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Traveller D20

Wolfspider said:
Wow! There was a lot of material released for Traveller! I never knew. :eek:

Those reprints look great. I'll have to pick some up.

Could someone tell me a bit about the CT rules?


Ahh... the classic Traveller rules. I thought you'd never ask.

There is a Zen-like quality to Traveller in 3 little black books. Sparse graphics and clear text - almost no background info to speak of. Its quite refreshing compared to the encylopedias of information that most of today's rpg's make you memorize. The rules resemble the best of today's 'rules light' systems.

The biggest thing that makes Traveller unique is the character generation system. You roll up your stats and then you decide what career path that you want to follow. The length of time and the skills that you get in your prior career is vey random. Once you either choose to leave or are forced out of your career, your character is ready to begin adventuring. Even though characters can begin play as inexperienced newbies or old veterans, there really isn't much of a problem with balance. This is due to the fact that no matter how good your character is, combat is lethal. The skill of the player is far more important than the skill of the character.

The other great thing about Traveller is that it is a GM's dream system. There are great, easy to use systems for creating everything that you need in the basic set. Starships, solar systems, alien creatures, trade - everything is covered. If you don't like something or want something that isn't covered, the rules are simple enough that it's easy to extrapolate from what's given in the rule books.

But beware of Traveller if you are a power gamer or a hack and slasher. Like I said, combat is lethal. Random violence will get you killed quickly. Also, there is little provision for making your character better with experience. It takes years of game time for your character to improve. More likely, you'll lose more stats because of ageing penalties.
 

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CT is a neat game, that in 1977 was way ahead of it's time. Today, it probably looks kinda funky in some ways, and very conventional in others. It still has some features that set it apart from all other games. These are the things that make Traveller really unique, and creates that "Traveller" feel.

A brief outline of CT in a nutshell...

- Skill Based task resolution. All dice are d6. 2d6 skill rolls, higher is better, skills generally add to the roll, or in opposed checks reduces the opponent's roll. Damage rolls can include more than 2 dice.

- Characters are defined primarily by characteristic scores and skill ratings. No hit dice, hit points, or any other ratings except psionics.

- Characteristics are on a hexadecimal scale (0 - 15) and include Stength, Dexterity, Endurance, Intelligence, Education, and Social Standing.

- Chargen uses a mechanic called Prior Service. This is the heart of CT. Instead of a point-buy system, characters are randomly generated. In fact, character generation is a mini-game within the game. It's simple and fast - you may generate multiple character profiles before settling on one you like.

- Prior Service not only determines your starting skills, but can also grant characteristic boosts, starting gear (up to and including the use of a small starship), special awards or social benefits, and cash. Creative use of Prior Service can create a ready-made character history.

- Prior Service gave CT a very modern feel because it assumes most "adventurers" are past members of certain careers. The initial core rules focused mainly on military careers (Navy, Marines, Army, Scouts, Merchant, or Other). There is no other distinguishing feature that sets adventurers apart from "regular folks".

- A basic military service model of character enlistment for four-year terms of service is used for all careers. Characters may engage in multiple terms of Prior Service, or none. Characters can also switch careers. Thus starting characters can vary greatly in age, skill, and benefits.

- Later supplements greatly expanded Prior Service both in depth and breadth. Terms of service became detailed character development chronologies, and expanded career choices included diverse examples like Pirates, Diplomats, Barbarians, Rogues, and Scientists.

- CT includes NO FORM of experience points. There is no model for further advancement in the basic CT rules - additional training was handled on an ad-hoc basis by the Referee. Gameplay in Traveller is not oriented around constant character stat/skill advancement.

- Combat in CT is a fairly simple abstracted rounds of movement and attack rolls. The combat round is roughly 15 seconds, although in Book 1 this is completely abstract (IIRC).

- Circumstance modifiers include a weapon vs. armor modifier matrix, similar to the old armor mod table in 1E AD&D. Later versions of Traveller evolved this into actual penetration rules, but CT is much simpler.

- Movement and attacks are both simultaneous, and handled seperately. Everyone declares movement, then everyone resolves attacks. There is no initiative in CT.

- Damage is rolled with multiple d6's. Wounding is modeled as temporary characteristic damage. Damage is applied to Strength, Dexterity, and Endurance, as the player chooses. However, each die rolled represents a distinct block of damage, so the characteristic reduced is chosen on a per die basis.

If some of that seemed kind of strange, remember that Traveller has a totally diferent vibe from D&D. Gameplay and character advancement are mainly oriented around social interaction, economic gain, and sheer narrative. In many ways, it is the Anti-Diablo, so to speak. (I love Diablo, btw - I'm strictly making a stylistic distinction here, hehe.) The two most popluar campaign themes in Traveller have been Mercenaries - ex-military hired 'trouble-shooters', and Free Trader - self-employed entrepreneurs with a starship mortgage and a narrow margin.

Additionally, in its purest form, CT was about giving design and modeling rules in a generic, abstract form. So setting elements like vehicles, starships, and whole worlds can be designed on paper using standarized rules. This is a major element of the Traveller tradition. Later supplements, editions, and spin-off games include some very, very crunchy bits indeed. An example of this is the old Trillion Credit Squadron tournament. This was a tourney format for conventions back in the 80's where each player designed his or her own fleet of starships around a set budget of 1,000,000,000 credits. You then compete with your fleet in a wargame with the other players to determine the winner.

Right - I'll stop waxing nostalgic here. Hopefully, this overview was helpful... :D
 



While we're here (and in order to bump this thread some more), let me ask y'all a question:

Is there a website out there where you can download some handy document that chronicles the convoluted history of the Traveller universe from the CT period right up to TNE?
 

The other day I was looking for an old AD&D reference book in my boxes of old RPG stuff, and I came across a notebook full of CT characters and planets I had rolled up back when we played in the mid-80s. I remember spending hours just rolling up character after character after character. Many I would use as NPCs.

I still have all my old CT books. Thank God I never sold them, or my wife throw them out.

I loved that game and the entire setting, and I can't wait for the d20 version.
 

V-2 try a search on google.com for Traveller Timeline. Check out that site that I posted in this thread eariler. It has a complete online Library data for Traveller.

Mike
 


I'm not looking forward to it. To me, D20 is about cinematic over-the-top action and glory. Traveller is a lot more gearheady than D20 and (I'm sure I'm going to get flamed for this) GURPS does it pretty damn good.

I mean, have you SEEN the detail in those GURPS Traveller books? They're awesomely researched and incredibly detailed. Whatever level of detail you want, you can do, right down to every nut and bolt.
 

Vaxalon said:
I'm not looking forward to it. To me, D20 is about cinematic over-the-top action and glory.

D&D is about over the top action and glory. From the sounds of it, T20 will be very much in the CT/MT vein


I mean, have you SEEN the detail in those GURPS Traveller books? They're awesomely researched and incredibly detailed. Whatever level of detail you want, you can do, right down to every nut and bolt.

That's the problem though... it's GURPS. I thought is was a travesty when I heard they were going to do a GURPS Traveller. The books are very detailed and make nice references, but for my money, I really strongly preferred MT to the odious GURPS system.

You act as if doing everything down to every nut and bolt in GURPS is optional. GURPS chargen is extraordinarily finnicky, and lot of people don't like that. Me cheif among them.
 

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