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Obscure CT Adventures & Supplements

What are some of your favorite "obscure" Classic Traveller Adventures & Supplements? I'm talking about those CT items that are hard to find and on the verge of being lost forever....maybe from a publisher of which nobody has ever heard. Heck, maybe it's a magazine article.

So, what was your favorite? What do you keep locked up, secure, in your Traveller hoarde...your "precious" that is probably not replaceable?

What's your favorite "lost" Classic Traveller publication?
 
Honestly, I'd have to think about that, as the production of the CDROMs has solved a lot of that problem.

But, I think if I had to choose something NON-GDW produced, I would say an article in the March '82 issue of Dragon magazine that discussed a way of producing alien races. (The same issue that featured Exondias Spaceport).
 
What are some of your favorite "obscure" Classic Traveller Adventures & Supplements? I'm talking about those CT items that are hard to find and on the verge of being lost forever....maybe from a publisher of which nobody has ever heard. Heck, maybe it's a magazine article.

So, what was your favorite? What do you keep locked up, secure, in your Traveller hoard...your "precious" that is probably not replaceable?

What's your favorite "lost" Classic Traveller publication?
I don't know that I'd call it a favorite, but the adventure Stranded on Arden by Marc Miller is certainly pretty obscure. It was in an RPG magazine whose name I can't recall. In one sense it isn't obscure at all, since it's just Exit Visa with the background changed from Alell to Arden (or maybe EV is SoA with the background changed from Arden to Alell -- I forget if I ever checked the dates). But the background changes tells a bit about Arden that you can't learn anywhere else.


Hans
 
Starport Planetfall from the Keith Bros. "Lost Supplements" collection.

I would like to track down a copy of Aboard the Death Station someday.
 
There were some great Traveller bits in White Dwarf before it became a GW houserag. Andy Slack, Marcus Rowland, Phil Masters...

I can't recall an adventure right now, but one of the above did a career system for a Scout Secret Service, which was several shades of awesome.
 
Phildor and Crash on Cunnoic from Gryphon #4. Adventures on Tschi form Spacegamer #40. I really liked the later because I an a Jack Vance fan.
 
Stranded on Arden was in the December 1981 Adventure Gaming magazine.


I have it. MWM author. Concerns crew of the Far Trader Empress Marava stranded on Arden in 1107 (just after outbreak of the 5FW) and needing to escape before a Zhodani fleet arrives. Needs Adv 3: Twilight's Peak to play. Droyne plays a key role.

Good detail about Arden.
 
I seem to recall that "White Wolf" magazine sometimes had very nice Trav articles before 40K. 'The Sable Rose Affair" was one I liked..( iirc that is )
 
Wow, and I thought I'd heard of them all in the last 27 years. Reilly Associates?
Small publisher in New York, early or mid-80s - published the AtDS adventure for Traveller and Variant magazine, which included some Traveller articles as well.

I have a few copies of Variant in my library. Very hard to find now.
 
What are some of your favorite "obscure" Classic Traveller Adventures & Supplements? I'm talking about those CT items that are hard to find and on the verge of being lost forever....maybe from a publisher of which nobody has ever heard. Heck, maybe it's a magazine article.


You mean like the following? Yeah. I have a crapload of obtuse and unique-hard-to-find Traveller articles, mostly from old magazines, fanzines, and long-decanonized publishers, etc. Half of them are garbage. And the other half? Absolute brilliant gems!

The illustration below.... from Dragon Magazine. "Dwarves in Space". It's every nerd's fantasy... to shoehorn some standard D&D/fantasy race and make it "doable" in Traveller universe. Yes, Roger E Moore succeeded in doing this with Dwarves in Space. Hell, he even wrote the archaic arms and armaments table (axes, battle axes, warhammers) which expanded upon the few "medieval arms" that was in Supplement 4.

Anyone who remembers the RPG industry in the 1980s realizes that Mr. Moore was one of the top-notch writers for Dragon Magazine (he was a proponent of both D&D as well as Traveller). Some gamers even speculated if Mr. Moore was also the same person as the actor who portrayed James Bond.

I doubt it. Hehe.

DwarvesSpace.jpg




P.S. --- that dwarf is holding his beloved Laser-Carbine-Battle-Axe.... or whatever....
 
... from Dragon Magazine. "Dwarves in Space". It's every nerd's fantasy...

OMG, I have that magazine! I was never really very interested in shoving dwarves (and by proxy elves, gnomes, halflings, and half-orcs) into my CT games. Kind of silly.

... And I think every nerd's fantasy is something more along the lines of "Carmen Electra in Space"... ;)

-Fox
 
One that I found useful was 'On Target' by Steve Cook. A system for rolling hit locations, critical damage, hospital stays, etc. Much more detail than LBB1.
 
Not really being interested in that much AD&D-Trav cross-breeding myself, but being a long-time Dwarf fan, I house-ruled that article into:

Human (gene-gineered) Dwarves in Traveller

This version of Dwarf is of genetically-modified human stock. They are the descendents of an early effort to develop hardy workers for deep-space habitats. They were shortened in height to reduce volume requirements for living spaces, in an effort to reduce building costs. Their musculature was modified to be more efficient, in order to reduce food/life support costs, and still keep their strength to the higher end of normal. Their immune systems were boosted to counter-act the high cross-infection rates normal in enclosed, close-proximity populations. All other characteristics remain human, with the exception of age, which is increased due to their hardier make-up. This hardiness also increases their “G-tolerance”, giving them a +1 DM for rolls involving the effects of high-G worlds and similar situations.

Dwarves tend to form self-sufficient ethnic population clusters, similar to the ghettos/”little cities” common in late pre-space Terran cities. This self-exclusion contributes to the negative impression felt by most Imperial officials, which is manifested in a scarcity of Patents of Nobility or high offices being granted to/won by dwarves. Most Dwarven societies have embraced the legendary stereotype suggested by their physiology, and their culture reflects this fascination with archaic weaponry, skills, and attitudes.

Independence and self-reliance are highly-respected virtues, resulting in manufacturing or repairing skills and careers among the most respected in normal society. Otherwise, careers are as normal, but they do tend toward Belter, Free Trader, Merchant, and similar careers. All of these dwarves spend at least one 4-year term as a Dwarf before entering the normal career resolution process. This first term begins at the age of 25 years.

Survival, positions and promotions, skills and training, and reenlistment are all as per Traveller Book 1, p. 5-6. Reenlistment is mandatory on a roll of 12. Dwarves may serve up to twelve terms voluntarily, and may retire any time after the sixth term of service. Mustering out is conducted exactly as described on p. 7 of Book 1, with extra die rolls for higher ranks and with restrictions on how many times the cash benefits table may be consulted.

Except for the periods between aging rolls being longer than the human norm, aging effects are applied in the same way as for humans. See the Dwarven Aging Table and p. 7-8 of Book 1 for details. Dwarves usually live to be about 130 years of age (150 in tech level 13 and higher communities). Note that aging effects can reduce strength and endurance below the initially rolled minimums of 6 and 9, respectively.



There follows two pages of the appropriate CT chargen tables, including aging points.
 
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