Necro-Thread
I'm bringing this thread back to throw out a few ideas that worked in my Traveller:SGC campaign. It was based on Classic Traveller rules.
Characters
• LBB4 "Mercenary" worked well for generating SGC characters.
• Most of skills are based on TL7 gear and weapons (TL8 Max.). Intelligence 8+ required for xenotech training (TL9+).
• Air Force character skills tended toward the technical side, and their vehicle skills defaulted to Air Craft.
• Army and Marines were rolled as directed.
• Social Class was treated more as a "Charisma" score, reflecting the character's own personal influence on others.
• "Hit Points" (insert eyeroll smilie here) were the sum of Strength, Dexterity, and Endurance. 2/3 maximum or above granted all weapons bonuses for Strength and Dexterity. 1/3 maximum to 2/3 minus 1 was "stunned", with no bonuses, and penalties for fatigue. 1 point to 1/3 minus 1 was "unconscious", and 0 or less was "dead".
Worlds
• All "Garden" class worlds had stargates - some were undiscovered by the natives, some were discovered and thought to be archeological curiosities, and some were known and understood by the natives.
• Each world had an associated "SGC Code", beginning with the letter 'P', followed by the Sector number (1-9 and A-X), followed by the subsector letter (A-P), followed by a hyphen, and finishing with a 3-digit code for the subsector hex. Thus Earth (SR-1827) became "PXK-207", and Porozlo became "P1H-305" (SM-2715).
• Technically, Earth was designated "PXK-207c", and the Moon was designated "PXK-207ca" (even though it did not have a stargate ... until Atlantis touched down, but that's another story).
• There are 37 Garden worlds in the Spinward Marches alone. This was enough to keep the players busy for a year or more.
Space Travel
• I tried to keep to the canonical Traveller rules at first, but found that having a Jump-6 speed limit detracted from the "feel" of the adventures. Instead, I set a "36 parsecs per week" limit as a compromise between the canons of both Stargate and Traveller.
• Only one ansible ever showed up in the game, and it almost led to Earth's destruction.
• Otherwise, the characters had limitted access to Tel'taks (Scout/Cargo vessels), death gliders, and the F-3XX fighter/bomber series.
Weapons
• Most weapons available to the characters were of Tau'ri design and manufacture.
• Staff weapons were primitive, low-powered plasma weapons that used a modified shotgun armor/damage matrix. They were easily damaged during melee combat.
• Zat guns were tricky - one hit stunned, two hits knocked out, and three hits killed (no disintegrations). They hit as a pistol-3, due to the difficulty in aiming at a single target. Their usefulness came into play when a silenced firearm just wasn't quiet enough and did too much damage for the mission profile. Their effectiveness was similar to a tranq gun, but with greater capacity.
Once the mechanics were worked out, game play took over. Since most of the players were familiar with the Stargate series', it was easy to work out a few basic house rules - which were mostly compromises between playability and cinematic effect.
Next, I'll tell you how the Six Major Races were blended with the mythos of Gua'uld, Asgard, Toc'ra, and so forth.