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(rpg) Traveller -- tell me why you like it?
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<blockquote data-quote="Psion" data-source="post: 2699533" data-attributes="member: 172"><p>Awright. Plusses and minuses are entirely IMO</p><p></p><p><strong>Classic Traveller</strong></p><p><strong>Basics:</strong> <ul> <li data-xf-list-type="ul">Originally appeared as 3 "little black books" that lacked a setting (but elements were inspired by the Imperium boardgame, and were later expanded on to become the setting of the game). The three books were numbered "Book 1-3". There were later supplemental books up to 8 (but the most populare were Book 4 mercenary and book 5 high guard, which featured army/marine and navy characters respectively.</li> <li data-xf-list-type="ul">Other printings included a harbound edition, a boxed set with full sized books, and the so called reprints which are recent and still in distribution, but somewhat expensive.</li> <li data-xf-list-type="ul">There was also a numbered line of supplements and adventures, also in "little black book" format, though they featured different colored banners. There were other full sized supplements and boxed sets and a full sized adventure book, "The Traveller Adventure".</li> <li data-xf-list-type="ul">The setting was the Imperium, principally detailed in the adventures and some of the supplement, particularly Spinward Marches, Solomani Rim, and Library Data. The imperium was in our far future.</li> <li data-xf-list-type="ul">The setting featured the "Ancients" as a continually recurring setting element. This race of beings had a war that predated the imperium by 300000 years. An interesting setting element is that not all humans in it trace their lineage back to Earth, but to other worlds. It turns out that the Ancients "seeded" other worlds with humans. Ancients also genetically engineered carnivores into sapient upright beings; these are the "Vargr" alien race.</li> <li data-xf-list-type="ul">There were also some minigames that were based on traveller and worked in with/supported it: snapshot, azhanti high lightning, mayday, and striker. Of these, striker probably had the most drastic impact on the game, as it expanded upon the military background of the game and added lots of potential for vehicle based system.</li> <li data-xf-list-type="ul">The skill/resolution system was 2d6 + modifiers. Usually, you got a + 1 per rank in a skill (character ranks ranged from 0-5+; there was really no cap, but if you made your character fairly, seeing ranks above 5 was rare), and a +1 or 2 if a selected attribute was higher than an arbitrary number.</li> <li data-xf-list-type="ul">Had losts of third party support. In fact this is where FASA got its start, though DGP probably had the biggest long term impact on the game.</li> <li data-xf-list-type="ul">Unique nature of the ship design had jump and (sublight) manuever drived rated from 1-6. Manuever drive ratings were in G's. Jump drive ratings were how many parsecs the ship jumped in one jump. All jumps took exactly one week regardless of distance, during which you were in jump space. Jumps took a tremendous amount of fuel, and ships often refueled by scooping the atmosphere of gas giants. So in a way, though there were few implicit setting elements, the nature of ships in Traveller is one of its central signatures.</li> <li data-xf-list-type="ul">Another major point of the setting is that there IS no superluminal comms. All messages must be carried by courier ship between systems. This becomes a major setting element. I think this also really contributed to the feel of the adventures. There is nobody to bail you out when things go wrong in remote corners of the universe.</li> </ul><p><strong>Plusses:</strong> <ul> <li data-xf-list-type="ul">Nice lifepath based chargen. Gave you a history and some depth of character.</li> <li data-xf-list-type="ul">Fairly light, flexible system.</li> <li data-xf-list-type="ul">Cool gear and cool characters.</li> <li data-xf-list-type="ul">Neat adventures and settings.</li> <li data-xf-list-type="ul">Strong basic campaign model.</li> <li data-xf-list-type="ul">Pays respect to some basic principles of physics and astronomy.</li> <li data-xf-list-type="ul">Construction sequences (esp in book 5 and 6) had gearhead appeal.</li> <li data-xf-list-type="ul">Where it all began.</li> </ul><p><strong>Minuses:</strong> <ul> <li data-xf-list-type="ul">The skill system was a little ad hoc. The kept it flexible, but made it very inconsistant.</li> <li data-xf-list-type="ul">The power level of characters varied widely.</li> <li data-xf-list-type="ul">The combat system was "armor makes you harder to hit" model like D&D, but with a extensive cross reference chart for weapon types.</li> <li data-xf-list-type="ul">Art content was pretty tepid. Many early books had no art at all.</li> </ul><p></p><p><strong>MegaTraveller</strong></p><p><strong>Basics:</strong> <ul> <li data-xf-list-type="ul">Late in the Classic Traveller era, a company called Digest Group Publications put out a magazine that featured adventures, equipment, etc. Their adventures included a skill system that standardized the existing skill system and added to it. Eventually, the DGP designers (principally Joe Fugate) were pulled on board the Traveller design team and the system they were using became part of the megatraveller core.</li> <li data-xf-list-type="ul">MegaTraveller refined a number of other things about the system, for better, or worse. IMO, primarily for the better (see below).</li> <li data-xf-list-type="ul">MegaTraveller also featured a metaplot shift. By this time, the setting had become more central to the game, and the designers decided that the Imperium was a little placid, so decided to shake things up a bit by having the Emperor assassinated and a civil war result. It was a big change, but it did have the intended purpose of creating the possibility of adventure.</li> <li data-xf-list-type="ul">Featured many campaign sized adventrures, and a few supplements.</li> </ul><p><strong>Plusses:</strong> <ul> <li data-xf-list-type="ul">Cleaned up the core generation system and made character power more even.</li> <li data-xf-list-type="ul">Adopted DGPs skill system. I still beleive it to be one of the robust, flexible skill/task systems ever conceived.</li> <li data-xf-list-type="ul">The rebellion <em>did</em> create more adventure possibilities.</li> </ul><p><strong>Minuses:</strong> <ul> <li data-xf-list-type="ul">The old ship design sequences were scrapped, and replaced with a system inspired by the Stiker wargame. It was very odious to design things with (but things got worse).</li> <li data-xf-list-type="ul">More than a little errata.</li> <li data-xf-list-type="ul">The Rebellion proved an intrusive metaplot for some.</li> </ul><p></p><p><strong>Traveller: The New Era</strong></p><p><strong>Basics:</strong> <ul> <li data-xf-list-type="ul">At the end of the MT era, there was a major chageover of the design team at GDW. GDW had a hit on its hand with Twilight 2000 and had made a few other forays into gaming. They decided to scrap the 2d6 based system that went into Traveller/MegaTraveller and replace it with a d20 based system.</li> <li data-xf-list-type="ul">The metaplot changes in MT were nothing compared to those that were about to come about in TNE. With the rebellion winding down, one of the factions of the rebellion unleashed a patently unplausible virus that physically mutates computers over a distance with radio waves (yes, there is some handwaving behind this that its few stalwarts insist make sense; I differ with this.) The result is a devastated imperium crawling out of the rubble, a mass of disconnected technologially regressed worlds. The campaign model shifted to one of everpresent explortation and survival, and later, psuedo-fascist empire building.</li> </ul><p><strong>Plusses:</strong> <ul> <li data-xf-list-type="ul">It had some decent supplement. For gearhead appeal, Fire, Fusion, and Steel has a degree of fame plus providing the merciful out of positing other non-Imperium settings.</li> </ul><p><strong>Minuses:</strong> <ul> <li data-xf-list-type="ul">The metaplot sucked. Lacked all plausibility, broke the fourth wall, and pretty much scrapped entire campaigns as well as the utility of existing material.</li> <li data-xf-list-type="ul">The system was not my favorite, either. Greatly over-emphasized ability scores over skills.</li> </ul><p></p><p><strong>"Marc Miller's Traveller", AKA Traveller 4 AKA T4</strong></p><p><strong>Basics:</strong> <ul> <li data-xf-list-type="ul">TNE lost a lot of fans, and soon after that, GDW went out of business (not entirely due to TNE, but it had to be a factor.) Marc Miller retained the rights, and a company called Imperium Games eventually took up the license and published a new edition.</li> <li data-xf-list-type="ul">Since TNE basically screwed up the setting, the setting here went BACKWARDS in time till the birth of the imperium as a burgeoning republic.</li> <li data-xf-list-type="ul">Went back to a d6 based mechanic, with some similarities to classic/megatraveller. It jumped on the dice pool bandwagon, but instead of rollnig dice according to your abilities, you rolls a number of dice according to the difficulty.</li> </ul><p><strong>Plusses:</strong> <ul> <li data-xf-list-type="ul">The chargen system was a lot cleaned up from the MT iteration, though it did sort of strip out some of its charm.</li> </ul><p><strong>Minuses:</strong> <ul> <li data-xf-list-type="ul">The task/skill system stank. Like TNE, it over-emphasized ability scores. It also made "impossible" tasks laughably easy and to grade the different degrees of difficulty, it used clunky half-dice steps.</li> <li data-xf-list-type="ul">Though it tried to skirt around the sins of TNE by going into the past, the authors of some of the adventures did not have a grip on Traveller canon. Some of the adventures disregarded canon and, frankly, read more like Star Trek adventures.</li> </ul><p></p><p><strong>GURPS Traveller</strong></p><p><strong>Basics:</strong> <ul> <li data-xf-list-type="ul">Well, I am not a big fan of GURPS, but if there is one thing that it can do, it's hard SF.</li> <li data-xf-list-type="ul">The GURPS Traveller crew decided (wisely) that the metaplot directions weren't working. The basically decided that the assassination of the emperor and the rebellion never happened, and basically continued on in the classic vein.</li> </ul><p><strong>Plusses:</strong> <ul> <li data-xf-list-type="ul">"Fixed" the canon. Way to go!</li> <li data-xf-list-type="ul">Probably the best (most realistic) take on planetology. No matter what edition of traveller you are playing, if realistic worlds are a concern, GET GT: First In</li> <li data-xf-list-type="ul">Some other great supplements adding some nice detail and collecting lots of setting elements.</li> </ul><p><strong>Minuses:</strong> <ul> <li data-xf-list-type="ul">GURPS is still GURPS, with all its warts.</li> <li data-xf-list-type="ul">GURPS chargen lacks the charm and built in history of Traveller chargen. This, more than anything else, makes it not traveller.</li> <li data-xf-list-type="ul">MT starship construction was odious, but it had nothing on GT's. This makes the aspect of GT as "gearhead appeal" and "tricking out" your ship that much less accessible to the average player.</li> <li data-xf-list-type="ul">Future is uncertain. Though they have some recent releases, little has been said about the future of the line past their next big release.</li> </ul><p></p><p><strong>Traveller d20</strong></p><p><strong>Basics:</strong> <ul> <li data-xf-list-type="ul">Well, d20 came along and many games saw ports. Traveller was no exception. A company called quiklink, that was making online gaming modules to allow you to play CT online, took on the challenge of creating a d20 version.</li> <li data-xf-list-type="ul">The setting goes back a few hundred years, during the last major war, the Solomani Rim war. There was a setting book, Gateway to Destiny, that details the Gateway Sector.</li> </ul><p><strong>Plusses:</strong> <ul> <li data-xf-list-type="ul">It's d20. You should be able to find someone who understands the basics of the game, and the d20 skill system is strong enough to handle many things in the traveller style (Traveller has always been strongly skill based)</li> <li data-xf-list-type="ul">Unlike GT, they didn't throw out lifepath generation. They layer it on top of d20 style chargen.</li> <li data-xf-list-type="ul">Can plug in many d20 supplements (and I have).</li> <li data-xf-list-type="ul">Best starship combat system ever, because the system lets most of your crew/party have a meaningful input to combat.</li> <li data-xf-list-type="ul">The way that vehicle proficiencies are handled addresses many of the eccentricities of classic and mega traveller with respect to vehicles.</li> <li data-xf-list-type="ul">Can plug in most Traveller and MegaTraveller ship and world statistics with little need for conversion.</li> <li data-xf-list-type="ul">Simplified but keeps some general detail of some classic and mega traveller generation sequences.</li> </ul><p><strong>Minuses:</strong> <ul> <li data-xf-list-type="ul">Chargen is somewhat complex, since you have a lifepath system layered on top of a standard d20 style chargen.</li> <li data-xf-list-type="ul">Reverted a bit too far into the conventions of classic traveller. Frex, there have been many more realistic takes on worlds in Traveller and weaknesses in the theory exposed and discussed at length. Get GT First In...</li> </ul><p></p><p></p><p></p><p>Possible, depending upon what you want to hybrid. Ship, vehicle, world, and advanced class stuff should be pretty easy to work in. It wouldn't be too hard to make T20 core classes into advanced classes if that is what you wanted (in fact, it could address a few issues I have with the classes). T20 has two extra stats, though Thomas Jones-Lowe proposed new "Social Hero" and "Educated Hero" archetypes on the CotI boards (see <a href="http://www.travellerrpg.com" target="_blank">www.travellerrpg.com</a>) if that is the way you want to go.</p></blockquote><p></p>
[QUOTE="Psion, post: 2699533, member: 172"] Awright. Plusses and minuses are entirely IMO [b]Classic Traveller[/b] [b]Basics:[/b][list] [*]Originally appeared as 3 "little black books" that lacked a setting (but elements were inspired by the Imperium boardgame, and were later expanded on to become the setting of the game). The three books were numbered "Book 1-3". There were later supplemental books up to 8 (but the most populare were Book 4 mercenary and book 5 high guard, which featured army/marine and navy characters respectively. [*]Other printings included a harbound edition, a boxed set with full sized books, and the so called reprints which are recent and still in distribution, but somewhat expensive. [*]There was also a numbered line of supplements and adventures, also in "little black book" format, though they featured different colored banners. There were other full sized supplements and boxed sets and a full sized adventure book, "The Traveller Adventure". [*]The setting was the Imperium, principally detailed in the adventures and some of the supplement, particularly Spinward Marches, Solomani Rim, and Library Data. The imperium was in our far future. [*]The setting featured the "Ancients" as a continually recurring setting element. This race of beings had a war that predated the imperium by 300000 years. An interesting setting element is that not all humans in it trace their lineage back to Earth, but to other worlds. It turns out that the Ancients "seeded" other worlds with humans. Ancients also genetically engineered carnivores into sapient upright beings; these are the "Vargr" alien race. [*]There were also some minigames that were based on traveller and worked in with/supported it: snapshot, azhanti high lightning, mayday, and striker. Of these, striker probably had the most drastic impact on the game, as it expanded upon the military background of the game and added lots of potential for vehicle based system. [*]The skill/resolution system was 2d6 + modifiers. Usually, you got a + 1 per rank in a skill (character ranks ranged from 0-5+; there was really no cap, but if you made your character fairly, seeing ranks above 5 was rare), and a +1 or 2 if a selected attribute was higher than an arbitrary number. [*]Had losts of third party support. In fact this is where FASA got its start, though DGP probably had the biggest long term impact on the game. [*]Unique nature of the ship design had jump and (sublight) manuever drived rated from 1-6. Manuever drive ratings were in G's. Jump drive ratings were how many parsecs the ship jumped in one jump. All jumps took exactly one week regardless of distance, during which you were in jump space. Jumps took a tremendous amount of fuel, and ships often refueled by scooping the atmosphere of gas giants. So in a way, though there were few implicit setting elements, the nature of ships in Traveller is one of its central signatures. [*]Another major point of the setting is that there IS no superluminal comms. All messages must be carried by courier ship between systems. This becomes a major setting element. I think this also really contributed to the feel of the adventures. There is nobody to bail you out when things go wrong in remote corners of the universe. [/list] [b]Plusses:[/b][list] [*]Nice lifepath based chargen. Gave you a history and some depth of character. [*]Fairly light, flexible system. [*]Cool gear and cool characters. [*]Neat adventures and settings. [*]Strong basic campaign model. [*]Pays respect to some basic principles of physics and astronomy. [*]Construction sequences (esp in book 5 and 6) had gearhead appeal. [*]Where it all began. [/list] [b]Minuses:[/b][list] [*]The skill system was a little ad hoc. The kept it flexible, but made it very inconsistant. [*]The power level of characters varied widely. [*]The combat system was "armor makes you harder to hit" model like D&D, but with a extensive cross reference chart for weapon types. [*]Art content was pretty tepid. Many early books had no art at all. [/list] [b]MegaTraveller[/b] [b]Basics:[/b][list] [*]Late in the Classic Traveller era, a company called Digest Group Publications put out a magazine that featured adventures, equipment, etc. Their adventures included a skill system that standardized the existing skill system and added to it. Eventually, the DGP designers (principally Joe Fugate) were pulled on board the Traveller design team and the system they were using became part of the megatraveller core. [*]MegaTraveller refined a number of other things about the system, for better, or worse. IMO, primarily for the better (see below). [*]MegaTraveller also featured a metaplot shift. By this time, the setting had become more central to the game, and the designers decided that the Imperium was a little placid, so decided to shake things up a bit by having the Emperor assassinated and a civil war result. It was a big change, but it did have the intended purpose of creating the possibility of adventure. [*]Featured many campaign sized adventrures, and a few supplements. [/list] [b]Plusses:[/b][list] [*]Cleaned up the core generation system and made character power more even. [*]Adopted DGPs skill system. I still beleive it to be one of the robust, flexible skill/task systems ever conceived. [*]The rebellion [i]did[/i] create more adventure possibilities. [/list] [b]Minuses:[/b][list] [*]The old ship design sequences were scrapped, and replaced with a system inspired by the Stiker wargame. It was very odious to design things with (but things got worse). [*]More than a little errata. [*]The Rebellion proved an intrusive metaplot for some. [/list] [b]Traveller: The New Era[/b] [b]Basics:[/b][list] [*]At the end of the MT era, there was a major chageover of the design team at GDW. GDW had a hit on its hand with Twilight 2000 and had made a few other forays into gaming. They decided to scrap the 2d6 based system that went into Traveller/MegaTraveller and replace it with a d20 based system. [*]The metaplot changes in MT were nothing compared to those that were about to come about in TNE. With the rebellion winding down, one of the factions of the rebellion unleashed a patently unplausible virus that physically mutates computers over a distance with radio waves (yes, there is some handwaving behind this that its few stalwarts insist make sense; I differ with this.) The result is a devastated imperium crawling out of the rubble, a mass of disconnected technologially regressed worlds. The campaign model shifted to one of everpresent explortation and survival, and later, psuedo-fascist empire building. [/list] [b]Plusses:[/b][list] [*]It had some decent supplement. For gearhead appeal, Fire, Fusion, and Steel has a degree of fame plus providing the merciful out of positing other non-Imperium settings. [/list] [b]Minuses:[/b][list] [*]The metaplot sucked. Lacked all plausibility, broke the fourth wall, and pretty much scrapped entire campaigns as well as the utility of existing material. [*]The system was not my favorite, either. Greatly over-emphasized ability scores over skills. [/list] [b]"Marc Miller's Traveller", AKA Traveller 4 AKA T4[/b] [b]Basics:[/b][list] [*]TNE lost a lot of fans, and soon after that, GDW went out of business (not entirely due to TNE, but it had to be a factor.) Marc Miller retained the rights, and a company called Imperium Games eventually took up the license and published a new edition. [*]Since TNE basically screwed up the setting, the setting here went BACKWARDS in time till the birth of the imperium as a burgeoning republic. [*]Went back to a d6 based mechanic, with some similarities to classic/megatraveller. It jumped on the dice pool bandwagon, but instead of rollnig dice according to your abilities, you rolls a number of dice according to the difficulty. [/list] [b]Plusses:[/b][list] [*]The chargen system was a lot cleaned up from the MT iteration, though it did sort of strip out some of its charm. [/list] [b]Minuses:[/b][list] [*]The task/skill system stank. Like TNE, it over-emphasized ability scores. It also made "impossible" tasks laughably easy and to grade the different degrees of difficulty, it used clunky half-dice steps. [*]Though it tried to skirt around the sins of TNE by going into the past, the authors of some of the adventures did not have a grip on Traveller canon. Some of the adventures disregarded canon and, frankly, read more like Star Trek adventures. [/list] [b]GURPS Traveller[/b] [b]Basics:[/b][list] [*]Well, I am not a big fan of GURPS, but if there is one thing that it can do, it's hard SF. [*]The GURPS Traveller crew decided (wisely) that the metaplot directions weren't working. The basically decided that the assassination of the emperor and the rebellion never happened, and basically continued on in the classic vein. [/list] [b]Plusses:[/b][list] [*]"Fixed" the canon. Way to go! [*]Probably the best (most realistic) take on planetology. No matter what edition of traveller you are playing, if realistic worlds are a concern, GET GT: First In [*]Some other great supplements adding some nice detail and collecting lots of setting elements. [/list] [b]Minuses:[/b][list] [*]GURPS is still GURPS, with all its warts. [*]GURPS chargen lacks the charm and built in history of Traveller chargen. This, more than anything else, makes it not traveller. [*]MT starship construction was odious, but it had nothing on GT's. This makes the aspect of GT as "gearhead appeal" and "tricking out" your ship that much less accessible to the average player. [*]Future is uncertain. Though they have some recent releases, little has been said about the future of the line past their next big release. [/list] [b]Traveller d20[/b] [b]Basics:[/b][list] [*]Well, d20 came along and many games saw ports. Traveller was no exception. A company called quiklink, that was making online gaming modules to allow you to play CT online, took on the challenge of creating a d20 version. [*]The setting goes back a few hundred years, during the last major war, the Solomani Rim war. There was a setting book, Gateway to Destiny, that details the Gateway Sector. [/list] [b]Plusses:[/b][list] [*]It's d20. You should be able to find someone who understands the basics of the game, and the d20 skill system is strong enough to handle many things in the traveller style (Traveller has always been strongly skill based) [*]Unlike GT, they didn't throw out lifepath generation. They layer it on top of d20 style chargen. [*]Can plug in many d20 supplements (and I have). [*]Best starship combat system ever, because the system lets most of your crew/party have a meaningful input to combat. [*]The way that vehicle proficiencies are handled addresses many of the eccentricities of classic and mega traveller with respect to vehicles. [*]Can plug in most Traveller and MegaTraveller ship and world statistics with little need for conversion. [*]Simplified but keeps some general detail of some classic and mega traveller generation sequences. [/list] [b]Minuses:[/b][list] [*]Chargen is somewhat complex, since you have a lifepath system layered on top of a standard d20 style chargen. [*]Reverted a bit too far into the conventions of classic traveller. Frex, there have been many more realistic takes on worlds in Traveller and weaknesses in the theory exposed and discussed at length. Get GT First In... [/list] Possible, depending upon what you want to hybrid. Ship, vehicle, world, and advanced class stuff should be pretty easy to work in. It wouldn't be too hard to make T20 core classes into advanced classes if that is what you wanted (in fact, it could address a few issues I have with the classes). T20 has two extra stats, though Thomas Jones-Lowe proposed new "Social Hero" and "Educated Hero" archetypes on the CotI boards (see [url]www.travellerrpg.com[/url]) if that is the way you want to go. [/QUOTE]
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