Recommend a traveller game (with apologies for reviving a dead horse)

Tolen Mar

First Post
A few weeks ago, I decided I wanted to play something besides d20, and I asked the knowledgeable members of these forums to recommend a game system based on a variety of requirements I had. Several times over, Traveller was mentioned. Ive looked over several copies old and new (or rather old and used, or old and unused) at my FLGS, and Im pretty sure I want to get into it. I have played before, though I dont specifically remember which edition it was I played in (it was all of two sessions long that I was involved in it).

Among the answers given was the advice to look for traveller, at least one of the editions that dont suck. (It was something along those lines, anyway.)

Since I have a limited budget, and can dig up copies of nearly any version available, I want to be sure I dont get something that's likely to turn sour pretty quickly.

So here's where the members of the forum come in again. What is your favorite edition of traveller and why?
 

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My favorite editions are MT and T20 (traveller d20).

CT is the original, but pretty ad hoc by modern gaming standards. MT is CT rather more crisp and codified, with one of the greatest (simple yet robust) task systems ever put to print.

Traveller d20 is a bit difficult to make characters for, but handles some situations better than the old game does. In particular, I like the way that all characters get a chance to contribute to ship combat. It's really the best ship combat system in d20.
 

I use a mix of two different rules sets when I run Traveller: character generation, task resolution, and personal and most vehicle combat is from MegaTraveller. Starship design and combat is from classic Traveller, because I prefer what's known as a "small ship" setting - if I used big ships I'd use MegaTraveller for that, too.

For campaign background, I usually make up my own relatively small Imperium (or equivalent), inspired by the classic Traveller Imperium - or more accurately, by the Spinward Marches setting of about 1107. I use a lot of classic old adventures, they've aged pretty well.

That's been my traditional Traveller setup. However, I just recently picked up Star Hero, the sci-fi genre book for Hero 5th edition, and I'm incredibly impressed with it. Next time I run a Traveller-style campaign, I'm going to take a serious look at running it with Hero rules, and possibly with the GURPS Traveller sourcebooks.
 

I am pretty much the same as DMScott, except I use Megatraveller all the way, even though I have original Traveller as well. I guess I should say there are some rules, history, and equipment stats that I use from CT, but 95% is from MT. As for T20/d20 Traveller I have it, considered using it, but opted for the old 2d6 system because I also wanted to get as far away from d20 as I could, as well as the fantasy genre. My players, even though a bit reluctant at first, or very enthusiastic about the game now that we have been playing it for a month or so. They are now open to trying other game "systems" such as Shadowrun.
 

If you wanting to get away from d20 I'd recommend Classic or GURPS Traveller. Both are available in print currently and are actively supported.
 

I'm all about the Classic little books myself. As an RPG, it's pretty different from all the others that have fallen into various common traits. Those common traits may be common because they work well but the difference gives it charm. I played Megatraveller some but it never did much for me. I can't even fathom a d20 Traveller game. Levels? In Traveller?
 

It really depends on what you are looking for in a system. If you want really, really simple, go with Classic. If you want really, really detailed, go with GURPS. If you play d20, and want something familiar, go with T20.

Personally, I like both CT and T20. Both are very versatile and flexible systems, CT more so than T20. CT is the second RPG I ever played (after D&D), and I have very fond memories of playing it. T20 is what I play now, basically just for ease of mechanics compatibility with D&D edition 3.X.

I don't like GURPS' mechanics much, but the background material is very good. I've never played MegaTraveller or TNE, but have heard good things about both.

Above all else, avoid 4th edition Traveller.
 


I can't tell you about T4 - I think I had a copy once but never played it. All I can tell you is the LBBs might be simple but I love 'em.
 

I would also recommend avoiding Traveller: New Era. I really didn't like that edition. Sure, it injected a certain amount of futher 'hard' science fiction regarding reaction mass and the pointlessness of actually using missiles for anything but getting lasers closer to the target, but that just reduced the fun for me. I also think TNE took Traveller a bit too post-apocalyptic and militaristic in its whole attitude. Heck, if I wanted to play Twilight: 2000, I'd play Twilight: 2000 and not Traveller.

I remember being disappointed with T4, but I have a hard time remembering exactly why. I remember that the edition introduced half-dice and I thought that was pretty silly.

As far as deciding between Classic Traveller and MegaTraveller, they are largely the same but with more codified structure within MegaTraveller and some different ways for combat to work, specifically with respect to armor and penetration thereof. Personally, I prefer MegaTraveller of the two.

Deciding between GURPS Traveller, MegaTraveller, and T20 is a bit harder. Each has its own merits. OF course, with any rule set you could still use the supplements and campaign backgrounds of any of them (there are notable differences). You'd just have to do a little conversion of the NPCs involved.
 

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