes, as the design rules allow for them. Effectively no, as the design rules for them suck ass. Unless you want more of a western-type mecha without actual grasping arms.
Jose Jones
>Important question: does Traveller have mecha?
Can you build mecha? Yes.
Are mecha worth building? No.
Traveller leans towards realism in combat because Traveller was created by a company which designed wargames. In any combat system which leans towards realism, a giant robot is nothing more than a giant target.
You can build mecha but, unless you nerf the combat system, you're building targets manned by dead men.
Once in a Vargr game, we were boarded by uplifted cats during an escort ticket.
Ryan Murphy
Is this a furry game?
Dominic Sullivan
No, it was just conceptualized and created in the 70's, when 'anthropomorphized animals' was a popular shorthand for aliens, but traveller's aliens are generally deeper than that
Adam Ramirez
>Traveller leans towards realism in combat >because Traveller was created by a company which designed wargames
top kek
Dominic Morris
Ninja mecha mutant zombies !
Ethan Sanchez
moreso because it was designed and written by a 'nam vet
Joseph Adams
I think that's a GURPS splatbook
Liam Hill
No but it's a fun game.
William Hughes
most aesthetic traveller ships, go!
Easton Mitchell
I'm interested in getting into Traveller and I heard Mongoose was the best place to start. Which edition should I go with?
Bentley Lopez
Safari Ship
Someone post the starter PDF for this lad
Anthony Gray
Ok, so why does this thread keep disappearing?
Henry Price
improperly aligned Zuchai Crystals?
John Hernandez
>Ok, so why does this thread keep disappearing? The Ancients Did It
Thomas Baker
I missed last thread, so have a repost of the Psionics Index, with rules pastebin.com/Ri94GckL
Cameron Evans
I'm using traveller as a system for a homebrew setting. Thing is, the setting has shields. How should I write rules for shields? I could use some advice. Currently it's just another level of armour, but I want it to be more than that.
Landon Ortiz
using MGT2 by the way
Joseph Anderson
Is that not what shields are? It regenerates xyz amount a combat turn. Too much damage, rekt to the armor. Etc.
Christian Russell
I may be remembering wrong, but I believe that MGT2 High Guard does have shields as an option for ships.
Isaac Hill
The faster a projectile travels, the better the shield is at stopping it
Daniel Garcia
Unless you've already found those on page 69 and want something different. In which case you need to be more specific. Shields generally are just another level of ablative armor (or hit points) that regenerate over time.
Christian Peterson
I found the shields in high guard, and modified them a bit. Should work great, thanks.
Gavin Russell
Let me ask you guys: if you were to have a ship with a shield "rating" of 3/10, and it be relatively light ship with 100 hull points, would it make more sense for it to have 3 shield points, or 30? I haven't tried space combat yet, so I dont know how much damage gets done, how quick, etc.
Kevin Carter
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David Taylor
>top kek
Kek all you want. Miller is a Vietnam veteran and others in GDW and among their freelancers are vets too.
While no RPG combat system can be said to be real, some RPG combat systems are more realistic than others. Some of GDW's RPGs like Traveller, T:2000, and 2300AD do have more combat systems which are more realistic than many others.
Eli Jenkins
>Is this a furry game?
As originally designed, no. As played by those introduced to the game by Mongoose, possibly.
Furries didn't exist when Traveller was initially designed in '77 and Albedo lay eleven years in the future.
Cameron Cook
Go to the archive listed above and look in the Incoming Sept 29 folder for the Getting Started pdf.
Jack Davis
>I haven't tried space combat yet,
Then do so. Smoke test your ideas. You needn't play out an entire battle, just set up a number of likely attacks on likely shield configurations and look at the results/numbers.
My groups often use Classic's Mayday movement system combined with Hg2 combat system. One homebrewed "shield" variant we've enjoyed used sandcasters. Instead of sand being left behind when a ship maneuvers, we decided ships could "drag" deployed sand along with them. We also stacked sand as allowed in Book 2 and Mayday while imposing -DMs on fire passing through sand in both directions. Some further details we fiddled with had sand only protecting along one hexside and "hits" on sand reducing sand levels.
In the end, all that matters is if what you decide to use works for you and your group.
Anthony Taylor
>Albedo Isn't that that furry tank battalion comic?
Nathaniel White
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Nathaniel Allen
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Eli Rogers
Their combat rules were essentially tactical wargames,not so deep like Squad leader but waaay more than, for example, cyberpunk.
At least twilight 2000 2.0 was, they had even rules for indirect fire and spotting (had so much fun with the wojo-combo mortars back in my day). Classic traveller was way more streamlined.
Juan Young
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John Parker
>Classic traveller was way more streamlined.
That was more due to page counts more than anything else. The Little Black Book format gave GDW 44 pages to work within while the later and larger splat format allowed 4x, 5x, and sometimes even more "room".
All you need to do is look at AHL or Striker to see what "full bore" Classic combat would have looked like.
Dominic Walker
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Joseph Lopez
Related
Liam Kelly
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Ian King
Have a random lore tidbit. Sealed Crate Auctions: On occasion, a starport must get rid of cargo - defaulted warehouse payments, impounded alongside illegal cargoes, or just plain old left behind. As many do not, for some odd reason, have licenses to act as merchants, they are left in a bind. Enter the Sealed Crate Auction, where used cargo crates (which starports are explicitly allowed to sell) are auctioned off - and the goods inside are a bonus. The manifests are sealed inside the crates, and each is given a new coat of paint with a randomized ID. Normal auctions range from Cr500 to Cr5000 per quarter dTon of crate capacity, with higher or lower bidding being a sign of either leaked information or a newcomer. A variant of the auction, the Showcase Sealed, packages random crates into 10dton lots, with a random and limited assortment of items from the lot on display. Auctions in this variant swing wildly in how much people pay per lot, with a baseline of Cr15000 to Cr20000.
Joseph Brown
Is there a ruleset/reference that's preferable for setting up a campaign with lower tech levels, smaller/younger empires, etc.?
Brody Fisher
The only one I know of is the Orbital setting, though that's literally pre jump drives so it's set in a single solar system. It is TL9.
Lower tech levels generally just means fewer or no PGMP or other plasma weapons with laser & gauss being the high tech, smaller ships and things like that. Plus lower jump ratings limit travel speeds and the areas you can reach. Empires would be smaller out of necessity as they literally wouldn't be able to colonize certain worlds, or it would take a lot longer to reach certain planets due to having to go the long way around a "small" gap.
It's a fairly good article, and works with any ruleset. As implies, all you need to do is simply cap the TL and work out the implications.
Blake Allen
Read Neptune's Brood.
Gabriel Parker
Interplanetary can be handled like modern currency. The problem comes when you go interstellar.
Landon Phillips
you think of that yourself?
Anthony Moore
I take it you've never seen the "reality" TV program "Storage Wars"?
Adam Taylor
it came to mind, but I wouldn't be surprised if it was traveller canon at some point
Jackson Nelson
It does seem like a plausible thing from a glance, though the reality is that it'd be very boring most of the time. Congratulation you bought 2dtons of bolts & nuts, 4dtons of nonperishable rations, 1dton of toilet paper and 2 dtons of cloth.
Brayden Martin
just like the real thing!
Andrew Stewart
self-sealing stem bolts
Brandon Walker
anyone have that alternate TNE version where the Virus is contained and things are still fucked, but less so? or at least know the name of it?
Isaiah Baker
That would be a fun scenario for people who have no idea where those particular items originate from.
Dylan Foster
...dare I ask where they come from?
Lincoln Rivera
>though the reality is that it'd be very boring most of the time
Bingo. The TV show is rigged much like the UK/US "Antique Roadshow". The auction prices for abandoned containers would be no where near the numbers suggested. Also the facilities in question will far more likely to seize the goods and then sell/dispose of the stuff than auction it off.
There's a setting like that in the Archive. Lucan's agent at Omnicron is killed. removed, or thwarted in some manner, the messengers to the other factions succeed, and Dulinor attacks the system in question knowing the project needs to be destroyed rather than captured.
Any tips for running a traveller campaign? I was thinking of starting a project for a large shared setting similar in style to a west marches game for multiple GMs. Would traveller work well for such a game?
Easton Sullivan
>Any tips for running a traveller campaign?
Start small and only grow as needed. GDW was entirely correct when they suggested in Classic that two subsectors can provide years of sessions.
>>I was thinking of starting a project for a large shared setting similar in style to a west marches game for multiple GMs.
Like any other RPG and especially like any RPG was contains setting creation systems, Traveller's history is littered with grandiose projects which never came to fruition. You're setting yourself up for far more work than you realize.
>>Would traveller work well for such a game?
When you remember the fact that the 3I/OTU with all it's various sector books is exactly of what you're proposing, you'll have your answer.
Luke Bell
>I was thinking of starting a project for a large shared setting similar in style to a west marches game for multiple GMs. Would traveller work well for such a game?
Huh I recently started working on something similar and I definitely think that traveller would work for it, especially since character advancement works during downtime which non participating characters have. I am seriously considering.
Wyatt Morales
> I am seriously considering.
I am currently* considering using Classic's ruleset for it.
I should re-read what I wrote before posting if I switch tabs during writing...
Ryder Nguyen
what's west marches in this context?
Hunter Anderson
Large sandbox area for the players to explore. Multiple GMs running in the same sector with a high player count and sharing events in the campaign in order to create a living campaign world.
Nathaniel Foster
The main character was a pilot, but there was a side story that was more ground pounder oriented.
Jose Reyes
The setting has discrete travel times baked in, so you have both a handy separator and possibly too much separation.
Brayden Rogers
A single subsection or two seems like it would be enough, given what this has said.
Would just need some factions that could all be tied in for the players to interact with to give it more of a meta plot.
Bentley Foster
Even the standard Imperial setting provides some factional potential, while also putting a cap on the scope of open war.
If open war was something that the Refs wanted available, the two subsectors that come to mind are the same two used for the Trillion Credit Squadron campaign: Old Islands and New Islands in Reft.
You could also get some mileage from the now abandoned version of The Beyond (pic related).
Asher Morgan
The star positions were never really defined past this map, though the TravellerMap site might still have this as a variant somewhere. They replaced it with the much older Paranoia Press version, though.
Ryder Taylor
This is the political map the first one is taken from, covering Aslan space. This is a HUGE area. I include this only for the nation list at the bottom which identifies the states in the first pic.
Ayden Robinson
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Brandon Bell
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Julian Turner
are droyne more bird, lizard, or bat?
Oliver Taylor
They're more bird/lizard and are definitely not mammals.
Benjamin Stewart
the wings reminded me of the makeup of bat wings
Alexander Turner
Sort of. As said, it's mostly based on Storage Wars, but with less bullshit from producers rigging everything ( ). You are right, 90% of it is very boring. This idea is very good for an Imperium that is very protectionist of the free market - since Starports are part of the government, they can't act as part of the market, so they work around for getting rid of abandoned goods without spending more money on disposal (Future OSHA and EPA are scary thanks to the innumerable regs built up over the centuries of industry and material development)
Easton White
>Future OSHA and EPA are scary thanks to the innumerable regs built up over the centuries of industry and material development You've given me an idea...
Jace Gonzalez
Ministry of Labor compliance optional.
Sebastian Bennett
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Ayden Lee
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Xavier Stewart
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Aaron White
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Xavier Davis
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Adrian King
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Tyler Edwards
d'aww
is policy psionics left up to individual planets? or is that one of the broad 'imperium shall intervene' things
Lincoln Evans
The Imperium, very technically speaking (in a manner that gets you labeled a conspiracy nut), does not ban Psionics. It has merely made it impossible to legally train a person in psionics. Now, basically every planet in the 3I, those ban Psionics... And your neighbors will do everything they can to wreck your shit if they find you legalizing psionics. Blame the Psionic Suppression.
Nathaniel Brooks
Ah, like swedish prostitutes, you can BE one, but you can't make a living off it, nor can you offer your services to others
Daniel Garcia
And you're a wanted criminal. By the government of a small American town that has charged all Swedish Prostitutes and given them the death penalty. And their entire state is backing them up.
Yeah, according to Imperial Law, you can be psionic, you just cannot use it, or train yourself or others in the use of psionic powers, without the appropriate license - which is impossible to get. According to almost every single planet in the Imperium, having Psionic capability is grounds for Justifiable Homicide.
Gavin Peterson
As explains, it's not a "one size fits all" issue. It's more nuanced, despite nuances being beyond many peoples' abilities to comprehend.
A planet cannot by *overtly* pro-psionics as that will guarantee Imperial intervention. However, a planet can be "meh" about the issue and only go through the motions regarding prohibitions and prosecutions. While Classic lists various official reactions to psions being discovered ranging from deportation to lobotomies, the listed penalties only start at 4+ on a 2D6 roll meaning there's a 1 in 12 chance of nothing happening at all.
MT strongly hinted at and TNE later explicitly confirmed that the 3I used psionics regularly. What the 3I didn't want was psions and psionic training not under it's direct control.