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Raise your hand if you are still playing T20!

We started a MongT game.

But somedays, I miss T20. I like how enabling it is.

And I never got a chance to take the Player's Guide for a spin.
I really like the Player's Guide, it adds quite a few options.
There are a couple of places where it went back to old Traveller concepts rather than follow D20 standards (like special schools awarding ranks in specific skills), but having played older versions of Traveller, I see where the idea came from, so I don't have a problem with it.

On the other hand, it adds Corsair, Martial Artist & Psionicist (classes) and the Drop Trooper feat. Depending on which group of players I ca get together, I will be running either a campaign based around intrigues in a sector duke's court or I'll drop the OTU and run Colonial Space Marines in a Bug Hunters/Aliens/Starship Troopers style game.

Now if only I could get the promised heavy weapons TA that was mentioned in Personel Weapons...
 
I still play. In fact I just committed my self to running three one shot adventures in february.

I'll probably continue to play until 3.0/3.5 gets hopelessly outdated. minor issues with the patch/port not withstanding. T20 is MY favourite traveller ruleset.
 
. . . maybe. . ?

I picked up the T20 book a couple years ago and have recently barely cracked it open again. I'd like to run a sci-fi, space campaign for my group of players.
Not sure if I should use the Traveller setting though because there are a couple of ideas I'd like to play with:
Jump Gates (rather than jump drives)
Interstellar Communication limitations--I would play with the idea that communication between star systems is impractical, as the fastest a message can travel is by speed of light unless it is carried through a jump gate. The noted exception to this would be telepathy between 2 individuals who had been in contact with each other previously, thus making telepaths a hot commodity for rulers and would-be rulers.

Just thinking out loud. Would be interested in hearing feedback, ideas, suggestions, or references to books or game materials where I could play with these concepts.
 
Heinlein's "Time for the Stars" posits that some twins and triplets are able to communicate telepathically across interstellar distances. A telepathic communication network using such peole would have some interesting limitations, much depending on how big a percentage of twins and triplets are telepathic (i.e. how many "radios" you have available).
 
Shoot, me and my friends are involved in a T20 game one of them is running on the weekends now. I haven't had the time or the resources to do so, like I usually do, but one of my best friends is running it. I seriously doubt I'll ever play any version of Traveller but T20 again. We played the d20 system for so long they were quite eager to play a Sci Fi game, especially one so epic as Traveller.
 
Traveller at GenCon?

I'm looking for Traveller D20 on the GenCon listings.... I don't see a game being run. Am I missing it?
 
Limping along with T20

My D&D-centric players and I are still locked in a T20 campaign, supplemented by D20 Modern. Is this the right forum to biatch about T20's limitations? If so, pull up a chair.
 
My D&D-centric players and I are still locked in a T20 campaign, supplemented by D20 Modern. Is this the right forum to biatch about T20's limitations? If so, pull up a chair.

Hi Coality, I've got a comfy chair if you want to post. Start a thread. Fire away. It's not the right forum to just biatch (there isn't one) but there are a few great ones to bounce ideas in or simply ask for some if anything in our olde game (any version) has you frustrated :)
 
My D&D-centric players and I are still locked in a T20 campaign, supplemented by D20 Modern. Is this the right forum to biatch about T20's limitations? If so, pull up a chair.

Start a new thread to do so.
 
Just started T20 up (again)

I first played T20 2yrs ago for like 5 adventure sessions, then we had a drop out and then the GM and his wife (who played) did the whole "blow each other out the airlock" routine and are now divorced. That killed all of our Champions games too.

Last April, I got the itch and convinced my old GM to be a player (he was like, Hell Yes! aint ben a player in years).

It has taken me several months to find interested players, but we finally got started in June. 5 guys in their 40s to 50s... wow, what a novel concept! It is so nice not having to deal with immature feebs who have been sucking on the "fantasy pacifier" and have not yet developed the concept of real roleplaying.

We are playing the Gateway Domain setting in the year 989. They gang has started off in the Crucis Margin. The merchant is a little miffed the Far Trader he got as mustering out was not just given to him. "What do you mean we have to find it? Why isn't it still sitting in the impound lot?" Then to find out he has to hire a crew and then fight off the old crew who don't want to give it up AND have been canibalizing the ship for credits to get it out of impound. "You're the new owner? Those papers are forged! Get the hell off OUR ship...."

I have 40 some years of classic scifi reading I am putting into my campaign. The whole Droyne-Ancient concept was blown out the airlock on day one. I like (and my group is learning to like) the novel concept of space opera with some real gritty nail biting going on. They don't know much about the Ancients, but I find an Andre Norton/Asimov/Clarke approach to previous advanced technologies puts more mystery and fun in the adventure. If the players actually find an Ancient Outpost and the disrupter pistols only have 2 shots left, then they better use them wisely...

A couple of the guys have already realized I am *NOT* following the Traveller history religiously... what do you mean the 3rd Imperium might nuke Earth to a burned out cinder rather than occupy it?

Anyway, sorry to rattle on... I am really enjoying T20 and I have always wanted to play a real scifi setting.

BTW, I am 45 and being playing rpgs since 1978... yup, the original D&D 1st ed...
 
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I'm working on running a adventure/campaign in my original sci-fi setting, using T20.

I've been playing Star Wars Saga Edition which has a few good ideas. I don't know how they might be transferred to T20 though. The Mongoose version of Traveller has some good ideas, but some bad ones as well. I think I prefer T20 after all is said and done.
 
I'm working on running a adventure/campaign in my original sci-fi setting, using T20.

I've been playing Star Wars Saga Edition which has a few good ideas. I don't know how they might be transferred to T20 though. The Mongoose version of Traveller has some good ideas, but some bad ones as well. I think I prefer T20 after all is said and done.

One transferable idea might be the damage track and one batch of hitpoints.
Stamina become hit-points, lifeblood+AR is the damage threshold and ignore the damage reduction of AR.
Armour makes you harder to hurt (AC) and harder to kill. Vets are more likely to keep going through damage that doesn't kill them (like in T20) and damage degrades your performance.

The damage track could also be used to reduce peoples abilities in high gravities, or thin atmospheres in a quick and easy fashion. Gravity too high? While on this world you are one step down the track due to exhaustion.
 
I running, creating, and in a way writing for a T20 game. I really like the T20 rules set, and lament that it has been more or less abandoned by the creators. Still so much there to work with, and stuff that we're probably never going to see. A ity really, but games come I go. I intend to keep working with it, because it's been a long time since I've enjoyed a ruleset so much :)

I do have a question though. I keep hearing talk of a Players Handbook book. It that jus the core set, or is there another book out there that I'm unaware of?

Cheers,
MancerBear
 
Re: Handbook for Players
It's a subset of the reworked core set.

It's PDF only as far as I've seen.
 
Given the subject of thread and for interest's sake - I started my most recent T20 game in the last couple of weeks; I'm really looking forward to getting stuck into it.

I may transplant it onto an online message-board roleplay site as well (I can't remember whether I'm allowed to link to other sites here, so I shan't) but if there is anyone interested in that kind of RP, and Traveller d20 style, send me a message privately and I will be happy to discuss further.
 
One transferable idea might be the damage track and one batch of hitpoints.
Stamina become hit-points, lifeblood+AR is the damage threshold and ignore the damage reduction of AR.
Armour makes you harder to hurt (AC) and harder to kill. Vets are more likely to keep going through damage that doesn't kill them (like in T20) and damage degrades your performance.

The damage track could also be used to reduce peoples abilities in high gravities, or thin atmospheres in a quick and easy fashion. Gravity too high? While on this world you are one step down the track due to exhaustion.
I like the idea of the condition track, but I would have to be careful about any transferal of ideas between the two systems. For one thing, in SW Saga Ed, clvl or heroic level is a huge determiner of what your various defences are, and defences themselves replace T20's AC and saving throw systems.

Another area to look at is consolidating the skill list. Saga refines it, has a lot of generic skills that can be used in many ways, which fits with the amount of skills you get as a character, while T20 goes the other way - plenty of skills, and a lot of leeway for customisation.
 
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