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CT Only: Book 9 or Supplement 14

I've often considered creating Book 9 or Supplement 14. I'd make this look exactly like the orignal LBBs, cover, typeface, and all. Then I'd put it up on the net in pdf format for as a fan book for anyone to download and use in their games.

In this book, I'd devote a long chapter to GM creation of task throws. I wouldn't suggest a system like Rule 68A or a specific task system. But, what I would do is discuss some of the stuff that we've been discussing here: the value of a CT skill level and such. I'd endeavor to give the CT GM tools to use when (and help his thinking) creating task throws in his game. I'd use examples out of the LBB's and show the pros and cons of each type of throw.

The best advice on creating throws that I've seen published for CT is MWM's advice in the Traveller Adventure. I might even include what Marc says there (if he would permit me).

I believe that CT GMs would greatly benefit from this type of discussion (because I see so many bring in tropes from other Traveller versions which don't quite fit with CT's methodology).

Another section of the book would discuss Classic Traveller sensors. CT seems to take the view that it's damned near impossible to hide in space. You need a massive body, or something that inteferes with Sensors in order to hide. But, this has never really been spelled out in the game. I think a chapter discussing this would be welcome.

A chapter I would devote to customization. For example, take the Marines career and change a few skill options, customizing the career for a particular planet or TL (or campaign). Or, with equipment. Not all rifles are exactly the same--discuss changing using the base rifle stats, then tweaking them a bit, to produce various types of rifles, each with its own pros and cons.

I think a section on Cascade, Default, and Combination skills should be included, too. Maybe include an optional rule for logical skill use: Shouldn't a person who is skill with a revolver also be skilled with an autopistol? And, discuss the difference between individual weapon skills, the Pistol skill, and the Handgun skill.

You get the idea of what I envision for this book. Maybe one day I'll get around to writing it.

I'd need a cool, Traveller-ish title, though. To date, I haven't found anything that fits the bill. I've always liked how GDW named thier Traveller books and games: Striker, Mercenary, Azhanti High Lightning, Merchant Prince.

I need a name like that for this book. Book 9 - Ship's Locker just doesn't seem to work. That sounds more like an equipment book. The title should be Traveller-ish cool but also speak to the grab-bag rule discussion contained in the book.

If you have any ideas, then let me know.
 
Book 9: Return to Gilligan's Island...

But, seriously, I'm ecstatic to see revived interest in CT![insert cartwheeling emoticon here]
 
Book 9 - Referees and Rules

Best one so far.

Supplement 14 - Behind the Curtain

Supplement 14 - Beyond the Veil?

Hm....Need something Traveller-y.

What are some words unique to Traveller? Anything to do with charting a course, advice, library, guidelines, seeing more clearly...

Book 9 - Starlegs.

Book 9 - Captain's Log. too Star Treky.

Book 9 - Middle Passage.

Book 9 - Jump Course.

Book 9 - Starlanes.

Book 9 - Star Charts.

Book 9 - Space Buoy.
 
I would be careful at considering the one of Beyond the Veil as a Traveller title since SPICA has Outer Veil as a universe setting supplement, I have an up coming free linked adventure series with the first of the Trilogy called Through the Veil and guess what the second in the series is called.

True we (I) haven't released it yet, just waiting on the deckplans.

But I thought I would mention it so that there wasn't any later confusion on names. :)

Thanks.

And the ideas for the books is cool.

Dave Chase
 
Book 9 - Adviser

Starting to like that one.

Book 9 - Jump Barrister.

Book 9 - Jump Advocate

Book 9 - Counciler




Back in the day, when I was a bit more serious about writing this book, the name I was going to use was: Book 9 - Jump Governor.

I liked that one because it was a double entrendres. Jump Governor could be an advisor on your trip--and advisor for Travellers.

But, the jump governor is also a piece of equipment that I think was phased out of the game after one of CT's earlier phases. The jump governor allows the ship to jump at lower jump numbers: Thus a J-3 ship could make J-2 or J-1 trips. That's still possible, but I think jump governor is no longer in use.

Is it still in High Guard? Or was in it an earlier version of High Guard? I'll have to look it up.

Anyway, I like Book 9 - Jump Governor a lot.
 
These are cool names, but most don't clearly represent the intended content. 'High Guard' is the only title that strikes me along the lines of what you've been coming up with (its cool, but probably was only used because 'Navy' sounds too generic and could be confused with seagoing rules).

Jump Governor certain sounds Traveller, but conveys a technical book about starship operations/aspects to me. While I get the meaning in the context you are aiming for - since I already know it - it seems a bit obtuse/subtle for a book that is intended to make things clearer.

Book 9 - Referee's Reference

Its dry, but definitively tells me what the book's intended coverage is.

BTW: LBB2 very explicitly spells out detection ranges and the reductions for ships 'maintaining complete silence' - and that stars and planets can completely conceal a ship. It also provides tracking limits of 3 light seconds (6/1000ths of an AU). See Detection rules, LBB2 pg 32 (in Reprint edition). ;)

EDIT: Oh, 'MTU How To' is very catchy. Sure, it won't mean much to folks who don't already know the acronyms - but it does capture the 'High Guard' feel as a Traveller 'in' name! [I.e. - Arrrgh - maybe ignore most of this post! :D]
 
BTW: LBB2 very explicitly spells out detection ranges and the reductions for ships 'maintaining complete silence' - and that stars and planets can completely conceal a ship. It also provides tracking limits of 3 light seconds (6/1000ths of an AU). See Detection rules, LBB2 pg 32 (in Reprint edition). ;)

I know all about those, and the somewhat different, more detailed rules from the first edition of CT. I've got several posts about sensors in CT in this forum somewhere from long ago.
 
How about using a subtitle and getting the best of both worlds?

Book 9 - Referee's Reference: MTU How To

It's catchy, informative and if no one else does it, I might:devil:

I think "Supplement 42" was a better idea than "Book 9" though. It has that "Area 51" flavor and hopefully Douglas Adams et al won't mind:)

Supplement 42 - Referee's Reference: MTU How To







'
 
MTU? The book isn't about house rules. It's about the OTU and explaining the lightly touched on aspects of CT.

Book 9 because the originals went to Book 8: Robots.

And, I think BytePro has a point with Jump Governor. So, my new favorite is:

Book 9 - Advisor

According to the dictionary, an advisor is normally a person with more and deeper knowledge in a specific area.

The book is about explaining things in the CT rules--how to create different kinds of CT throws, how to evaluate skill influence, customization ideas, stuff like that.

I like it.

Book 9 - Advisor
 
Book 9 - Advisor

And why not Book 9 - Referee's Advisor?

It gives better idea of what are you up to, if I understood you well.

And if that seems too referee's directed to you, and that's not your intent: Book 9 - TAS Advisor
 
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