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I like TL 12

Hello! I am new here but not new to Traveller. I have been toying with the idea of running a game using just books 1-3 as much as possible(other books, and the Starter Set do creep in) and I think that TL 12 is about as high as I think most of the worlds should go. Yes, this means that large (1000T) ships will be slow and FGMP will not exist, but I think I run a game better without "Poof! you'r DEAD!" weapons. Any thoughts? I just wanted to share.
 
Hello! I am new here but not new to Traveller. I have been toying with the idea of running a game using just books 1-3 as much as possible(other books, and the Starter Set do creep in) and I think that TL 12 is about as high as I think most of the worlds should go. Yes, this means that large (1000T) ships will be slow and FGMP will not exist, but I think I run a game better without "Poof! you'r DEAD!" weapons. Any thoughts? I just wanted to share.
 
TL12 isn't a bad cap on Traveller TL for a starting game.

It's close enough to the here and now, and to TV shows like B5, Enterprise and BattleStar Galactica, that describing things to the players shouldn't be too difficult.

It also means you have the option of introducing the higher TL stuff as alien artifacts, or relic technology from a long dead empire etc.

And welcome aboard Dirk
 
TL12 isn't a bad cap on Traveller TL for a starting game.

It's close enough to the here and now, and to TV shows like B5, Enterprise and BattleStar Galactica, that describing things to the players shouldn't be too difficult.

It also means you have the option of introducing the higher TL stuff as alien artifacts, or relic technology from a long dead empire etc.

And welcome aboard Dirk
 
Too which I should add that a couple of Traveller settings have a cap of TL12.

The excellent GURPS Traveller: Interstellar Wars, set during the conflict between the Earth and the Vilani Imperium, and T4 which is set during the early days and expansion of the third Imperium.
 
Too which I should add that a couple of Traveller settings have a cap of TL12.

The excellent GURPS Traveller: Interstellar Wars, set during the conflict between the Earth and the Vilani Imperium, and T4 which is set during the early days and expansion of the third Imperium.
 
Yep, keeping the characters mid tech can be the best way to start. Then any high tech stuff is more whiz bang. "Wow! A TL-13 Laser Carbine! Look Ma, no backpack!" ZAPZAP.


As far as FGMP goes, no way I'd let a player character have it without a "lot of splainin" and I'd probably never have them have to face one either, unless maybe they had a "lot of splainin" to do for something they shouldn't oughta done
file_22.gif
 
Yep, keeping the characters mid tech can be the best way to start. Then any high tech stuff is more whiz bang. "Wow! A TL-13 Laser Carbine! Look Ma, no backpack!" ZAPZAP.


As far as FGMP goes, no way I'd let a player character have it without a "lot of splainin" and I'd probably never have them have to face one either, unless maybe they had a "lot of splainin" to do for something they shouldn't oughta done
file_22.gif
 
My Solar Triumvirate TU is TL12 maximum, limiting jump ranges to Jump-3 for "high-tech" ships (I use HG); making fighters useful (dampers are weak at TL12); keeping high-tech menegable; and all the while making most items displayed in LBBs1-4 available.
 
My Solar Triumvirate TU is TL12 maximum, limiting jump ranges to Jump-3 for "high-tech" ships (I use HG); making fighters useful (dampers are weak at TL12); keeping high-tech menegable; and all the while making most items displayed in LBBs1-4 available.
 
The Wilds of TNE 1248 are suggested max of TL12. Of course, most polities not described in the book are max TL13, while those in the book tend to top out at TL14, with a few TL15 core worlds, if that. But you are most likely to see TL12 or less in 1248.

Heck, after processing, the Hinterworlds sector in 1248 tops out at TL11, if I recall correctly.

I think it makes for a smaller playground and a more interesting and focused campaign.

YMMV,
Flynn
 
The Wilds of TNE 1248 are suggested max of TL12. Of course, most polities not described in the book are max TL13, while those in the book tend to top out at TL14, with a few TL15 core worlds, if that. But you are most likely to see TL12 or less in 1248.

Heck, after processing, the Hinterworlds sector in 1248 tops out at TL11, if I recall correctly.

I think it makes for a smaller playground and a more interesting and focused campaign.

YMMV,
Flynn
 
Hi Dirk:
I believe that TL 12 is very manageable and includes many of what I consider the best ship designs (like the Carrier designs from High Lightning).

Welcome!
 
Hi Dirk:
I believe that TL 12 is very manageable and includes many of what I consider the best ship designs (like the Carrier designs from High Lightning).

Welcome!
 
One nice aspect of TL12, at least in HG2 terms, is that fighters still work. When armed with nuc-missiles fighters are still ship killers at TL12.

That alone give the players many more role-playing opportunities.


Have fun,
Bill
 
One nice aspect of TL12, at least in HG2 terms, is that fighters still work. When armed with nuc-missiles fighters are still ship killers at TL12.

That alone give the players many more role-playing opportunities.


Have fun,
Bill
 
I like TL 13, but wouldn't mind TL 12 if I subsume some things (like Gauss Pistols and Gauss Saws) into it.

For some strange reason most of my settings get a cap of TL-11...
 
I like TL 13, but wouldn't mind TL 12 if I subsume some things (like Gauss Pistols and Gauss Saws) into it.

For some strange reason most of my settings get a cap of TL-11...
 
Let the love fest continue.
I like TL12 too and it is the norm of MTU. It leaves room for players to get "advanced" tech that one can incorporate into the game easily without unbalancing it since the rules cover up to TL15 nicely. You also have a ready description of those advanced TL15 cultures.

Of course any gun can be poof your dead without some form of armor. ;)
 
Let the love fest continue.
I like TL12 too and it is the norm of MTU. It leaves room for players to get "advanced" tech that one can incorporate into the game easily without unbalancing it since the rules cover up to TL15 nicely. You also have a ready description of those advanced TL15 cultures.

Of course any gun can be poof your dead without some form of armor. ;)
 
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