Supplement Four
SOC-14 5K
A Campaign set in the Alien universe using the CT rules set....
I'm neck deep in a campaign using a different game right now, but I keep having these thoughts of a campaign set in the Alien universe using CT rules. What I thought I'd do is scratch out some notes here and log it in my "future ideas" file. Feel free to add your two-credits. This is a brainstorming thread.
First off, any background material for the campaign can be found in the several Alien novels and graphic novels. There's lots of great stuff in them that puts lots more meat on the universe.
Second, stealing from "like-tech" rpgs might be a good idea, too: High Colonies; 2300; Hammer's Slammers; Blue Planet; Universe; and any others like that. Use tech, equipment, scenario ideas, background material--maybe even new aliens like the Kafer from 2300. Can also draw from "like-tech" movies and novels, such as Outland and various science fiction stories.
Third, the previous Aliens Adventure Game (RPG), the fan made d20 Aliens game, and the Colonial Marines Technical Manual provides useful, if conflicting information.
Fourth, the CT rule set will be minimally changed to fit the universe. Low Berths must be more reliable. Robot technology is higher than in the CT universe (pseudo-biological androids). And, I think ship construction is fine the way it is--except ships do not use L-Hyd for fuel.
When constructing ships, use the same CT methods except consider fuel tank tonnage as a separate powerplant dedicated specifically for the ship's jump drive.
The J-6 limit disappears. The Aliens universe seems to focus on near-earth worlds. Use standard CT mapping and world creation rules, but refrain from developing most worlds unless they are close to earth-like. I say "most" because there will be some space stations, moon bases, and so on in the universe--they just won't be as plentiful as they are in Traveller.
Travel in J-Space can take more than a week. If a ship with a J-2 drive covers 20 parsecs, it will take the ship 10 weeks to do so. A ship with a J-3 drive can jump 30 parsecs in the same amount of time.
Alternatively, I could use the Aliens RPG method of having a jump number equal 5 light years (instead of 3.26 ly in CT). That would make calculations easier? Probably not, if the map is still going to remain 1 parsec per hex. I could change the map to 1 hex equals 5 ly.
I'm neck deep in a campaign using a different game right now, but I keep having these thoughts of a campaign set in the Alien universe using CT rules. What I thought I'd do is scratch out some notes here and log it in my "future ideas" file. Feel free to add your two-credits. This is a brainstorming thread.
First off, any background material for the campaign can be found in the several Alien novels and graphic novels. There's lots of great stuff in them that puts lots more meat on the universe.
Second, stealing from "like-tech" rpgs might be a good idea, too: High Colonies; 2300; Hammer's Slammers; Blue Planet; Universe; and any others like that. Use tech, equipment, scenario ideas, background material--maybe even new aliens like the Kafer from 2300. Can also draw from "like-tech" movies and novels, such as Outland and various science fiction stories.
Third, the previous Aliens Adventure Game (RPG), the fan made d20 Aliens game, and the Colonial Marines Technical Manual provides useful, if conflicting information.
Fourth, the CT rule set will be minimally changed to fit the universe. Low Berths must be more reliable. Robot technology is higher than in the CT universe (pseudo-biological androids). And, I think ship construction is fine the way it is--except ships do not use L-Hyd for fuel.
When constructing ships, use the same CT methods except consider fuel tank tonnage as a separate powerplant dedicated specifically for the ship's jump drive.
The J-6 limit disappears. The Aliens universe seems to focus on near-earth worlds. Use standard CT mapping and world creation rules, but refrain from developing most worlds unless they are close to earth-like. I say "most" because there will be some space stations, moon bases, and so on in the universe--they just won't be as plentiful as they are in Traveller.
Travel in J-Space can take more than a week. If a ship with a J-2 drive covers 20 parsecs, it will take the ship 10 weeks to do so. A ship with a J-3 drive can jump 30 parsecs in the same amount of time.
Alternatively, I could use the Aliens RPG method of having a jump number equal 5 light years (instead of 3.26 ly in CT). That would make calculations easier? Probably not, if the map is still going to remain 1 parsec per hex. I could change the map to 1 hex equals 5 ly.
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