• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Living Traveller - What is the status???

A while ago, I posted a question about an RPGA campaign for T20, based on the Living module.

I recieved one email - and nothing more.

Is there anyone here who knows what is the current status of the project? Any feedback would be good.

Just to let you all why I am asking, I am thinking of a sub game to the living campaign, a trade centric competition.

I need to know if the campaign will be sector/subsector or planet based.

Thanks and regards.

Darryl
 
Well, the best way to make something happen is to do it ourselves... besides, if they can justify living Arcanis (better suited to toiletpaper, IMO), then Trav shouldn't be a problem... ;)
 
We have had some people ask us about a "livign" traveller game. We would love to have that happen. But we have only had one half-hearted attempt.

It would take a lot of strong organization to get it going.

I am sure that we would work with whomever DId step up to the plate. As long as they delievered the goods so to speak.

Bruce
The Man Behind the Curtain
 
Okay, I'll bite:

What's it meant by "living traveller?", a nonstop live RPG? (online?)

inquisitive heretics wanna know... :D :cool:
 
Originally posted by Liam Devlin:
Okay, I'll bite:

What's it meant by "living traveller?", a nonstop live RPG? (online?)

inquisitive heretics wanna know... :D :cool:
Check out these WotC link Liam. Here are the RPGA sanctioned LIving sites. they may give you more of an idea what it's about per se

Living Campaigns
 
Originally posted by Ellros:
</font><blockquote>quote:</font><hr />Originally posted by Liam Devlin:
Okay, I'll bite:

What's it meant by "living traveller?", a nonstop live RPG? (online?)

inquisitive heretics wanna know... :D :cool:
Check out these WotC link Liam. Here are the RPGA sanctioned LIving sites. they may give you more of an idea what it's about per se

Living Campaigns
</font>[/QUOTE]_________________________________________________
That would be a lotta work. I got the picture. Hmmm an ambitious project that would be, (agreeing with Bruce). It would be nice addition to all those other 'realms/ D20 game system settings.
Thanx Ellros, see ya Monday fer the Live RPG!
 
I suspect the Living Traveller concept has had a less than enthusiatic response because some or many people had the same thoughts I did. My response to the idea was very luke warm. Living campaigns, as a shared history, source of adventures and ability to cross characters through cons. Nice idea, but one I've seen done for Traveller for 20+ years. Why do we need add whole new set of WOTC rules for doing this? I mean we've got the History of the Imperium Working group, JTAS (both print and on line), Downport.com and other online sites, not to mention the TML, CotI, and a number of other active discussion boards. So what would all of the work entailed in meeting all of the "Living Campaign" rules add?
 
Originally posted by tjoneslo:
<snip> So what would all of the work entailed in meeting all of the "Living Campaign" rules add?
Most RPGA rules additions are geared toward providing guidelines to ensure a level playing field for the players (novice and experienced alike), that characters being played togther have a similar amount of experience and capability. This is to promote the contributions of all players and reduce the chance of one player hogging the spotlight and reducing the enjoyment of others.

To this end, the access to high-end gear is closely controlled, and only characters of similar character level are typically allowed to play together. Modules are written at various threat levels to adjust for variations in the average party level.

All of this is necessary to prevent a character from breaking a module by having equipment that is out of character for the campaign. (i.e. vastly out-numbered the characters are exhorted to "surrender or die" by the local warlord...Player 1 "I drop my pistol", Player 2 "You got a pistol, all I got is this stick", Player 3 "I shoot him with my FGMP-15, and then call in an orbital bombardment, just to be sure...", player 4 :eek: module over...)

Putting those guidelines together and defining what constitues legal equipment, specifying the house rules (which every home game develops) and giving approved interpretations of grey areas all falls under job of the campaign coordinators. All this has to be done before the first module can be outlined/written/edited/distributed.

Thomas
 
Putting those guidelines together and defining what constitues legal equipment, specifying the house rules (which every home game develops) and giving approved interpretations of grey areas all falls under job of the campaign coordinators. All this has to be done before the first module can be outlined/written/edited/distributed.
Maybe its the beer in me talking, but I suspect this wouldn't be terribly difficult for T20. I'd love to collaborate with people on this, but I don't have any "living" campagin experince.

Perhaps somebody (or me) should start a yahoo group to get this going.
 
Here is a draft of my idea for the Living Traveller Project. Feel free to flame or praise...

Introduction

The RPGA is a gaming organisation with worldwide membership. It currently runs a myriad of campaigns including Wizard of the Coast’s Living Greyhawk, Living Force as well as other company games like FFG’s Living Dragonstar and AEG’s Living Spycraft. Many of these games are controlled either by members serving in a voluntary capacity, or by the publishers of the games.

A Living campaign has many advantages. Since there is a common ‘ground rules’ for each campaign, players can easily bring a character and join any available gaming session, even if the players come from different cities and/or countries. There is also a strong ‘world building’ element, where members help create adventures, organisations and characters that help create rich details.

Traveller has always had these element, as shown by the works in the old (and new e-zine) Journal of the Traveller’s Aid Society, the Citizens of the Galaxy web zine, the work of the History of the Imperium Working Group and the plethora of web pages currently on the web dedicated to Traveller.

The Living Traveller Project (LTP) proposes that by combining the skills and imagination of the Traveller community, combines with the mechanisms that the RPGA provides, in creating a new Living Traveller campaign.

The following is a proposal only, nothing within this document should be considered concrete. However, I believe that this document will form the base needed to create the Living Traveller campaign, and allow common reference for discussions.

1. Rule systems.

One of the issues to be dealt with Traveller is the choice of rule systems. There are currently three versions of the system available commercially (GURPS Traveller and Traveller 20, and Classic Traveller) as well as older out of print versions (MegaTraveller and Traveller: The New Era).
The Living Traveller Project proposes to not to make a decision on preferred rule system. Instead, LTP proposes that each rule system is allocated an Imperial Domain.
For example:

Rule System Domain
Classic Traveller Deneb (Spinward Marches, Corridor and Deneb sectors)
Traveller 20 Gateway Domain (Ley, Gateway et al sectors)
GURPS Traveller Solomani Rim (Solomani Rim, Diaspora, Alpha Crucis, Old Expanse)

By using domain system, players have access to rule system specific backgrounds, as well as use the rich background available for that domain published for those rule system. This also reduces the need for a campaign book (like the Living Greyhawk Gazetteer). However, each domain will need to create rules and policies for play in that domain (for example character generation and experience) which may necessitate creation of a domain specific book or document.

2. Organisation of Domains

At the start, the LTP will concentrate on Gateway (to tie in with the T20 system) and if the demand is there, Deneb and Solomani Rim (for CT and GURPS respectively). Each domain will have a person in charge (PIC). The PIC will either be appointed by the company producing the rules set used in that domain, mechanisms used in the RPGA (as defined by the RPGA) or chosen by the players in that domain. It will be the job of the PIC (and whatever mechanism is decided to be created to support the PIC) to approve modules to be played in that domain and how to adapt modules from other domains so that they are playable in the PIC’s domain.

3. Module Adaptations

Modules should be written in such a way that uses a specific domain and that it uses the rule set designated for that domain. This is not to say however that the module is for the sole use for that domain.
Using a mechanism like that found in BITS publications, and using cliché ships, vehicles, alien races and technology, it will not be difficult for PIC of other domains to approve adaptations for their particular domain.
For example, a module of a hijack attempt on a Far Trader can be easily adapted for all systems as the Far Trader is a cliché ship, and the weapons and characters can also be cliché. An attack on a Tigress would be harder, as statistics for the ship would not be available in all systems, unless someone made the effort to design one for the rules systems that currently do not have stats for one.
The use of the word cliché should not be seen in a negative light, but in reference of items and ideas that are common throughout Traveller’s canon.
By this token, a module set on a particular world in Ley sector could be converted to either Solomani Rim or Spinward Marches if there is a world with the same or similar UWP, and that it does not use specific domain only plot elements. Even those with specific domain plot elements could be changes (i.e. a SolSec operation in the Solomani Rim could be changed to a Zhodani operation in the Spinward Marches).

4. Time of Campaign

The proposed period for the LTP is 1000 Imperial (5518 A.D). This is the default period of the T20 product range, and also offers advantages for other systems. The Solomani Rim War is in full swing, tension is high between the Imperium and Zhodani, and it is also the period of the IISS Second Survey.

5. Time keeping.

In Living Greyhawk timekeeping (in terms of Time Units) is an important element (this is a mechanism to regulate the amount of modules played in a calendar year). In LTP, I propose we use Time Units as well, to allow the information generated by the modules to be used in a LTP Traveller News Service style information system for players and referees. Each new year in real time represents a new year game time (starting from year 1000). Each module will take 1 to 2 TU (equivalent to 7 days per time unit) and each jump is equivalent to 1 TU.
This will mean that initially, all modules set in a domain should be grouped in or round a small group of planets. However, if the campaign grows (as it is hoped), players will have lots of flexibility in where they play in the domain, if they are willing to spend the TU’s to get there.
Another system to regulate time can be simply allowing 2 modules to be played per player per month. This will prevent strange date calculations (i.e. a player playing less Living Traveller would have to sacrifice many TU’s to play a module with a player who has played regularly).

6. News

As mentioned before, it is envisioned that as part of the LTP, a TNS style news system be used as part of the Living Traveller campaign. This will serve three purposes.

i. To generate interest in upcoming modules.

ii. To allow players to have their actioned become part of the Living Traveller campaign.

iii. To allow players in other domains and non Living Traveller players stay abreast of activities occurring within the campaign.

7. Trade and other meta-activities

“Trade is the lifeblood of the Imperium”. And so shall it be in Living Traveller. Players should be encouraged to conduct trade throughout the Living campaign. Each domain should use its own rules specific trade system. At the end of each campaign year, the players who achieve the best trade could be given an award (though I believe that GT:Far Trader should be used throughout the LTP as it allows full mapping of trade within a sector, domain and the whole Imperium)
Each module could contain a mini module containing trade options for the world(s) that the module is set on (and planets within 1 jump of the world the modules are set on). I also believe that players may chose to forgo modules and just conduct trade operations. A series of mini modules could be provided for each domain to allow free form trade games to be conducted easily. This should be seen as a strong point of the Living Traveller campaign, compared with other Living campaigns.
If this feature works, the LTP could add other meta-activities into the campaign. Likely options would be Trillion Credit Squadron games, Striker campaigns and other meta games that are available for the rule system (or created for/by players for their domain).

8. Meta Orgs.

Some of the major elements in Living campaigns is Meta Orgs, or organisations that give players access to character classes, skills and equipment within the game. In Traveller there are some famous meta-orgs which do not need creating (i.e. SolSec, Megacorps, Navy, Army, Marines, Scouts, Starport Authorities, Imperial bureaucracies et al). These do not have to be created at the same level as other campaigns, as they are very much defined with Traveller canon. However, domain specific rules may need to be created, and at a later date, there may be scope for players playing meta-org campaigns (that is, a campaign set wholly within an organisation, like a Naval or Scout campaign).

Conclusion.

There is a large scope available for a Living Traveller campaign. I believe there is interest available to allow the creation of a strong and vibrant community of players and referees that will promote the playing of Traveller.
 
I anticipate several problems with this, no surprise as I've run into many problems with the living campaigns over the years. Game balance becomes a problem, particularly with the much wider assortment of character generation available.

For example: How do you plan to deal with prior history? At the end of a character's first term, they could be anywhere between 1st and 6th level.

How about equipment? Are you going to require everyone to come from the same planet for sake of game balance? Off limits equipment (man portable weapons, starships, and so forth) is going to have to be determined almost immediately.

Attribute points? Remember that T20 has 9 stats (10 if you count psi) rather than the usual 6ish of most d20 systems that I'm familiar with.

Once it's done, I'd certainly be interested in playing.
 
I do like what has been proposed. I think it'd be a great campaign to become involved in, and I'd definitely run games for it locally.
(Austin has a pretty active RPGA membership, so I know that the city's ripe for candidates.


I think that the modules could be written generically enough to cover the spread of the three gaming systems with one module, by minimizing the rules and using a BITS-inspired task system.

As for attributes, I think that for the nine stats (STR, DEX, CON, INT, WIS, CHA, EDU, SOC, PSI), you could simply take a base Point Buy number, such as 28, and multiply by 1.5 to get the T20 base. Thus, I'd suggest 42 as the base attribute point method. (I'm running a campaign at 32 X 1.5, or 48, and that's easily too much for T20.)

As for Prior History, that is definitely a hurdle that we'll have to look at.

I don't think that the level disparity should affect a well-written Traveller adventure (since CT had an extremely wide range in character capacity in skills and stats, and it did/does very well despite that seeming handicap.) Of course, this is MHO, YMMV.

Hope this feedback helps,
Flynn
 
Originally posted by lightsenshi:
I anticipate several problems with this, no surprise as I've run into many problems with the living campaigns over the years. Game balance becomes a problem, particularly with the much wider assortment of character generation available.

For example: How do you plan to deal with prior history? At the end of a character's first term, they could be anywhere between 1st and 6th level.

How about equipment? Are you going to require everyone to come from the same planet for sake of game balance? Off limits equipment (man portable weapons, starships, and so forth) is going to have to be determined almost immediately.

Attribute points? Remember that T20 has 9 stats (10 if you count psi) rather than the usual 6ish of most d20 systems that I'm familiar with.

Once it's done, I'd certainly be interested in playing.
1. Game ballance

Traveller has never been really a ballanced game. Characters have allways had a wide viarity of power levels, even in the old CT 3 book system.

As a result, there has to be a different feel with designing encounters for LTP. In a way, this is an advantage, as there will be no Tier levels as found in Living Greyhawke. If the party levels are beyong a certian level, add some extra gumies. Or better yet vehicles and armour.

Remember, this will be the only RPGA campaign that will ALLOW permament starship ownership, thus vehicles will be more common than even Living Force. This can alter the ballance as well.

Stat wise, the RPGA stat buy will be fine IMHO. Living Spycraft uses 36 points, and this makes extreamly competent characters. 40 point over 9 stats will give LG feeling characters.

However, there is need for detail discussion on this, and all feedback is welcocome.

2. Equipment

Clich weapons, armour and eqiuipment will need to be defined and verified that they excist over all systems part of LTP. However, Anything that is military tech (Battledress, Plasma/Fusion weapons et al) will of be controlled (Law levels/CR levels will provide built in controls for this.

3. Starting Worlds

This may be a bigger issue. As starting skills, Tech levels and careers are dependent on this, do we use cliche worlds (a UWP for each tech level that characters can come from), allow a limited set of worlds that characters can come from (avoiding Law Level 0/ Tech Level 15 worlds), or allow open ended world choice.

Feedback welcome.

Darryl
 
I'm going to suggest around a 42 point buy for attributes. Also, I'd suggest Spinward Marches (homework being Regina for all characters). For prior history, I'd suggest having it rolled in front of a judge.
 
Originally posted by lightsenshi:
I'm going to suggest around a 42 point buy for attributes. Also, I'd suggest Spinward Marches (homework being Regina for all characters). For prior history, I'd suggest having it rolled in front of a judge.
42 points is a good start.

I think however, in order to get T20 players and QLI involved, the T20 hope region should be Gateway Domain.

The UWP there should be "washed" so they make some sense, and it is also the default domain for the T20 game anyway.

Darryl
 
Originally posted by solar_shipping:
</font><blockquote>quote:</font><hr />Originally posted by lightsenshi:
I'm going to suggest around a 42 point buy for attributes. Also, I'd suggest Spinward Marches (homework being Regina for all characters). For prior history, I'd suggest having it rolled in front of a judge.
42 points is a good start.

I think however, in order to get T20 players and QLI involved, the T20 hope region should be Gateway Domain.

The UWP there should be "washed" so they make some sense, and it is also the default domain for the T20 game anyway.

Darryl
</font>[/QUOTE]And here I was hoping for some TL14 gear. ;)
 
Maybe a particular star cluster could be designated as the starting point for all characters. Not the Linkworlds, as it would need to contain a large number of systems to give a broad base of UWPs. But that would put everyone in close proximity to each other starting out, and increase the probability of interaction.
 
This does sound interesting - as usual, I'm sort of worried about getting to any activity and, of course local interest (Massachusetts doesn't seem to have much anyway, my area having less).
 
Back
Top