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Can you tell me more about Traveller? (Forked Thread: Space RPGs?)
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<blockquote data-quote="Shades of Green" data-source="post: 4476936" data-attributes="member: 3297"><p>I'm glad you liked it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>The trick is to make efficient use of your prep time to prepare general, multi-use stuff. You'd probably like to try out the various generation systems beforehand to get a hold on them - keep the results, and store them (either electronically or on paper) in a way which would be easy for you to find when needed. That would probably include ships (it takes about 20-30 minutes to make one when you're experienced with the system), worlds, animals, characters (usable as NPCs) and so on.</p><p></p><p>On the other hand, patrons (i.e. quest-giving NPCs) are quite easy to generate with Mongoose Traveller even on the fly - just put a bookmark at the relevant pages in the book. Another great resource in the Mongoose version is a list of generic useful NPCs with full stats (on pp.84-85) such as thugs, guards, ship crewmembers and so on, ready to use as-is or with improvised modifications.</p><p></p><p>Another thing you should probably read is Reynard's <a href="http://www.enworld.org/forum/blogs/reynard/813-seven-sandbox-essentials.html" target="_blank">Seven Sandbox Essentials</a>; while written for D&D, many of his concepts are easily applicable to Traveller.</p><p></p><p>If you have 35$ to spare, you could buy the <a href="http://www.farfuture.net/cdroms.html" target="_blank">Classic Traveller CD-ROM</a> from Far Future Enterprises. Sure, its for Classic Traveller, but that would give you TONS of recycleable material, stealable ideas, maps and so on - that CD has almost all of the Classic Traveller books, adventures, alien modules, supplements and so on in PDF format in it. A real treasure trove.</p><p></p><p></p><p>Traveller has a very different concept of character advancement than D&D (or similar level systems). You start off as an experienced professional, and most of your in-game achievements and rewards are not in skills or game-mechanics powers but in political power, wealth, discovering the setting's secrets, even empire-building. You COULD train your skills, but it takes time and money - just like in the real world. For more discussions of this subject (on the Mongoose boards) look <a href="http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=37219" target="_blank">here</a>, <a href="http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=36972&postdays=0&postorder=asc&start=0" target="_blank">here</a> and <a href="http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=36943" target="_blank">here</a>.</p><p></p><p></p><p>First of all, you should probably sit down with your group and talk about what they want to do in Traveller. A lot of campaign directions are very possible - do they want exploration into the unknown? Do they want to play naval officers patrolling the frontier? Do they want to be mercenaries? A noble and his entourage out to see the universe? Traders? Asteroid miners? Space Pirates (ARRRRRRRR! YE MATEY!)? A huge amount of campaign types are possible. Once you know what they want to do in general, you could prepare accordingly: exploration needs a frontier, many worlds, and pre-generated animals (among other things); a naval campaign needs a good ship and political tension between space empire; mercenaries need war-torn worlds and meddlesome off-world interests (and in that case you should consider getting the Mercenary book from mongoose - it has, among other things, a mass-combat system and mercenary adventure generators); a sightseeing noble would need exotic worlds, rival noble houses, and even more exotic dangers; traders need a number of worlds with varied trade characteristics, pirates, and rival merchants; asteroid miners need frontier belts complete with rival companies, belt pirates, and weird alien artifacts; and space pirates need frontier worlds with a lot of grog, many small traders and little naval enforcement.</p><p></p><p></p><p>You welcome!</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 4476936, member: 3297"] I'm glad you liked it :) The trick is to make efficient use of your prep time to prepare general, multi-use stuff. You'd probably like to try out the various generation systems beforehand to get a hold on them - keep the results, and store them (either electronically or on paper) in a way which would be easy for you to find when needed. That would probably include ships (it takes about 20-30 minutes to make one when you're experienced with the system), worlds, animals, characters (usable as NPCs) and so on. On the other hand, patrons (i.e. quest-giving NPCs) are quite easy to generate with Mongoose Traveller even on the fly - just put a bookmark at the relevant pages in the book. Another great resource in the Mongoose version is a list of generic useful NPCs with full stats (on pp.84-85) such as thugs, guards, ship crewmembers and so on, ready to use as-is or with improvised modifications. Another thing you should probably read is Reynard's [URL=http://www.enworld.org/forum/blogs/reynard/813-seven-sandbox-essentials.html]Seven Sandbox Essentials[/URL]; while written for D&D, many of his concepts are easily applicable to Traveller. If you have 35$ to spare, you could buy the [URL=http://www.farfuture.net/cdroms.html]Classic Traveller CD-ROM[/url] from Far Future Enterprises. Sure, its for Classic Traveller, but that would give you TONS of recycleable material, stealable ideas, maps and so on - that CD has almost all of the Classic Traveller books, adventures, alien modules, supplements and so on in PDF format in it. A real treasure trove. Traveller has a very different concept of character advancement than D&D (or similar level systems). You start off as an experienced professional, and most of your in-game achievements and rewards are not in skills or game-mechanics powers but in political power, wealth, discovering the setting's secrets, even empire-building. You COULD train your skills, but it takes time and money - just like in the real world. For more discussions of this subject (on the Mongoose boards) look [URL=http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=37219]here[/url], [URL=http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=36972&postdays=0&postorder=asc&start=0]here[/url] and [URL=http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=36943]here[/url]. First of all, you should probably sit down with your group and talk about what they want to do in Traveller. A lot of campaign directions are very possible - do they want exploration into the unknown? Do they want to play naval officers patrolling the frontier? Do they want to be mercenaries? A noble and his entourage out to see the universe? Traders? Asteroid miners? Space Pirates (ARRRRRRRR! YE MATEY!)? A huge amount of campaign types are possible. Once you know what they want to do in general, you could prepare accordingly: exploration needs a frontier, many worlds, and pre-generated animals (among other things); a naval campaign needs a good ship and political tension between space empire; mercenaries need war-torn worlds and meddlesome off-world interests (and in that case you should consider getting the Mercenary book from mongoose - it has, among other things, a mass-combat system and mercenary adventure generators); a sightseeing noble would need exotic worlds, rival noble houses, and even more exotic dangers; traders need a number of worlds with varied trade characteristics, pirates, and rival merchants; asteroid miners need frontier belts complete with rival companies, belt pirates, and weird alien artifacts; and space pirates need frontier worlds with a lot of grog, many small traders and little naval enforcement. You welcome! [/QUOTE]
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