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Traveller RPG (Looking for Opinions)
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<blockquote data-quote="Derren" data-source="post: 8064699" data-attributes="member: 2518"><p>The players not totally owning their ship and having to do monthly payments, both for upkeep and as mortgage is actually the default assumption in Traveller.</p><p>But unlike Shadowrun there is no wealth guideline or advice on how much should they make for each mission (or what a mission actually is).</p><p>It does have a trading system which lets you buy and sell cargo based on skill rolls and so make a profit or they can also take on passengers, transport mail, etc. So yes, there is background income.</p><p>Keep in mind though that in Traveller time passes quickly.</p><p></p><p>With the right skills this background income can actually become quite lucrative, so you might to make sure that you increase the difficulty of the rolls a bit when a player happens to be an expert trader.</p><p></p><p>Traveller is huge, so people usually do not notice if you use the official setting or not as long as you stay away from the famous planets. So feel free to make stuff up as you see fit.</p><p>Be aware that initial character creation takes a long time and is a game in itself. So you probably end up having a entire character creation session when your players are new.</p><p>Traveller is special as the player does not have a lot of influence in how his character is build and can end up with a very different character than what he had in mind. Be sure that your players are ok with that (as progression in Traveller is nearly exclusively through gear and not to skill gain). If not look if you find some houseruled character creation somewhere.</p><p></p><p>Also, the stuff from 1st Edition of Mongoose is more or less still compatible so if you really want to go into a specific direction you can get the splatbook and be able to use most of the stuff in there.</p><p></p><p>And be sure that your players understand how FTL in Traveller works. I am always surprised how difficult it is for some people to wrap their head around non "warp" space travel.</p></blockquote><p></p>
[QUOTE="Derren, post: 8064699, member: 2518"] The players not totally owning their ship and having to do monthly payments, both for upkeep and as mortgage is actually the default assumption in Traveller. But unlike Shadowrun there is no wealth guideline or advice on how much should they make for each mission (or what a mission actually is). It does have a trading system which lets you buy and sell cargo based on skill rolls and so make a profit or they can also take on passengers, transport mail, etc. So yes, there is background income. Keep in mind though that in Traveller time passes quickly. With the right skills this background income can actually become quite lucrative, so you might to make sure that you increase the difficulty of the rolls a bit when a player happens to be an expert trader. Traveller is huge, so people usually do not notice if you use the official setting or not as long as you stay away from the famous planets. So feel free to make stuff up as you see fit. Be aware that initial character creation takes a long time and is a game in itself. So you probably end up having a entire character creation session when your players are new. Traveller is special as the player does not have a lot of influence in how his character is build and can end up with a very different character than what he had in mind. Be sure that your players are ok with that (as progression in Traveller is nearly exclusively through gear and not to skill gain). If not look if you find some houseruled character creation somewhere. Also, the stuff from 1st Edition of Mongoose is more or less still compatible so if you really want to go into a specific direction you can get the splatbook and be able to use most of the stuff in there. And be sure that your players understand how FTL in Traveller works. I am always surprised how difficult it is for some people to wrap their head around non "warp" space travel. [/QUOTE]
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