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Is Classic Traveller Suitable for Pulp Sci Fi?

Terquem

SOC-12
I'm thinking of starting a Pulp Sci Fi game in the style of the 1930s or 40s serials such as Buck Rodgers or Flash Gordon.

Has anyone else run a pulp sci-fi style game using the Classic traveler books?
 
I would say "no". Traveller combat is far too deadly for pulp action, although yo altering the damage rules might fix that.
 
I'm thinking of starting a Pulp Sci Fi game in the style of the 1930s or 40s serials such as Buck Rodgers or Flash Gordon.

Has anyone else run a pulp sci-fi style game using the Classic traveler books?

If you can find it, give Rocket Age a look. It is 2d6, but not Traveller 2d6. It was written precisely for what you want to do. Unfortunately, it appears to now be out of print (physically), but the pdfs are still available from DTRPG.
 
Pulp era involves fisticuffs, swordfights, the occasional blaster duel.

Get rid of the first blood rule and you are good to go for a pulp sci fi experience using CT.

And yes, I have run such games.
 
I'm thinking of starting a Pulp Sci Fi game in the style of the 1930s or 40s serials such as Buck Rodgers or Flash Gordon.

Has anyone else run a pulp sci-fi style game using the Classic traveler books?

Run, no. Drafted house rules for? Yes: my headnotes for my house-rule doc are below.

Abstract: For “Heroic” Classic Traveller character generation use 3D6, drop the lowest for all characteristics and 4 skill rolls/term for all careers. This comes close to the iconic Space Opera characters as described at the end of Supplement 1, with the following assumptions.
• All weapons skills collapse to Melee or Gun, both umbrella skills with no cascade (much as “Engineering” is an umbrella skill, and does not cascade)
• Seven terms are rolled for
• Mustering out rolls don’t provide any increases to skills


This should get you characters in the mode of John Carter, Kirth Gersen, Earl Dumarest, etc. Adjusting the first blood rule is another change I'd make, as well as having unconsciousness occur at two or three characteristics = 0, not just one.
 
Thanks everyone I have some new things to go find (driveThru for certain) and house rules to tinker with.

My Lucinda Rocket Campaign setting on the Hospital Ship I was designing is getting closer to being a reality.
 
I'm thinking of starting a Pulp Sci Fi game in the style of the 1930s or 40s serials such as Buck Rodgers or Flash Gordon.

Has anyone else run a pulp sci-fi style game using the Classic traveler books?
It's really a bit to gritty and simulationist to do that sort of thing well. and combat is famous for its deadliness. You might be better off with something designed for pulp action like PBTA, FATE or Savage Worlds. I'm pretty sure that you can even get off-the-shelf golden-age rocketpunk setting materials for most if not all of those systems.
 
It's really a bit to gritty and simulationist to do that sort of thing well. and combat is famous for its deadliness. You might be better off with something designed for pulp action like PBTA, FATE or Savage Worlds. I'm pretty sure that you can even get off-the-shelf golden-age rocketpunk setting materials for most if not all of those systems.

I'd recommend Fudge before FATE. I find Aspects highly annoying.
 
Other systems, system wise, seem to be just variations of "roll 2d6, apply modifiers, determine success" (or degree of success/relationship of success). After a quick review, I think I will try a mod of Classic Traveller

I already began working on three career paths, CoIT -The Congress of Interstellar Trade (Merchants), UCoIG - United Consortium of Interplanetary Governments (Navy), and IRS - Interplanetary Relief Society (Scouts)

And I might add a possible dirt-side army path, but I'm not sure the setting calls for a interstellar army and seems more likely to have mercenary contractors and planetary armies.

The Rocket Patrol of Planet Tomorrow will be a member of the UCoIG, while the Hospital Ship will be IRS, and I have some plot ideas that bring these two groups into conflict, regardless of which group the PCs end up being in.
 
I'm thinking of starting a Pulp Sci Fi game in the style of the 1930s or 40s serials such as Buck Rodgers or Flash Gordon.

Has anyone else run a pulp sci-fi style game using the Classic traveler books?

Big fan of old school Flash Gordon (Buster Crabbe '36, '38, and '40 serials). :)

Star Wars (ep IV) is the direct descendant of Flash Gordon*. Thus WEG's d6 Star Wars rules would be far better suited than Traveller.

Converting the original serials into WEG d6 stats would be a fun project -- if I had more time.

Ever heard of Savage Worlds Flash Gordon? That may scratch your itch.

Stellar Adventures (a scifi "plug-in" for Advanced Fighting Fantasy 2E) is pretty darned rules-lite and may be an even better fit for FG than WEG d6.

The Unisystem Cinematic rules (e.g. for the Buffy RPG and Angel RPG) may work, but some tinkering with rules to make them more setting-appropriate will be necessary.

Going back over my old, old notes, some skills:

Brawling
**Advanced skill: "Helmet Punch" (FWIR, only Flash was doing this!)
Resisto-Force Operation
Rocketship Piloting
Hydrocycle Operation
Superscience (Chemistry, Physics, Engineering, Rocket Science, Astronomy, Mathematics, etc.)
Ray Technology (death ray, invisibility ray, dehumanizer ray, anti-gravity, etc.)
Rocketship Gunnery (bombs, nose cannon, etc.)
Interplanetary Radio Operation
Rocketship Repair
Equitation (or creatures other than horses)
Sport. In the case of Flash he would have a specialisation in Polo.

Ray Weaponry (Gun, Rifle)
Swordfighting
Spear

KNOWLEDGE FIELDS:
**Mongovian Flora/Fauna
**Mongovian Religion (mystery Cult of Great God Tao)

Spaceograph Operation

~~~~~~~~~~~~~~~~

As a little side-note, the "Yellow Menace" element of pulp serials (FG and "The Drums of Fu Manchu" to name just a few) is impossible to get around and is a dimension of the genre that sets it firmly in its historical context of the early-20th century. On that note I was playing around by giving the infamous Ming a more Chinese name:

Ming2 Can3 Huang2 ("Emperor Ming the Merciless", or in Unicode, 660E, 6158, 7687)
Mongo = Man2 Guo2 (literally "Savage Country" or "Barbaric Land", which fits perfectly!) Unicode: 883B, 570B.
Tao (pronounced Tay-Oh in the serials) is very obviously from Dao, as in Daoism (which wasn't very creative of Alex Raymond, really).



____________
* not the 1980 atrocity, mind you.
 
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House rules and saving throws you say...

1. no first blood rule for PCs (you may want to keep it for critical hits like I do )
2. if a characteristic is reduced to 0 roll 2d vs unwounded End immediately (you need to get lower or equal to End for success), if successful raise 0 characteristic to half value immediately
 
House rules and saving throws you say...

1. no first blood rule for PCs (you may want to keep it for critical hits like I do )

2. if a characteristic is reduced to 0 roll 2d vs unwounded End immediately (you need to get lower or equal to End for success), if successful raise 0 characteristic to half value immediately

Number 2 would not be a bad idea for Traveller in general. Number 1 should be part of the rules.
 
House rules and saving throws you say...

1. no first blood rule for PCs (you may want to keep it for critical hits like I do )
2. if a characteristic is reduced to 0 roll 2d vs unwounded End immediately (you need to get lower or equal to End for success), if successful raise 0 characteristic to half value immediately

Number 1 has been part of my games for years.

I think I will have to try out number 2 as well.
 
House rules and saving throws you say...

1. no first blood rule for PCs (you may want to keep it for critical hits like I do )
2. if a characteristic is reduced to 0 roll 2d vs unwounded End immediately (you need to get lower or equal to End for success), if successful raise 0 characteristic to half value immediately

Mike, may I have your permission to add at least Number 2 to my reworked Cepheus Engine Rules, along with giving you appropriate credit?

I still need to think about the "no first blood" rule.
 
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