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CT -- How Best To Get Up to Speed on 3rd Imperium & Spinward Marches?

I'm kicking off a Traveller campaign (using Classic Traveller rules) and want to get up to speed on the 3rd Imperium and the Spinward Marches.

I understand Mongoose's Spinward Marches book is a good sourcebook for both the 3rd Imperium and the Spinward Marches. I have also ordered FFE's CD with all the CT PDFs (have not received it yet).

Would I be better off reading Mongoose's Spinward Marches book, or reading CT Supplement 8 & 11 Library Data books or something? There are voluminous Wikis with this sort of thing too I'd expect, but I'm looking for something structured, reasonably comprehensive, but concise and to the point.

Any recommendations? Thanks in advance for any tips. :)
 
I'm kicking off a Traveller campaign (using Classic Traveller rules) and want to get up to speed on the 3rd Imperium and the Spinward Marches.

There are 440 some worlds in the Marches. You'll never do it quick unless you have a photographic memory! But the thing is, at J1 or J2, you have plenty of time.

I understand Mongoose's Spinward Marches book is a good sourcebook for both the 3rd Imperium and the Spinward Marches. I have also ordered FFE's CD with all the CT PDFs (have not received it yet).

Would I be better off reading Mongoose's Spinward Marches book, or reading CT Supplement 8 & 11 Library Data books or something? There are voluminous Wikis with this sort of thing too I'd expect, but I'm looking for something structured, reasonably comprehensive, but concise and to the point.

Any recommendations? Thanks in advance for any tips. :)

Here is a great link:

http://www.joffrehorlor.com/Roleplaying/JRC/

Hit the Spinward Marches and try the info link to the right of any world.

It'll give you the world centered with everything within a range of jump 6. :cool:range
 
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Yes, in my Traveller gaming experience, it's never been important to the game to know a great deal about the entire sector. Figure your PCs are using adventure class vessels, which means that they are most likely limited to Jump-1 or Jump-2.

What a work on the entire sector is good for is to peruse and help you pick a subsector or two on which to set your focus. Most of the Traveller campaigns I've run haven't strayed too far from one subsector. If you want to be extremely complete, brush up on your main subsector and the eight others that circle it. The J-6 map that is suggested above is a good idea. Or, if your adventure/campaign is set on a linear course, from world to world to world, then it's easy to develop those worlds.

If "official" information is important to you, seek it out. But, also know that there's not a lot of "official" info on specific worlds (with a few exceptions).

If you've ever read The Traveller Adventure, you'll know that it is an entire campaign set in a single subsector.





If you're just starting out with Traveller, don't bite off more than you can chew. Give the PCs a vessel capable of J-1 and land lock them. This is how The Traveller Adventure begins. Look HERE at the J-6 map centering on Aramis, the starting world of that campaign. Notice that there are only seven other worlds where a J-1 vessel can journey. Creating/Discovering details about those eight worlds--spread out over three subsectors--is more than enough to keep a beginning campaign going for a long, long time. As the game develops, a player goal may be to earn enough credits to either get a new ship or upgrade the current vessel's drive to J-2 (or, in the case of The Traveller Adventure, obtain demountable fuel tanks that reduce cargo room).



Part of the fun I get as a GM is creating "character" for each world the players visit. Consider a name for the part of space where the planet sits. In the Traveller Adventure, those eight worlds, all linked by J-1, are called the Aramis Trace.

The seat of government for the subsector is on Aramis, which is the personal fief of the Marquis of Aramis, but political boundaries prevent his domain from spread across the entire Aramis Trace. Of the eight worlds in the Trace, only four fall under the juridiction of the Marquis (as those four worlds are all of the Trace that falls in the Aramis subsector): Aramis, Natoko, Reacher, and L'oeul d'Dieu.

Reading the world descriptions in the Traveller Adventure is inspiring for a creative GM. Sometimes, there's not much to know about the entire world. Aramis has a toxic atmosphere and consists of one city (not even that big of a city) that exists, under ground, in an old mining cavern. Yet, Aramis is not only the seat of political power for the subsector, but also boasts the highest level of technology in the entire subsector.

I like to look at the "facts" a world gives me, then start making deductions about the place. For example, with Aramis, it's on an X-Boat route, has one of the few Class A starports in the region, includes a military base, a Naval base, and a Scout base, and has the highest tech in the region. Given the type of world (the surface I've always envisoned looks like that the crew of the Nostromo explored in the first Alien movie, except very cold), most of everything in the city must be imported. It's probably highly cosmopolitan, and a lot of shipping companines must call Aramis home. You can probably throw a rock and hit a Scout or a serviceman on leave. Judging by the size of the city, most of the manufacturing must be directed at local use. There isn't any room for large manufacturing concerns that export to other worlds in the subsector.

You probably won't see too many vehicles manufactured on Aramis, either. People in that city either walk or use the slidewalks. Notice how Marc, when writing the Traveller Adventure, went through the same exercice that I am suggesting here. He took the "givens" about Aramis and then extrapolated to make an interesting place for players to explore.

There's an "air tax". Interesting, huh? It makes sense. How is it enforced? People wear disposable bracelets that change color. If a policeman sees a person without a bracelet or one that is now colored black, he'll ask about it, possibly leading to a fine.

Let's speculate. What would the police in a place like this look like? Well, with the sealed environment and the high tech, I would think that they'd employ a lot of non-lethal weapons. A GM could have a neat time designing some interesting weapons for use in the game. Maybe a billy club that has a taser on the end? In the movie Minority Report, there were these neat sound-based weapons that could knock over and incapaciate targets. I could see something like that in use here.

I would say that Leedor Security (Leedor is the name of the city) is entirely operated by the Marquis' personal guard. It's the Marquis' personal army (though they would be ill-equipped to face a real army on Aramis' surface). They probably don't wear any type of armor unless in a crisis. I would think that their uniforms are flowery with braid and design. If they do need to resort to weapons, then they use weapons with low penetration. Shotguns, riot helmets, Cloth armor, and tear gas launchers would be common.

I could go on and on. I enjoy this type of stuff.

You might want to read through the thread I have in my link that talks about Reading A Subsector. That will get you thinking about creating the various details as I've been discussing, making the worlds your players visit memorable.

That way, when they think of Aramis, or Pysadi, or Natoko, or wherever, they'll always remember that place. It won't be, "Hey, remember that world we went to where..." It will be more like, "Hey, damn! Remember that joker on Aramis!"
 
Do you already have a place to start your campaign in mind? Otherwise I'd suggest getting a subscription to JTAS Online if you don't already have one (and it's a real bargain; a two year subscription costs $20 and gives you access to over 1500 articles in the archives) and then do a search for 'Regina Startown'. That will give you a list of articles that collectively make up an introductory campaign aimed at novice players and/or novice referees. The campaign does use GT rules, so you'd have to do some work to convert PCs and NPCs to CT, but the setting material should be just as useful for CT.

The key concept is that it takes place in a limited setting. Most people living in the startown are barely aware of the world around them, much less the rest of the universe, and they don't care either. GMs can run adventures in Regina Startown without knowing very much about what lies beyond. At the same time, these places do exist and they provide a background for the startown. The various ethnic groups that live there do come from specific places, and some of the inhabitants do have links to the outside world. A referee can gradually expand the scope of his campaign at a pace that he and his players are comfortable with.

As for the quality, I'm biased, since I was heavily involved in the creation of the campaign, but people have been saying nice things about it.


Hans
 
Whatever the faults of the rest of the books, the Mongoose Marches book has a great intro contained in the parts prior to the actual subsector entries.

GURPS is also pretty good.

It only takes about 20 minutes to read the Mongoose pre-portions, so you could pass it around while working on rolling characters, so that you don't have to make photocopies and pass those around prior to the game session, violating the copyright.
 
Awesome, awesome, awesome!

I tell you what, the friendly, engaged, and very helpful community here at CotI has me really excited about gaming with Traveller!

These posts have given me a lot to chew on.

I was thinking about Regina area since some of the classic adventures are set in that region as I recall.
 
Yes, Regina is a moon of a Gas Giant and seat of the Sector Duke, Norris (in the classic time period).

In the Traveller Book, there's an adventure set in the Regina subsector called Alell called Exit Visa. I've always loved the adventure because it doesn't focus on any type of combat. Instead, the adventure has a simple plot. The PCs are crewing an adventure class vessel, and the object of the adventure is to get an exit visa from the local authorities so the ship can leave legally.

The adventure focuses roleplaying. It's about swimming through bureaucratic red tape on world with a high law level and Vilani inspired (forms in triplicate!) government.

I've used it in the past as the kick off for a campaign, but I only suggest that for seasoned Traveller players. Those new to Traveller may want to swim in some gunz-a-blazin action before playing an adventure totally devoted to roleplaying.

There's a similar adventure that is part of the Traveller Adventure in that campaign.

And, if you don't have the Traveller Book, it's the rule set to get if you're playing CT.







Continuing from my comments above...a lot of the fun I get as GM is creating the gaming universe. There's a lot of stuff in Traveller that is given, like all the info you get in the UWP. If you want to start a traditional Traveller campaign, pick your limited starting area, as I suggested above, then use Book 6 Scouts to flesh out the systems. There are other places to go in the system besides the main world. Create new weapons and vehicles and equipment* for your game. Think of the careers as basic careers, then change out a skill, here or there, to customize for certain planets (or even countries, on balkanized worlds). Book 6 will tell you the exact gravity of the world (and this will allow CT characters to adjust load).

Figure out if the main world is in the jump shadow of the system's star this way. Put in space stations and places to explore on other planets in the system. Space travel doesn't have to be just jumping from world to world. Maybe a main world is digging up artefacts on another world in its system, or maybe another colony is being established. It's up to your imagination and what you get out of Book 6.

You might also want to track down DGP's Grand Census and Grand Survey. Both of these are written for CT and are designed to go a step father than what you got with Book 6. For example, the tech level of a world is examined, in specifics....because a world like Aramis, though it has the highest overall TL in the subsector, will have very low TLs in ocean craft and ocean enviornment technology. Those books will also give you ideas on customizing cultures, giving them quirks and such--special customs.





*Check out the example Loren Wiseman (one of the creators of Traveller) gives us in the opening article of the first JTAS (it's in the From The Management section--and I think it's JTAS 1, but may be JTAS 2).

Plus, if you don't have the JTAS collection, either in print or on CD, I HIGHLY suggest you get it. It's a grab bag of weapons, equipment, adventures, creatures, aliens, optional rules, and even official rules for a CT game. I've got the three soft backs, and they are indispensible--loads of ideas and useable info. They even include Computer Rules that were not included in the official rules but are official CT.
 
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The subsector duke. Norris is Duke of Regina; the sector duchess is Delphine of Mora.

I thought a Duke held sway over a Sector, and I thought Norris was the Duke of Regina (and the Sector) who became the Arch Duke of the four sector region--the Domain?

I'll admit, I'm not as up on my Traveller politics as I should be.
 
I thought a Duke held sway over a Sector, and I thought Norris was the Duke of Regina (and the Sector) who became the Arch Duke of the four sector region--the Domain?

I'll admit, I'm not as up on my Traveller politics as I should be.

The available information is admittedly very skimpy, but high noble dukes rule over subsectors. One subsector duke in every sector becomes sector duke. In the Spinward Marches that's Delphine. Norris jumped from subsector duke to archduke after Strephon's death.


Hans
 
In CT dukes rule sub sectors.

Archdukes ruling domains is hinted at in CT LD then later canonised in MT.

Delphine of Mora as sector duchess... trivia contest - where was that introduced into canon ;-)
 
In CT dukes rule sub sectors.

Archdukes ruling domains is hinted at in CT LD then later canonised in MT.
It's stated quite clearly in the Library Data. LDNZ p. 6 and 36.

Delphine of Mora as sector duchess... trivia contest - where was that introduced into canon ;-)
At one time I thought it was in MT. Then I stumbled across a CT reference. But my memory being what it is, I've forgotten where; I just remember finding the reference. And I admit it's possible that the memory is false. But I think it's somewhere in CT.


Hans
 
@Stan Shinn

Stan, take a look AT THIS. It's an example of how creative a Traveller Ref can get with JUST ONE WORLD!

Of course, it is no where near required to get this detailed about each and every world the players visit (or even get that detailed with a single world the players visit). But, the point is, Traveller gives you the tools to get this detailed, if you want to to. If you enjoy it.

What starts off as a string of numbers in a UWP can be extrapolated into an entire universe of Ref creativity.

And, if you create your game like this (start small, with just a few worlds, and keep growing it as you play), you, as Ref, will know your Traveller universe like the back of your own hand because YOU developed it. You didn't read it in a book somewhere. YOU made a lot of choices, created entire peoples and customs and situations.

This is old school gaming, back before all the game world supplements were produced by the various RPG companies. Back then, an RPG was a set of basic rules--basic rules of thumb--that the Ref used as a guideline to create his own universe.

You'll note, if you read any of the old GDW CT adventures, that those were written this way, too. Most times, when you bought a CT adventure, you didn't get a complete plot, every NPC and monster and creature completely statted out, like you did when you bought a D&D adventure. No, the Traveller adventures were like most things in CT. You got a basic location, most times, with some ideas on how to use it in a game. It was up to the Ref to morph the basics that were provided for his custom universe. What is Research Station Gamma? It's exactly what I'm talking about. It's up to the Ref to go nuts on the world, creating the people, and decide how the Research Station will fit into his own Traveller universe--and then populate the station accordingly.

Traveller is a blank canvase for creative GMs. Want to create your own sector of space? Use the rules in Book 3 Worlds and Adventure. Want to get more specific on each world? Use Book 6 Scouts. Want to have robots or other automated things? Use Book 8 Robots (I used it once to create these neat grav propelled, Tri-Shaped forest drones for a game I used once--these triangle shaped flat discs that were remote controlled and flew around the forest on patrol). Use JTAS for introducing new equipment and beasts and aliens.

The tools are there for you to create whatever you want.
 
I would suggest going through some of the published adventures on the CD to get a better feel of what you might want to do. Those can give you a lot of ideas or you can take the setting and create something entirely new from it. I would also recommend going with the Classic Traveller data, and go easy trying to mix Mongoose and Classic.

I would also recommend that you decide in advance if you want a planet-centered campaign to start with or if you anticipate your players having a ship and covering a lot of territory. If the latter, then rather than going into a detailed description of one planet, you need a lot of brief descriptions of many planets. The adventure Twilight's Peak should give you some ideas on that, as well as an idea of how detailed to get in a world's description. Research Station Gamma would also be good, as would Mission to Mithril.
 
I was thinking about Regina area since some of the classic adventures are set in that region as I recall.

There isn't as much detail for Regina subsector as there is for Aramis subsector in The Traveller Adventure. But there are a good number of adventures in Regina, that could potentially be linked together into a campaign.

I came up with some names of the world groups/clusters connected by J-1 for Regina subsector. This is non-canon, of course.

Regina Spur of the Spinward Main
- this is the group of worlds on the left side of the subsector map. From Jenghe up to Efate. Includes Jenghe, Regina, Ruie, Hefry, Forboldn colony, Knorbes, Whanga, Alell, Uakye, and Efate. These worlds are connected to the J-1 Spinward Main Trade Route.

Pixie Cluster
- this group of worlds includes Menorb, Boughene, Yres, and of course Pixie

Dentus Edge Worlds
- Called Tentus on some maps, the Dentus Edge Worlds are closest to the Vargr Worlds, and include Kinorb, Yorbund, Heya, and Dentus

MidWorlds Trace
- the central cluster of the subsector, the MidWorlds Trace contains Feri, Pscias, Enope, Beck's World, Shionthy, Keng, and Moughas

The Arid Tract
- Called the Arid Tract because of the lack of water on most of the worlds in the cluster, it includes: Wochiers, Algine, Rethe, and Yurst. Some maps show Algine as a Water World, some show it as Water-less, but most ships are hard pressed to find water for fuel in the cluster.

Dispersed Worlds
- The last 2 worlds, Roup and Yori, aren't connected to any other world in the subsector, although Yori is connected to Djinni in the Lanth subsector.

All worlds in the subsector are connected by at least a J-2, but most by J-1. The X-Boat Route hits every cluster in the subsector except the Arid Tract.

Hope that helps a bit.
 
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The Arid Tract
- Called the Arid Tract because of the lack of water on most of the worlds in the cluster, it includes: Wochiers, Algine, Rethe, and Yurst. Some maps show Algine as a Water World, some show it as Water-less, but most ships are hard pressed to find water for fuel in the cluster.
Algine has a hydrographics score of 6, but since it is under interdict, its water is not available for passing ships (unless they decide to violate the interdict, of course. :D)

The star cluster comprised of Heya, Kinorb, Dentus, and Wochiers is called the Kinorb Cluster.


Hans
 
Algine has a hydrographics score of 6, but since it is under interdict, its water is not available for passing ships (unless they decide to violate the interdict, of course. :D)

If you look at the map in the back of The Traveller Book, the symbol used on the map for Algine is for 'No Water Present'. Nice little discrepancy to throw off the players who don't look at the numbers.

:devil:

The star cluster comprised of Heya, Kinorb, Dentus, and Wochiers is called the Kinorb Cluster.

I think mine sounds neater, but did you have a reference page for that?
 
I think mine sounds neater, but did you have a reference page for that?
Well, I'm sure that I have it from somewhere in canon, but I can't remember where. The guy who put up the wiki entry for Kinorb Cluster claims that it's from The Spinward Marches Campaign, but he doesn't provide a page number, and I've been unable to find it. However, I've been calling it the Kinorb Cluster for many years, so I didn't get it from the wiki.


Hans
 
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