• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Traveller: Where to Start

billd91 said:
Definitely plunder the GURPS Traveller stuff for setting information. Much of it is pretty good. There are also CD collections of Classic and MegaTraveller versions from Far Future Enterprises (http://www.farfuture.net/cdrom/). I picked up both and that includes classic adventures like Signal GK, Twilight's Peak, and many more.

Holy cow, some of those CDs are crazy good values. Many thanks for that! I just ordered the Classic Traveller today.
 

log in or register to remove this ad


qstor said:
Traveller seems to have three main campaign types, free trader merchants, Scouts, and mercs.

What would be the differences between the three types? Is it tone, or structure, or mechanics? It would help a lot if I could start narrowing my focus somewhat.
 

Garnfellow said:
How well does the Stamina/Lifeblood system work in play? I've got to say, that's the one thing about the system that sounds really wonky.

It looks unwieldy, but isn't. I had the same initial concerns that you have about it when I was starting out, but it turned out that they were pointless concerns. As a system of tracking wounds it is really effective and brings across with it the Classic Travller feel of lethality in combat. Run a couple of firefights and you'll see what I mean.
 

Psion said:
Well, the psionic PrC is actually in a supplement; progressing it cross class is the default.

Personally, I'm not that fond of the T20 implementation of psionics. Some psionic feats are just plain better and pack much more of a punch than others. Green Ronin's Psychic's Handbook -- using the D20 Modern advanced class variant -- snaps in pretty easy, though and has more detail.

Thanks for clearing that up. I thought they had included the class in the main book.
 

Garnfellow said:
How well does the Stamina/Lifeblood system work in play? I've got to say, that's the one thing about the system that sounds really wonky.

It functions like wounds and vitality (SWD20 and UA).
 


Garnfellow said:
What would be the differences between the three types? Is it tone, or structure, or mechanics? It would help a lot if I could start narrowing my focus somewhat.

It's pretty much a campaign theme you or the players choose, but tone and structure are the main consideration:

1. Free trader merchants - the characters would need their own ship (one could get one upon mustering out of one of the services) or be hired hands on a ship. You are looking at a mid-level campaign if they have their own ship. They fly around dodging pirates and making $ trading goods.

2. Scouts - They could be members of the scout service (any level) or at least one of the pcs would have mustered out with a scout ship (again a mid level campaign probably.) More heroic in that they could fly around meeting new peoples, battling evil dudes and the like.

3. Mercs - Any level. They could be 1st level plebes hired out to protect stuff all the way up to a high level campaign where they and their ship work for the highest bidder. This one can be dark depending on the nature of the patron. If you remember Quigley Down Under (Tom Selleck flick) you'll catch my drift.

My experience is that if you don't give the PCs something noble to do, they find a way to turn the campaign into a dark one. Most games I've DMd or played in usually ended up as merc campaigns with many grey shades of morality.

Thanks,
Rich
 

Garnfellow said:
How well does the Stamina/Lifeblood system work in play? I've got to say, that's the one thing about the system that sounds really wonky.

I like it well enough, though there is one thing I tweak when it comes to AR. I do let AR subtract from stamina damage, but it only takes away points, not dice.

So in the example given in the book, a 3d10 damage roll vs. a creature with AR5, the resultant roll is 4, 4, and 7.

By the book, you would inflict 15 stamina and 4 lifeblood (no AR effect on stamina, but -2 dice and -3 lifeblood for 4 lifeblood.)

By my method, it would take 10 stamina and 4 lifeblood.
 


Into the Woods

Remove ads

Top