Traveller players, explain yourselves! [+]

I’ve always got time for space archeology. There ar reasons H. Beam Piper is one of my primal influences.
In this case, I bought the three Ancients adventures from Mongoose (Mysteries of the Ancients, Secrets of the Ancients, and Wrath of the Ancients), read them, thought there was a lot of cool stuff in them but didn't actually like the adventures themselves. So I'm using them as a big source of Ancients information and just building my own set of situations and scenarios around it (based a bit on a recent series of popcorn military space opera I read with some hooks into Mongoose's Deepnight Revelation).
 

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Okay, so you have been there and done that. :)

What about the setting most appeals to you theee days? What would you be likely to do with it for a campaign?
The kinds of details buried mostly in CT sources are what appeals; the aliens feel alien. Only the DGP alien modules do better than CT for aliens.
I love the history of it... But it simply no longer appeals as a game.

WHen it comes to the three classic tropes of Traveller: Mercenaries, Agents of the Noble, and Space Trucker, I find other games better. Mercs in Alien or T2K. Space Truckers in any of WEG d6 Star Wars, FFG star Wars, or Alien. And Agents of the nobles? Make it of the Rebellion and either Star Wars rules; I could do similar tone in almost any game; Traveller holds little mechanical support for an agents type game.
 
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Okay, so you have been there and done that. :)

What about the setting most appeals to you theee days?
The detail and history of the Third Imperium is rich and deep - really deep. Once you've decided that you're prepared to buy into the general conceits of the setting (speed of plot, speed of mail, feudalism, age of sail in space, galactic wild west, tech plateaus) the setting is rife with potential scenario ideas. Go to The Traveller Map pick a random named system, click through to the Traveller wiki, and get lost in it.
And, since the setting been being published - in one form or another - pretty much uninterrupted since around 1979 (a couple of years after the RPG debuted) there's gobs of official information. This could be daunting, but one of the conceits of the setting that I did not mention above is that the Imperium is HUGE, but most planets are (canonically) unimportant, so there is lots of space for GMs to do their own thing as well.

What would you be likely to do with it for a campaign?
My previous post pretty much lists what I'm doing with it next.
 

I really like Classic Traveller!

I have my own version of the rules, which takes 1977 as the starting point (the first-ever RPG I owned or read), but adds a few things from 1981, incorporates some of the skills from the Books 4 to 6 and Supplement 4, adds a "special duty" line to the PC gen tables (I took this from MegaTraveller), and incorporates various subsystems from Andy Slack's articles in White Dwarf c 1980 plus various books, modules and my own brain.

I GMed a 20-session campaign from September 2017 to March 2021. Here are links to the first and last actual play reports - from the latter one, you should be able to work back to the intermediate reports if you're interested:


The only feature of the system that I found frustrating was the lack of satisfactory rules to resolve on-world travel and exploration - the game seems to assume that movement will be tracked on a detailed map prepared in advance, but (i) doesn't say so, and (ii) doesn't grapple with the fact that this is a hopeless approach for a game based around travelling from world to world.

The space combat system works, but is a bit boring. We didn't have many starship combats.

And the money system - counting every credit - is a bit tedious, especially when managing a starship (with mortgage, fuel and crew expenses). Something like Burning Wheel Resources would work better, I think.

The rest of the system - PC gen, encounter rules, dealing with bureaucracy, flying spacecraft, interpersonal combat, engaging in trade, etc - worked well. The general theme/tone of our game combined modern military conspiracy with psionics and ancient alien secrets. I don't know if this is a default for Traveller, but I think it is at least what Traveller supports. (So a feel closer to Total Recall or even 2001, than to Star Wars or Star Trek, at least for me.)

Around that same time, I also ran some sessions for my kids:


My younger daughter did complain about a "far future" where people still drive cars and use walkie-talkies!
 


So, did you arrive at a solution for world travel and exploration?
Not really. At a certain point the PCs acquired a streamlined starship, and then on-world travel just involved them flying their ship from A to B.

It was a bit of a pity, because one PC had Wheeled Vehicle skill and another ATV (which I treat as skill in both Wheeled and Tracked Vehicle), and the PCs had an ATV in their starship, and so there was scope for making on-world exploration a thing. But I discovered the hard way that it didn't work - as in, the PCs left a city to pursue their NPC quarries to the latter's wilderness base, and I suddenly realised that, while we had the vehicle skills, and Recon skill, and rules for determining chances of malfunction per day and chances to repair malfunctions, I had no rules to actually tell me how to determine if/when the PCs caught up to the NPCs. I just had to fiat it

By way of contrast: when the PCs were fleeing the NPCs' installation, avoiding fire from a starship in orbit being called down by a Forward Observer in a Ship's Boat, the evasion rules - which I adapted from the 1977 Ship's Boat skill description to a more general system for evasion - worked really well, and there was this real sense of the PCs careening madly across the barren planet in their vehicles until they could find shelter from bombardment in a ravine.
 


Well, that’s a bummer. Good to know, though.
On another thread talking about this (a while ago now), I came up with this idea:

When you leave town (your ship; camp; some other safe place) to find a not-too-distant on-world location (an enemy installation; an abandoned mining outpost; the site of a crash; etc), throw 10+ (+1 per level of Vehicle expertise; +1 per level of Recon or Hunting expertise, if appropriate); if the throw fails, the referee determines how may days have passed, and you must make throws to avoid malfunction as per the standard rules. Assuming your vehicle continues to function, you may throw again.​

But haven't tried it out. And as I noted back then, it's a rather hand-wavey approach for a system that cares about days of rations, credits-per-month spent on crew salaries, speeds of vehicles in kmph, etc.

But anyway, don't let the weakness I've identified put you off: (1) more modern versions might have other/better solutions; (2) other bits of the game - Streetwise and bureaucracy, trade, doing modern military/espionage stuff, manoeuvring in vacc suits, etc - all work well.

And, for me at least, the characters have a nice "feel". The skills are a nice combination/integration of descriptors and resolution components.
 

I ran a CT one-shot in 2023 and again in 2025... and all that I remember disliking was still there, and still disliked. And what I liked about it was still there, but also is in MegaTraveller. The dislikes are why I used MegaTraveller as my goto edition for 30 years.
Mind you, I've run CT, MT, TNE, T4, T20, MGT PT, MGT 1e, and my MT variant... I've got T5 and MgT2... but no interest in running either.

I've no games based upon CE other than Wanderer and CE itself, and have run neither. (Wanderer is a Fantasy Traveller).
I have complete collections of CT, MT, TNE, T4, and GT/GTIW in PDF.
Obviously the solution is to run GURPS Traveller! (I kid, I kid!)
 

I am not the first to think of this, but...

Traveller setting, but Burning Wheel rules?

I mean, you've got lifepaths right there.
Aramis' suggestion of the 3 modes of play, BW would be perfect for either Agents of Nobles and the associated intrigue or Space Truckers and the associated under-resourced-leads-to-shenanigans (not so sure about Mercenaries).

I have never read Burning Empires, but I just read the wikipedia page on it (so I now a expert yo).

Anyway, am I way off base, or mis-jumping here?
 

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