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Recomended reading/collecting

BluWolf

SOC-12
I am a newbie and I want pick up some of the older material out there for source and my own education. Now avoiding the easy though impractical answer of "everything", what would you all recommend as the top 10 supplements to get?

As an aside, I will be kit-bashing MTU together with T20 as the core but also using spycraft and Call of Cthulu stuff.

Thanks in advance.
 
there is some great stuff out there still.....let me dig around in my collection for some titals.....get back to you.....
 
The t20 rules are pretty good. if you are supporting it with other d20 games. even better.

I reccomend the FLUFF.

Library Data A-Z (that's two Little Black Books, 'LLB's)

Imperial Encyclopedia (Megatraveller supplement)

All the bogus TAS articles you can find.
 
Easiest path is to go for the FFE reprints series. The Classic Supplements (especially Supplement 8: Library Data A-M & Supplement 11: Library Data N-Z) summarizes all of the most important info. The MegaTraveller Imperial Encyclopedia and the GURPS: Traveller rulebook include most of the same info, some of it slightly updated to match those games' settings. For unpredigested info the best sources are The Classic Adventures and the two volumes of The Journal of the Travellers' Aid Society: 1-12 & 13-24, which are where most of the above Library Data originally came from. If you can find a copy on ebay or somewhere you should definitely pick up The Traveller Adventure which does more than any other single book to establish the style and feel of the Traveller Universe. Eventually you'll probably also want the various Alien Modules, but since those are next up in the reprint queue I'd recommend waiting a couple more months for the reprints rather than wasting a lot of effort (and money!) gathering them up individually off ebay.
 
Originally posted by BluWolf:
I am a newbie and I want pick up some of the older material out there for source and my own education. Now avoiding the easy though impractical answer of "everything", what would you all recommend as the top 10 supplements to get?

As an aside, I will be kit-bashing MTU together with T20 as the core but also using spycraft and Call of Cthulu stuff.

Thanks in advance.
GURPS:Traveller's Ground Forces. Great stuff on Imperial Army & Marines background, force makeup, missions and terms.
 
Hmm. The things to look for are:

1) The Traveller Adventure - a good episodic grand adventure that, while set in the OTU Spinward Marches could be lifted wholesale and run in YTU. It's got lots of great detail.

2) The library data. Either Supplements 8 & 11 or (and I think easier to find) the Megatraveller Imperial Encycolopedia or (easiest to find) the GURPS Traveller main book. Again it's OTU specific, but lots of crunch detail.

3) 76 Patrons (Supplement 6)- just lots of great ideas for adventures. The patron encounter is quite possibly one of Travellers greatest innovation.

4) Finally, I'd suggest Traders and Gunboats (Supplement 7) for good color on the types of ships a PC group will be able to use.

Those are the minimums I'd suggest. Getting the reprints if you can would be your really best bet.

HTH,

William
 
Essential:

CT Books 0-8 Reprint
JTAS Reprints (Books 1 and 2 covering Issues 1-25(?))
The Traveller Adventure

Excellent:

CT Alien Modules
CT Supp 7: Traders and Gunboats
CT Double Adv 1: Shadows/Annic Nova
CT Double Adv 2: Across the Bright Face/Mission on Mithril

Great:

Everything except. . .

Veterans (Don't really need it)

Just my opinion of course. . .
 
My top Ten Huh? I'll mostly echo what's been posted already:

1) FFE Reprint #2 the Classic Supplements - all of the LBB supplements are reprinted in there and it's a great value for the doller. So good, in fact, that the print run sold through. I believe it is being reprinted (any time now) and if you get lucky you may still be able to find it on the shelves of your FLGS - I had to look in about five stores last April but I did score one.

2) If you're going to be running the Spinward Marches or Solomani Rim as settings get the appropriate GURPS setting book - Behind the Claw for the Marches has its share of problems (noted elsewhere on this forum) but it is still a very good addition, it is also out of print but copies can be had. Rim of Fire is still available and is a cut above BtC as far as quality goes - so if you're thinking about the Solomani Rim that is a must have.

3) the Traveller Adventure - if only as an example of what you can cook up :D Really - you want this book. No, you can't have mine.

4) the Imperial Encyclopedia for MegaTraveller is a good background and equipment guide. Essential if YTU is going to kill Strephon on schedule
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5) FFE Reprint #3 the Classic Adventures - even if you don't use these directly - there are some great ideas. Of course anything you do use is going to have to be tweaked for T20, but that shouldn't be too hard....

6) Likewise, FFE Reprint #4 the Classic Short Adventures. Reprints 3 & 4 are still in print and available from a variety of sources.

7) FFE Reprint #6 JTAS 1-12 - JTAS is GREAT stuff if you're looking to recapture the Classic Traveller feel regardless of rules set. The nice thing about the JTAS stuff is that they are sometimes a bit more obscure due the the periodical nature of the Journal. So even if you have some fiend in your group who's read all of the LBB adventures, the JTAS might provide some fresh directions. the down side is that a lot of the JTAS material gets recycled in later supplements and adventures (i.e. Broadsword, Annic Nova, Aslan, Vargr etc.) so you're going to get some duplication.

8) FFE Reprint #6 JTAS 13-24 for the rest of the story. These are both still in print.

9) GT: Starports - I don't think this book is popular _enough_ Travellers spend a LOT of time in starports... this book is chock full of color for that part of your campaign.

10) This is sort of a wildcard catch all - buy the GURPS Traveller source book that is most relevent to the type of game you're going to be playing - If you're going to be dealing with Mercs then get the StarMercs book - Merchants then get Far Trader - Ground Forces is an excellent book for military campaigns (esp. if coupled with Starmercs) and First In will cover you quite nicely for voyages of exploration or if you're going to be whipping off star systems from scratch. If you're going to be wrapping your campaign around contact with an alien major race then get the appropriate Alien source book (although you could just wait for the FFE Alien module reprints which are due "soon.") Some of these are in print some not.

A word of warning - The GURPS books are usually pretty good and well written but the quality can vary. The character information presented in them is (naturally) GURPS specific but should be pretty easy to convert or mine for ideas. They're almost uniformly gold mines for for ideas and background.

Also, keep in mind that GTU and OTU divirge on the rebellion so all of the GURPS stuff is going to disagree with the MT and TNE stuff after about the year 1116....

Last notes - I've had good luck getting OOP MT and GT stuff from Gamer's Realm via mail order. This is not an endorsement, I don't work for them and your milage may vary. That said, I've phone ordered from them several times and the goods arrived in good condition and in reasonable time.

YTU = Your Traveller Universe
OTU = Official Traveller Universe
GTU = GURPS Traveller Universe

Hope that helps and good luck!
 
I would also recommend most of the GURPS material. Apart from those cited above (btw, the one for merchant campaign is Far Trader, not Merchants), I'll mention the Alien Races 1 through 4 (which compile and update all information from the old CT Alien Modules) and the Planetary Surveys (nearly systemless - just plug and play in your own campaign setting).
 
Originally posted by BluWolf:
Any opinions on the "101 ..." books?

101 cargos
101 governments
101 religions.....
They're idea gold-mines one and all, but as their content is intended to be plug-and-play use-anywhere generic you won't get much/any background info about the OTU from them. (Note: I don't have any of the most recent BITS books, so maybe they've become more detailed and less generic since last I saw). Along those same lines, the GURPS: Traveller Planetary Surveys (which each take a single planet and detail the heck out of it) are all extremely well done and provide a good mix of gameable situations and OTU background development. Only drawback is that they're hellaciously overpriced ($9 per 32pp comic-book-sized volume).
 
I ordered 101 animals and 101 rendez-vous sight unseen myself.

I'm not so much looking for background colour as something different to confront my characters with in the wilderness. And while i'm sure it will show up again I've decided to tone down the 'Dead Spacer Pub' franchise. I'm just not enough of a bar hopper to get a real feel for some of these places. I'm hoping those products will help.
 
Another thought if you are looking for novels or other fluff to give you a feel for the Traveler universe...

Note these are NOT traveller products incorporating the ideas within will require some conversions, as some here are fond of saying:

Your mileage may vary.

H.Beam Pipers TerroHuman Future History: a bunch of novels and short story omnibuses (Re)released by Ace in the 70's and 80's. Piper died in the 60's so his tech levels are not unlike traveller's: Computers are still programmed by tape/punch card/control panel with lots of blinking lights and are big and clumsy. Handguns and Rifle not unfamiliar to our age at all are still the primary means of fighting. The common car is now a contragravity flying car. Messages only travel as fast as the starships carrying them. His future history spans thousands of years and his stories take place among rising, falling, stable and unstable empires. Really cool stuff.

CJ Cherryh: has a grip on gritty, slice of life, personalities caught in the grip of broad historical events. My personal Fave's here are Rimrunners and Merchanter's luck but any of her novels set in her future history of the 'Company wars' will give you a feel for what it's like to be a spacer. The tech is way different for the most part though.

David Weber's stuff is good mental bubblegum blood and thunder fleet action. Worth reading for naval characters. There's an excellant description in Field of Dishonour for example, of a "drumming out ceremony" (ceremonial unfrocking and contemptious dissmissal of a dishonored officer).
 
Tanya Huff's "Valor" series is real good so far. Very quick read for me, couldn't put it down. About a marine sarg in diplomatic/battle situations. Pretty darn good.

RV
 
Best supplement I have had access to was Digest Groups Megatraveller supplement : Starship Operations Manual 1. Great stuff on Free Trader Beowolf. Was there ever a volume 2?
 
Originally posted by al duc:
btw, the one for merchant campaign is Far Trader, not Merchants
Oops... Noted. Corrected - thank you.

I'd like to wholeheartedly second Garf's reading list - very good choices...

Let me add - the Mote In God's Eye by Niven and Pournelle and the Prince(omnibus edition off all of the Falkenberg/Sparta stuff) by Jerry Pournelle as very applicable to Space Navy/Noble and Merc/Army type campaigns, respectively.
 
Originally posted by RabidVargr:
Tanya Huff's "Valor" series is real good so far. Very quick read for me, couldn't put it down. About a marine sarg in diplomatic/battle situations. Pretty darn good.
Thx RV

My wife is reading these right now - I'm re-reading Weber. She seems to chuckle and smirk a lot :D I'll have to try them when I'm through chewing on the Weber.
 
Originally posted by BluWolf:
I am a newbie and I want pick up some of the older material out there for source and my own education. Now avoiding the easy though impractical answer of "everything", what would you all recommend as the top 10 supplements to get?

As an aside, I will be kit-bashing MTU together with T20 as the core but also using spycraft and Call of Cthulu stuff.

Thanks in advance.
For fiction:
I second or third the H. Beam Piper recommendations. Space Viking, Uller Uprising, and the Comic Computer are all great Traveller fodder.

E.C. Tubb's Dumarest of Terra series predates Traveller and has a lot of Traveller concepts, air/rafts, fast/slow drug, low/middle/high passage, the everpresent dagger...

Pournelle's Co-Do stuff. Even better, the Pournelle/S.M. Stirling books.

David Weber's Honor Harrington series for grand naval battles and political fodder.

Of course, the great Space Opera series, E.E. "Doc" Smith's Lensmen series.
 
Originally posted by Garf:
How could I forget Jerry Pournelle?

Imperial Marine IMTU are based HEAVILY on Co-Dominion Line Marines.
I got more of a feel from his Imperial (1st and 2nd Empire) forces than from his Co-Dominion forces. If you can fin his War World sagas, you will find a Great couple of battles,(the Battle of Tanith was Spectacular) and the battle from the opening of Mote in Gods Eye was hidding in his Stars at War series.

Ok so I have been reading Pournelle for a long time. :cool:

Capt. Blacklight
 
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