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The Culture

mike wightman

SOC-14 10K
I have just finished reading Iain M. Banks' Culture novels again and I wondered if anyone had based a Traveller game in the setting or borrowed elements to include in their own Traveller universe.

It occurs to me that many of the ideas from the novels could be used for flavouring a very high TL(17+) world or polity.
 
For me, those are only legend - rarely seen in the average chain bookstore (i.e. Borders/Barnes and Noble). Which is the beginning book?
 
Originally posted by Sigg Oddra:
I have just finished reading Iain M. Banks' Culture novels again and I wondered if anyone had based a Traveller game in the setting or borrowed elements to include in their own Traveller universe.

It occurs to me that many of the ideas from the novels could be used for flavouring a very high TL(17+) world or polity.
The AI ship names, the robot drones, and the general decedance of the Culture. Also the Culture's use of agents and troubleshooters to do their dirty work for them.

Consider Phelbas, Use of Weapons, and Player of Games are good examples*. (the typical pc group, the retired agent reactivated, a negotiater/plant)

The books are good reads as well. I prefer the British versions for the better covers and bigger format. Most of the books feature lower tech worlds including at least one semi-fantasy (as in fictional medieval technology) novel.

Casey

* and are a recommended starting reading order
 
'Look to Windward' was also very good, fascinating read, and fun too...
 
Not a Culture novel, but another of Banks' works - "Against A Dark Background" - has a lot of good ideas for the GM. Without giving too much away it involves a group of PC-like characters on a quest to recover a legendary artifact. Lots of color as one expects from Banks.

John
 
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