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Payn's Ponderings Traveller Editions
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<blockquote data-quote="pemerton" data-source="post: 8456539" data-attributes="member: 42582"><p>I've been running a Classic Traveller game for the past few years: <a href="https://www.enworld.org/threads/classic-traveller-session.678716/" target="_blank">our most recent session was in March</a>. I've always had a soft spot for Traveller - it was the first RPG I encountered, in the late 70s - and am glad to have been really able to make it work for me in this current campaign.</p><p></p><p>I use the implicit setting - nobles, Imperial Navy and Marines, etc - plus some elements from Book 6 (on Scouts) and White Dwarf (the Covert Survey Bureau, Naval Counterintelligence, and the Planetary Rescue Systems Inspectorate). I ignore all the Imperiusm setting stuff and metaplot. I've rolled up a starmap as we go along, on an as-needed basis.</p><p></p><p>I have my own write-up of the rules, that complies Books 1 to 3 (1977 edition) plus bits of Books 4 to 7 that I like, some stuff from Andy Slack in the early White Dwarfs, and one or two bits of my own invention. Our PC gen is Book 1 + Book 4, but with some of the newer skills added to the tables, and incorporating MegaTraveller's "bonus skills" line. I find it produces PCs with a good but generally not <em>too</em> good range of skills.</p><p></p><p>I treat the various subsystems as analogous to "moves" in a PbtA game. Here's how I described it in another recent thread:</p><p></p><p>EDIT: That should be Supp 4 in the description of character gen!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8456539, member: 42582"] I've been running a Classic Traveller game for the past few years: [url=https://www.enworld.org/threads/classic-traveller-session.678716/]our most recent session was in March[/url]. I've always had a soft spot for Traveller - it was the first RPG I encountered, in the late 70s - and am glad to have been really able to make it work for me in this current campaign. I use the implicit setting - nobles, Imperial Navy and Marines, etc - plus some elements from Book 6 (on Scouts) and White Dwarf (the Covert Survey Bureau, Naval Counterintelligence, and the Planetary Rescue Systems Inspectorate). I ignore all the Imperiusm setting stuff and metaplot. I've rolled up a starmap as we go along, on an as-needed basis. I have my own write-up of the rules, that complies Books 1 to 3 (1977 edition) plus bits of Books 4 to 7 that I like, some stuff from Andy Slack in the early White Dwarfs, and one or two bits of my own invention. Our PC gen is Book 1 + Book 4, but with some of the newer skills added to the tables, and incorporating MegaTraveller's "bonus skills" line. I find it produces PCs with a good but generally not [i]too[/i] good range of skills. I treat the various subsystems as analogous to "moves" in a PbtA game. Here's how I described it in another recent thread: EDIT: That should be Supp 4 in the description of character gen! [/QUOTE]
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