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CT ... Necessities

Depends upon their comfort level with learning a new system.

Starter Traveller & Classic Short Adventures (1-6+)

The Traveller Book & The Traveller Adventure - moderately comfortable

The Basic Books (1-3)& The Classic Adventures (1-13).
 
Depends upon their comfort level with learning a new system.

Starter Traveller & Classic Short Adventures (1-6+)

The Traveller Book & The Traveller Adventure - moderately comfortable

The Basic Books (1-3)& The Classic Adventures (1-13).
 
If you don't mind cruising eBay hunting for them, I still say Quintessensial Traveller is The Traveller Book and The Traveller Adventure. With this pair, you are Now Playing Traveller.

The two volumes provide a fairly detailed setting (Regina and Aramis subsectors of the Spinward Marches), a detailed major non-human race (Vargr), two minor races (Ebokin and Dandies), some starter adventures to kick things off, and a nice long Adventure that can occupy as much time as you want to commit to it.

Then, add in whatever else suits your fancy.

For in-print stuff, I guess I would recommend going through the various Classic Traveller Reprints. It is a pity that FFE apparently has abandoned them just before finishing, but you can get almost all of CT through them.

Finally, I do want to mention two other items: T20 and GT:ISW. While neither are "CT", they are both directly based on CT, are both in print (at least I think T20 still is), and both use much more modern RPG systems. Unless you are a committed grognard, either of these make terrific entry points into Traveller.
 
If you don't mind cruising eBay hunting for them, I still say Quintessensial Traveller is The Traveller Book and The Traveller Adventure. With this pair, you are Now Playing Traveller.

The two volumes provide a fairly detailed setting (Regina and Aramis subsectors of the Spinward Marches), a detailed major non-human race (Vargr), two minor races (Ebokin and Dandies), some starter adventures to kick things off, and a nice long Adventure that can occupy as much time as you want to commit to it.

Then, add in whatever else suits your fancy.

For in-print stuff, I guess I would recommend going through the various Classic Traveller Reprints. It is a pity that FFE apparently has abandoned them just before finishing, but you can get almost all of CT through them.

Finally, I do want to mention two other items: T20 and GT:ISW. While neither are "CT", they are both directly based on CT, are both in print (at least I think T20 still is), and both use much more modern RPG systems. Unless you are a committed grognard, either of these make terrific entry points into Traveller.
 
I loved Annic Nova - it was 'Alien', in module form. all the players could relate to it, and it really cemented my play group.

Also agree about 'The Traveller Book' and 'The Traveller Adventure', and the FFE books (which I didn't know had died on the vine :( )
 
I loved Annic Nova - it was 'Alien', in module form. all the players could relate to it, and it really cemented my play group.

Also agree about 'The Traveller Book' and 'The Traveller Adventure', and the FFE books (which I didn't know had died on the vine :( )
 
Originally posted by mickazoid:
Also agree about 'The Traveller Book' and 'The Traveller Adventure', and the FFE books (which I didn't know had died on the vine :( )
Yeah. Apparently FFE is trying to switch from print books to CD-ROMs. Also, his T5 and Second Survey efforts have apparently taken his focus from anything else (including those aforementioned CD-ROMs).

Pity, too. I was looking forward to the Modules Reprint. Oh well, I lucked across a cheap copy of SMC, and already have TTB and TTA. I just need to find a cheap copy of Alien Realms and I can call it even.
 
Originally posted by mickazoid:
Also agree about 'The Traveller Book' and 'The Traveller Adventure', and the FFE books (which I didn't know had died on the vine :( )
Yeah. Apparently FFE is trying to switch from print books to CD-ROMs. Also, his T5 and Second Survey efforts have apparently taken his focus from anything else (including those aforementioned CD-ROMs).

Pity, too. I was looking forward to the Modules Reprint. Oh well, I lucked across a cheap copy of SMC, and already have TTB and TTA. I just need to find a cheap copy of Alien Realms and I can call it even.
 
Originally posted by WJP:
This is a respected set of rules for Traveller that includes a Range Band version of the space combat system presented in Book 2. The Range Band version can be played with or without a hex map or square grid (you can plot movement if you want, but you don't have to, if you prefer not to), and it's so much more user friendly than the vector movement system presented with most rules versions (LBB's, TB, reprints) of Classic Traveller space combat.
Is the range band system presented in T4 (Marc Miller's Traveller Rulebook) the same one you're referring to above, WJP? There's a beat up copy at a hobby store near me and I was thinking of picking it up.
 
Originally posted by WJP:
This is a respected set of rules for Traveller that includes a Range Band version of the space combat system presented in Book 2. The Range Band version can be played with or without a hex map or square grid (you can plot movement if you want, but you don't have to, if you prefer not to), and it's so much more user friendly than the vector movement system presented with most rules versions (LBB's, TB, reprints) of Classic Traveller space combat.
Is the range band system presented in T4 (Marc Miller's Traveller Rulebook) the same one you're referring to above, WJP? There's a beat up copy at a hobby store near me and I was thinking of picking it up.
 
Must find this Starter Edition then.
 
SOCOM,

If you click on this link:

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000310;p=3

You will find a discussion between me and Sig that explains the Range Band method.

You can use your standard Book 2 rules, with our description of the Range Band method, and you'll be up and running.

First, re-read the Range Band method used for range for Personal Combat in Book 1. You can play the Range Band method, easily, that way (in fact, that's how it's written in Starter Traveller).

Or, you can do as I do, plotting movement on a hex board (or you can use a sheet of grap paper), where each hex = 1 Range Band.

This way, your players have a visual representation of the plot between ships in a starship combat. I've found it really adds to the role playing (even indicating what the characters see on their sensors and in their holotanks).

Read the info from the link I posted above, and you'll be able to convert the vector movement system from Book 2 to the range band method.

It's very simple. Not complicated at all.
 
SOCOM,

If you click on this link:

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000310;p=3

You will find a discussion between me and Sig that explains the Range Band method.

You can use your standard Book 2 rules, with our description of the Range Band method, and you'll be up and running.

First, re-read the Range Band method used for range for Personal Combat in Book 1. You can play the Range Band method, easily, that way (in fact, that's how it's written in Starter Traveller).

Or, you can do as I do, plotting movement on a hex board (or you can use a sheet of grap paper), where each hex = 1 Range Band.

This way, your players have a visual representation of the plot between ships in a starship combat. I've found it really adds to the role playing (even indicating what the characters see on their sensors and in their holotanks).

Read the info from the link I posted above, and you'll be able to convert the vector movement system from Book 2 to the range band method.

It's very simple. Not complicated at all.
 
VECTOR MOVEMENT IN BOOK 2 STARSHIP COMBAT


VECTOR MOVEMENT MADE SIMPLE


Nobody I know (locally or on the net) uses the vector movement system in Book 2 for space combat. It's too bad, too, because the Book 2 space combat system is extremely fun and very focused on role playing (I typically cut back and forth between what's happening outside/inside the ship...or you can just play Book 2 space combat as a typical map-style game...but I always make it visual and put the players there aboard ship.).

Part of the problem with Book 2 space combat movement is the way it's written. It turns people off.

Try this, though...

Simply take a piece of graph paper (or a big sheet you'd buy from an artists' supply store) to plot movement.

Each square = 25mm (represents 2500 km in the game world).

Then, forget using a protractor to figure degrees. Simply use the squares for generalized direction: 0 degrees; 45 degrees; 90 degrees; 135 degrees; 180 degrees; 225 degrees; 270 degrees; 315 degrees.

Each of the sides and points of a square is an allowed direction of travel, moving clockwise around the square. So, a ship traveling along a vector at 135 degrees would be travelling down the south right point of the square. 180 degrees is travelling due south on a square. 0 degrees is travelling due north on the map. Etc. Should be easy to figure out (just pick a "north" side to the map).

Now, as you play Book 2 space combat, you're moving your ship a number of squares each turn. Remember that 4 squares (at 25mm each) will equal 10,000 km in the game world. A 1G ship can accelerate or decelerate up to 4 squares per round. Multiply the ship's M-Drive G rating by 4, and this will be the maximum number of squares the ship can accelerate/decelerate each round.

So...

You've got a 3G vessel at relative stop on the game board. Your ship can accelerate up to a max of 12 squares per round, or any number of squares less than that. If you accelerate at max for 3 rounds, your ship will be moving at 36 squares per round. If you want to slow down, you can slow your ship up to a max of 12 squares (so it will take you 3 turns to slow down to relative stop again). In one turn, you could decrease speed from 36 squares to 24 squares per round (but no more in one round).

Remember that a vector is a measurment of both speed and direction. So, your ship's vector will always include it's direction.

Let's say the top of the map is considered "north". If this is true, then:

0 degrees is "north".

45 degrees is "north east".

90 degrees is "east".

135 degrees is "south east".

180 degrees is "south".

225 degrees is "south west".

270 degrees is "west".

315 degrees is "north west".

(Just to make this cool, consider "north" as Galactic North on the map.)

If a ship's vector reads: 16 @ 315 degrees

Then that ship is travelling "north west" at 16 squares per space combat round.


And, that's it. Vector movement made simple. Follow what I've written above plus the rules in Book 2 for space combat, and you're in for a romping good time playing some Traveller starship encounters.
 
VECTOR MOVEMENT IN BOOK 2 STARSHIP COMBAT


VECTOR MOVEMENT MADE SIMPLE


Nobody I know (locally or on the net) uses the vector movement system in Book 2 for space combat. It's too bad, too, because the Book 2 space combat system is extremely fun and very focused on role playing (I typically cut back and forth between what's happening outside/inside the ship...or you can just play Book 2 space combat as a typical map-style game...but I always make it visual and put the players there aboard ship.).

Part of the problem with Book 2 space combat movement is the way it's written. It turns people off.

Try this, though...

Simply take a piece of graph paper (or a big sheet you'd buy from an artists' supply store) to plot movement.

Each square = 25mm (represents 2500 km in the game world).

Then, forget using a protractor to figure degrees. Simply use the squares for generalized direction: 0 degrees; 45 degrees; 90 degrees; 135 degrees; 180 degrees; 225 degrees; 270 degrees; 315 degrees.

Each of the sides and points of a square is an allowed direction of travel, moving clockwise around the square. So, a ship traveling along a vector at 135 degrees would be travelling down the south right point of the square. 180 degrees is travelling due south on a square. 0 degrees is travelling due north on the map. Etc. Should be easy to figure out (just pick a "north" side to the map).

Now, as you play Book 2 space combat, you're moving your ship a number of squares each turn. Remember that 4 squares (at 25mm each) will equal 10,000 km in the game world. A 1G ship can accelerate or decelerate up to 4 squares per round. Multiply the ship's M-Drive G rating by 4, and this will be the maximum number of squares the ship can accelerate/decelerate each round.

So...

You've got a 3G vessel at relative stop on the game board. Your ship can accelerate up to a max of 12 squares per round, or any number of squares less than that. If you accelerate at max for 3 rounds, your ship will be moving at 36 squares per round. If you want to slow down, you can slow your ship up to a max of 12 squares (so it will take you 3 turns to slow down to relative stop again). In one turn, you could decrease speed from 36 squares to 24 squares per round (but no more in one round).

Remember that a vector is a measurment of both speed and direction. So, your ship's vector will always include it's direction.

Let's say the top of the map is considered "north". If this is true, then:

0 degrees is "north".

45 degrees is "north east".

90 degrees is "east".

135 degrees is "south east".

180 degrees is "south".

225 degrees is "south west".

270 degrees is "west".

315 degrees is "north west".

(Just to make this cool, consider "north" as Galactic North on the map.)

If a ship's vector reads: 16 @ 315 degrees

Then that ship is travelling "north west" at 16 squares per space combat round.


And, that's it. Vector movement made simple. Follow what I've written above plus the rules in Book 2 for space combat, and you're in for a romping good time playing some Traveller starship encounters.
 
Nobody I know (locally or on the net) uses the vector movement system in Book 2 for space combat.
Ahem. We use Book 2's vector movement system with small ship combat. Including the world templates (especially the world templates). It's the only way to go.

Of course, we need a generous amount of floor space to do it properly. Your solution works fine, as do Chessex hexmats for Mayday-style combat.
 
Nobody I know (locally or on the net) uses the vector movement system in Book 2 for space combat.
Ahem. We use Book 2's vector movement system with small ship combat. Including the world templates (especially the world templates). It's the only way to go.

Of course, we need a generous amount of floor space to do it properly. Your solution works fine, as do Chessex hexmats for Mayday-style combat.
 
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