Timerover51
SOC-14 5K
If you want to re-invent Traveller, get a copy of the Cepheus Engine, where it is possible to cut and paste, and have at it.
Yes, it would change Traveller a lot. It would make skills and gaining them more akin to D&D and most other RPG's rather than the system it has now. That would come with the same advantages and disadvantages of those systems.I find this approach to be especially unappealing (as a Referee) in a Traveller context. It basically puts an upper limit on characters entirely dependent upon their attribute stats in reference to specific skills. It advantages the powerful (let alone the munchkins) while punishing the weak (sometimes known as roleplayers).
One can easily turn Traveller Atts into a dice code compatible with SW...
Traveller Att 1-2 3-4 5-6 7-8 9-A B-C D-E F-G Savage Worlds [d2] d4 d6 d8 d10 d12 D12+1
or
[d14]D12+2
or
[d16]
Traveller Att 1 2 3 -- 4-6 7-9 A-C D-F G-J Traveller skill unskilled -- -- level 0 1 2 3 4 5 Cortex [d2] [d3] d4 player choice of no die or d4 d6 d8 d10 d12 (coice of d12+1 or 2d10)
or
[d14]
brackets indicate unusual dice. I do have 2d14 and 4d16... and a d24, 2d7, and 3d3, plus 20dF (~d3-2)
for the d6 dice pool versions of YZE...
The 2dX versions (T2K 4E, Blade Runner) are a harder conversion... only 5 steps (no die-d6-d8-d10-d12) but no die is a special case.
Traveller Att -- -- 1-3 4-6 7-9 10-12 13-15 16-18 Traveller Skill unskilled 0 1 2 3 4 5+ YZE #D6 -1 +0 1 2 3 4 5 6
Noting that successes start at 6, 2 successes at 10... and 3 should start at 14, but 1's are bad on all dice
Note that the d4 can't generate a success but can generate a 1 and risk stress... but on one die only a single 1 has the effect a double 1 needs, so skill 0 goes from 1/sides to 1/(sides×4)
Traveller Att -- 1-4 5-8 9-12 13-16 17-19 Traveller Skill unskilled 0 1 2 3 4 T2K 4e dice no die d4 d6 d8 d10 d12 [d14]
And yes, I'd been pondering this for a while. Hence why I own 2d14...
The key point of Traveller character progression is that it is not generally measured in personal development, but instead in resource accumulation (money, ships, and -- as per '80s television specials, the real progression is the friends you made along the way).Traveller, as it stands, is more geared towards generating a character for a scenario or specific game then discarding it. Sure, some characters could continue to be used for multiple scenarios or games, but there really isn't a mechanism for a character to grow over time and be developed by the player as that happens.
One of my favorite internal head games is what I call "Cher-ing the Moment" as in "If I could turn back time …" For Traveller this involves going back to the game's creation and making suggestions on how to "improve" it. I know what I would say but I'm curious about how others would respond. (I know this must have been asked before but I don't know how to begin searching for that thread.) Try to limit your "suggestions" to the top three please.
Actually, it's more like John Boyd (the OODA loop) once said:The key point of Traveller character progression is that it is not generally measured in personal development, but instead in resource accumulation (money, ships, and -- as per '80s television specials, the real progression is the friends you made along the way).
This is actually pretty realistic. It also places a heavy burden on referees, who need to provide their players with character-appropriate (and player-satisfying) rewards rather than just handing out Experience Points.
Character (personality) growth happens within role-playing rather than through rule mechanics. This is a heavy burden on players, who need to keep their PCs in character, and considering how their PCs would incorporate their in-game experiences into their personalities.
And the rules have little if anything to support those aspects.
T2K plays well, but the stepping dice up/down for difficulty and other mods is a pain.The new T2k and Bladerunner system has my group interested...
that really doesn't hold up... all non CT editions provide ample opportunity to raise/change skills... Mega's is fast enough I had to enforce the experience limit... but at least it limited immediate upgrades via the setting calendar. TNE, T4, T20, GT, and HT are per session, no calendrical limits.The key point of Traveller character progression is that it is not generally measured in personal development, but instead in resource accumulation (money, ships, and -- as per '80s television specials, the real progression is the friends you made along the way).
The version I'd heard (quite apocryphal, of course, and this is just by way of saying I don't recall who put it out there) was that it was basically a bunch of former military guys imagining playing out a far-future version of their retirements.I always just figured it was a response to some off-hand comment at a gaming table about "old dudes can't adventure" overheard back in the 70's from some 16yo. Walking home, buzzed on beer and pot, Miller says to himself "oh yeah? Well I'm gonna make a game where us old dudes have all the ships, money and competency! And if you try to stay alive too long you die! Cuz living this long ain't a walk in the park!!"
Of course, Miller was a pup back then too so just my errant dreams... but its a nice image.
Marc, certainly. He was prior service when he met Frank Chadwick at Illinois State.The version I'd heard (quite apocryphal, of course, and this is just by way of saying I don't recall who put it out there) was that it was basically a bunch of former military guys imagining playing out a far-future version of their retirements.
A sci-fi story stimulator...?It’s a sci-fi story simulator.
The Third Imperium can be a pretty grim place. '77 was the year of Star Wars & the Evil Empire, after all. But any OTU has to have someplace "bad" to justify player characters carrying around all that armamentThe most dystopian OTU is the Third Imperium - if you read between the lines it is a pretty grim place except the frontier regions - although MgT is going with the white hat happy clappy yanks in space Third Imperium.
The TNE setting is oddly the one with the most freedom and potential for exploration and rebuilding, players can make a difference for the side of the good.
As to spending 40 years looking for or developing a setting to suit your needs -
Take my advice - write up a once page outline of what the player characters would know about the setting, ask your players what sort of adventuring they are after, and then get playing. The setting will come alive when there are players running around in it.
You do not need to know the serial numbers of the battle dress undergarments of the fourth cohort, seventh maniple, eleventh star legion to get started having fun adventures.
You don't need to map out an entire sector either, all you need are the planet the players start on and the systems they can reasonably travel to during their initial adventure. The setting will naturally evolve with the players, and don't be afraid to borrow or steal setting or plot ideas the players are discussing among themselves.
Indeed, but the 3I is not that "out". You can't really "fight" the 3I, you can only try to run away. If the 3I turns its attention on you, it does not end well for you. So, it's more a "keeping your head down and staying in the shadows thing" to keep their eye off of you, than running around strapped Just In Case.But any OUT has to have someplace "bad" to justify player characters carrying around all that armament![]()
Sorry about that. My right hand is faster than my left, and I don't always catch it.Indeed, but the 3I is not that "out". You can't really "fight" the 3I, you can only try to run away. If the 3I turns its attention on you, it does not end well for you. So, it's more a "keeping your head down and staying in the shadows thing" to keep their eye off of you, than running around strapped Just In Case.
Yes, too many people expect it to be a hardcore physics space sim, when really it’s more about being able to RPG sci-fi stories.A sci-fi story stimulator...?
I've said it before: The Third Imperium is what you'd get if all of 20th C. Earth's international agreements and institutions (everything from the World Bank to the Hague Conventions) were run by a heriditary UN backed by the firepower of the western military alliances. Not the countries themselves, just the agreements and institutions.However, the Third Imperium doesn't pretend to rule (most...) worlds. It rules the space between them. That leaves lots and lots and lots of places to go where you'll doubtless need to defend yourself, or make someone else defend themselves (for the right price or cause...).
Taxes and trade- so both have a mitigating effect in that there has to be a certain level of not revolting/genociding for taxes and rule of law when dealing with external trading/contractural law at least.No it isn't, because the UN promotes individual rights, while the Imperium couldn't care less about how planetary governments treat their people providing the taxes flow.