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Best Traveller rules book/supplement/adventure ever and why?

Which is your best ever Traveller rulebook, game, supplement or adventure?

  • CT Books 1,2 and 3

    Votes: 91 42.3%
  • Mongoose Core Rule Book

    Votes: 42 19.5%
  • IISS Ship Files

    Votes: 12 5.6%
  • CT Supplement 3 Spinward Marches

    Votes: 17 7.9%
  • CT Double Adventure 5 The Chamax Plague

    Votes: 11 5.1%
  • Traveller's Aid Society Journals

    Votes: 37 17.2%
  • CT Book 4 Mercenary

    Votes: 17 7.9%
  • Game 1 Mayday

    Votes: 2 0.9%
  • CT Adventure 3 Twilight's Peak

    Votes: 19 8.8%
  • Other not listed (explain further below)

    Votes: 63 29.3%

  • Total voters
    215
I missed that this was a multiple-choice poll.

I regard Spinward Marches as the best supplement, even with some of the odd planets in it.

As for adventures, I rate Research Station Gamma and Twilight's Peak highly. I do like the Chamax Plague Double Adventure.
 
I put in only one vote, CT books 1-3 has to stand head and shoulders about the rest, as it opened the doorway to a galaxy of adventure!

If I were going to pick something else, I'd go for the CT Alien books, especially Vargr (yay!), Aslan and Vilani! Years of adventuring there!

Wow, I really want to get into a game now...
 
Got to be Supplement 4: Citizens of the Imperium as the best book for me, always found the extra careers and rules so useful and opened up loads of possibilities. Its the one book if I was taking with CT books 1-3 on holiday with me, that would be the one I'd add to the box.
 
CT Books 1,2 and 3 the box set was my first Traveller experience so they get the first nod.
T-4 Is the book I used to introduce my nephew to Traveller as well as being the edition last played with a friend who has since passed away.
T-20 Because it was/is a good system that was way underrated.
Long and many hours have been and will be spent playing Traveller.
 
My favorite is probably GURPS Traveller: Interstellar Wars, because its very well put together, the graphics are overall very good and it kind of re-ignited my interest in Traveller for a while.

I first started in Traveller in high school back around 1980 or so, and it was my 1st experience in role playing games, though I guess that I kind of began moving away from it once I graduated.

When MT & TNE came out I picked up some of that stuff, but some how the layout, graphics, scope and just overall direction of the game in the Rebellion and Virus period settings just didn't seem to appeal to me.

Similarly, I also picked up some T4 stuff but by then I had kind of lost interest in Traveller in general and had become more interested in games like 2300AD and such.

However, when I picked up a copy of GURPS Traveller: Interstellar Wars a lot of my original interest in the game came back and the time setting was close enough to 2300AD that in some ways it felt a bit similar.

I guess somehow the relatively "smaller" overall feeling of the game may be inpart what appealed to me most.
 
T20

T-20 Because it was/is a good system that was way underrated.
Long and many hours have been and will be spent playing Traveller.
I could not have said it better. I also felt it applied the law of attraction.
Many players from other D20 systems we're willing to try T20 infusing a whole new group with the best game is scifi. (Thanks Hunter.)

I am looking forward to T5 with all of Marc's involvement. Anyone have an idea when it will ship?
 
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CT Starter Set + Bks 1, 2, 3
Supplement 4
MT Players' Book
MT GM's Book
MT Imperial Encyclopedia
TNE Core Book
MGT Core Book
MGT Scouts
MGT Scoundrels
T20 Gateway to Destiny (I would have put some of the worlds at a higher TL though)

I will give props to T4's Core Book for applying the advanced CharGen to all the careers and putting them in one book, plus T20's Core Book for converting to T20.
 
I will give props to T4's Core Book for applying the advanced CharGen to all the careers and putting them in one book,
Except that it didn't. It used Advanced rates and expanded tables, but was essentially Bk1/MTBasic in mode. No assignment rolls. No MOS tables.
 
Except that it didn't. It used Advanced rates and expanded tables, but was essentially Bk1/MTBasic in mode. No assignment rolls. No MOS tables.

Ah, a distinction that I never noticed and never cared about. The rates and tables are what I think of when I refer to Advanced.
 
Starship Operator's Manual


Because its method of delivering the content was brilliant.

Same for me. The Old Timer's stories just pulled the universe together and gave colour to a lot of aspects of the setting. Plus that book can just be read cover to cover repeatedly, it's that good.
 
I've loved almost all of it and I'm particularly grateful to Mongoose for the quantity and depth of the material they've produced. Still, I'm giving my vote to Battle Rider. Very clever the way it took the previous systems and melded them together into a real game.

Athelstern
 
For me ... The best thing on your list was the traveller's aid jounals . Next , in order of preference, would be the CT books. after that comes the Mongoose Traveller core rules.( I might have added Mongoose traveller 's Spinward marches). Other things I 'd add that didn't make your list G.M. screens (All of them) And , Oh yes! the C.D.s
 
I can't decide the best ever. Not until I have T5 in my hands, have rolled up some characters, designed some ships, vehicles, guns and worlds, and run a few sessions with it.

But my favourites so far...

LBB 1-3, Mercenary, High Guard, Scouts (for the world-building).

Supplement 3 (Spinward Marches)

The CT Aliens modules. All of them. So *that's* how the aliens think.

MT Starship Operator's Manual

MT World Builder's Handbook - it's dated, true, but there are still some things (such as the religion profile and the planetary customs) it does better than anything else I've seen.

GURPS Traveller - because when I first encountered GURPS there was a little form in the back asking "what fictional world would you like to see developed for GURPS?" I wrote Third Imperium - and years later, I got what I asked for.

GT: Far Trader - complex, but a full trade system that makes sense.
 
CT 1-5
High Guard
JTAS

I have always liked CT and always will. Simple and easy to use. I've felt that I have enough imagination to "flesh out" the material for a good game any ole time.

High Guard gave me enough basics to carry forward into naval vessels and kept the basic simplicity of CT 1-3. I do use bits and pieces from other works. Among them are AutoDoc, Repair Shops, Sick Bays Labs etc.

Liked Striker, but, to "gear headed" for easy playability. Nonetheless, good.

JTAS was the "leaves" to CT 1-3's "trunk". The solid tree trunk was always there but the leaves changed with the seasons. It brought out color, stayed fairly consistent and enhanced the whole.

Another odd favorites is...This Forum! It's a dynamic living entity and I see it much like the classical "scout base". We report our finding, brief and get debriefed, compare notes, resupply and off we go again. So, yes, this Forum is, to me, a valuable extension of all the various works.
 
Classic Traveller

Personally I dont like to stray too far away from Classic Traveller,Thats why I think Mongoose is the default core.It is close enough to old school traveller but also has a lot of content.Also content from other systems are easily convertible-even on the fly.
 
Are you talking rules or setting?

Heh. Good point. If it's setting, then I'm CT all the way.

I've run games with CT, MT, GT and Hero System - but always in the CT/Spinward Amrches/Fifth Frontier War setting, except one CT game in the Solomani Rim.

(Maybe I should get out of the Spinward Marches more.)
 
I have multiple choices, but all are in the Other category
(DGP) MT Starship Operator's Manual
(DGP) MT World Builders Handbook
(SJG) GURPS Traveller: Interstellar Wars
(Avenger) 1248 Sourcebook 1 - Out of the Darkness (Best story line, ever!)
 
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