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The Essentials

Bare minimum let me suggest the Books 0 - 8 reprint (I've used everything but Book 8, didn't like it much) and the first volume of JTAS reprints. There's enough stuff there to keep you going a while.

After that, again coming at this as minimally as possible, I suggest the second JTAS reprint volume and then the Suppliments reprint. If I'm not mistaken, between the two JTAS volumes you'll have basic chargen info for all of the major alien races as well as the Bwaps and the Virushi.

These are just my suggestions though.
 
Bare minimum let me suggest the Books 0 - 8 reprint (I've used everything but Book 8, didn't like it much) and the first volume of JTAS reprints. There's enough stuff there to keep you going a while.

After that, again coming at this as minimally as possible, I suggest the second JTAS reprint volume and then the Suppliments reprint. If I'm not mistaken, between the two JTAS volumes you'll have basic chargen info for all of the major alien races as well as the Bwaps and the Virushi.

These are just my suggestions though.
 
I'll take the opposite of Neil's tack, and pick from the posts already here and vote for elements of them.

The Traveller Book is wonderful. It's a compilation of Books 1-3, plus a small bit of extra stuff. That and 2d6 is all you need to play Traveller. You might find it for around $20 at an Amazon 'z-shop' or elsewhere.

As Merxiless pointed out, the four "Best of JTAS" issues are nice to have, though not critical at all.

Supplement 2, Animal Encounters, is nice, although you can generate encounter tables for free at that lovely Downport affiliate, Signal GK.

For reference and equipment, you can't do much better than the Imperial Encyclopedia. It's a MegaTraveller product, but the library data is CT friendly, and the lists of aliens, vehicles, craft, and equipment are too good to pass up. $10 at titangames.com

Likewise, if you like forms and charts already created for you, I'd recommend MT's Referee's Companion. $10 used.

If you're looking for an adventure that conveys the feel of CT, I'd recommend Adventure 3, Twilight's Peak $5 at titangames.com
 
I'll take the opposite of Neil's tack, and pick from the posts already here and vote for elements of them.

The Traveller Book is wonderful. It's a compilation of Books 1-3, plus a small bit of extra stuff. That and 2d6 is all you need to play Traveller. You might find it for around $20 at an Amazon 'z-shop' or elsewhere.

As Merxiless pointed out, the four "Best of JTAS" issues are nice to have, though not critical at all.

Supplement 2, Animal Encounters, is nice, although you can generate encounter tables for free at that lovely Downport affiliate, Signal GK.

For reference and equipment, you can't do much better than the Imperial Encyclopedia. It's a MegaTraveller product, but the library data is CT friendly, and the lists of aliens, vehicles, craft, and equipment are too good to pass up. $10 at titangames.com

Likewise, if you like forms and charts already created for you, I'd recommend MT's Referee's Companion. $10 used.

If you're looking for an adventure that conveys the feel of CT, I'd recommend Adventure 3, Twilight's Peak $5 at titangames.com
 
Yes, the first two JTAS volumes can be incredibly useful.

While the Alien Modules let you create Aliens that work in their own environment (e.g. Aslan in the Hierate), the JTAS writeups give you enough information to use them in the Imperium. Also, JTAS gives several more aliens like the Bwaps, Virushi, Ael Yael, and many more. Plus, many bestiary entries including the Taun-taun ripoff and the infamous Beaker Monkeys.
 
Yes, the first two JTAS volumes can be incredibly useful.

While the Alien Modules let you create Aliens that work in their own environment (e.g. Aslan in the Hierate), the JTAS writeups give you enough information to use them in the Imperium. Also, JTAS gives several more aliens like the Bwaps, Virushi, Ael Yael, and many more. Plus, many bestiary entries including the Taun-taun ripoff and the infamous Beaker Monkeys.
 
Originally posted by Kurega Gikur:
The Classic Books 1-3.
All the rest is window dressing.
Have I had fun with just books 1-3? Sure, long, long ago. But IMHO that books 4, 5, 6 and 7, along with Supplement 4 (Citizens) add so much to the game they're essential too.

/shrug

Horses for courses. Note I don't say the OTU is essential - see my sig.


- John
 
Originally posted by Kurega Gikur:
The Classic Books 1-3.
All the rest is window dressing.
Have I had fun with just books 1-3? Sure, long, long ago. But IMHO that books 4, 5, 6 and 7, along with Supplement 4 (Citizens) add so much to the game they're essential too.

/shrug

Horses for courses. Note I don't say the OTU is essential - see my sig.


- John
 
Wow! It appears I came to the right place.
Thanks!

Some specific comments:

I never bought Heroes of Tomorrow (Task Force Games), but I do have Heroes of Legend and Heroes of Today. I agree, those books were incredible and I relie on HoToday for any modern character I generate.

I also have GURPS: Space. I've certainly found easier and still satisfying ways of generating solar systems, but Space's system generation 'feels' the most authentic. They also have great ideas on future technology.

As for what kind of campaign I'm running, I'm thinking pretty much custom - though surprisingly close to the 'canon' Confederation/Vilani wars of 2089+. I have Starfire and Imperial Starfire (also TFG.) Imperial deals with system generation, economics, ship construction etc. for playing a campaign...but the rules set is... well, number intensive is a nice way of putting it.

So one day I started a TL 2 (probably about TL 8 or 9 in Traveller) war between Earth and Mars just to get a feel for the campaign system without worrying about multiple solar systems. While this was going on one of the Terran ships went exploring, found a jump point (a specific breach in space between two systems, vs. Traveller's jump engines), and went to a neighboring system. I rolled it up. TL 6 aliens (about TL 11 in Traveller.) Hostile. Chased the explorer back into the Sol system and attacked.

That's when I stopped, but I always wondered what would have happened next... whether the two warring factions could have unified against the common threat and overcome the severe tech gap. I think it'd make an interesting campaign, though obviously the campaign focus changes since everything's happening in one solar system and you need to tweak the careers and equipment for a TL 8/9 society.

Ptah: Thanks for the link you provided! I followed it and randomly picked up on what appeared to be a three year old debate on marines and cutlasses - that alone was an interesting read. Just from the feedback in this one thread I think you're right: If I look around and ask questions I should find all I need.


Books 1-3 are obvious, though there seems to be a strong consensus for 4-7 as well. I think I'll go the 0-8 route, since I like the idea of some expanded character generation and yes, my original 0-3s are gone. Similarly Supplement 4 appears to be high on my list for the extra careers. (I also know there are many home brew careers at various sites online.)

I did notice that eventually colleges and military academies joined the creation rules. Was that at any point in CT? If so, what book/supplement? I don't remember them from Book 1. (Or is my memory failing?)

Supplement 2 (animal encounters) looks useful - perhaps not for my above mentioned campaign idea, but certainly for a more general exploration campaign.

So I think it's the books, make sure I still like the system as much I remember, then the supplements, followed later by the TAS, the adventures and some aliens in that order... and ripping out the OTU stuff unless I start running in the Third Imperium. If I recall correctly one of the classic games actually dealt with the Terran/Villani war, but I think I still have that...somewhere.
 
Wow! It appears I came to the right place.
Thanks!

Some specific comments:

I never bought Heroes of Tomorrow (Task Force Games), but I do have Heroes of Legend and Heroes of Today. I agree, those books were incredible and I relie on HoToday for any modern character I generate.

I also have GURPS: Space. I've certainly found easier and still satisfying ways of generating solar systems, but Space's system generation 'feels' the most authentic. They also have great ideas on future technology.

As for what kind of campaign I'm running, I'm thinking pretty much custom - though surprisingly close to the 'canon' Confederation/Vilani wars of 2089+. I have Starfire and Imperial Starfire (also TFG.) Imperial deals with system generation, economics, ship construction etc. for playing a campaign...but the rules set is... well, number intensive is a nice way of putting it.

So one day I started a TL 2 (probably about TL 8 or 9 in Traveller) war between Earth and Mars just to get a feel for the campaign system without worrying about multiple solar systems. While this was going on one of the Terran ships went exploring, found a jump point (a specific breach in space between two systems, vs. Traveller's jump engines), and went to a neighboring system. I rolled it up. TL 6 aliens (about TL 11 in Traveller.) Hostile. Chased the explorer back into the Sol system and attacked.

That's when I stopped, but I always wondered what would have happened next... whether the two warring factions could have unified against the common threat and overcome the severe tech gap. I think it'd make an interesting campaign, though obviously the campaign focus changes since everything's happening in one solar system and you need to tweak the careers and equipment for a TL 8/9 society.

Ptah: Thanks for the link you provided! I followed it and randomly picked up on what appeared to be a three year old debate on marines and cutlasses - that alone was an interesting read. Just from the feedback in this one thread I think you're right: If I look around and ask questions I should find all I need.


Books 1-3 are obvious, though there seems to be a strong consensus for 4-7 as well. I think I'll go the 0-8 route, since I like the idea of some expanded character generation and yes, my original 0-3s are gone. Similarly Supplement 4 appears to be high on my list for the extra careers. (I also know there are many home brew careers at various sites online.)

I did notice that eventually colleges and military academies joined the creation rules. Was that at any point in CT? If so, what book/supplement? I don't remember them from Book 1. (Or is my memory failing?)

Supplement 2 (animal encounters) looks useful - perhaps not for my above mentioned campaign idea, but certainly for a more general exploration campaign.

So I think it's the books, make sure I still like the system as much I remember, then the supplements, followed later by the TAS, the adventures and some aliens in that order... and ripping out the OTU stuff unless I start running in the Third Imperium. If I recall correctly one of the classic games actually dealt with the Terran/Villani war, but I think I still have that...somewhere.
 
There is more Traveller knowledge here then anywhere in the universe.
Real scientists, gearheads, Vilani language experts, computer programmers, and raving lunatics, you name it they are lurking around here somewhere.

also have GURPS: Space. I've certainly found easier and still satisfying ways of generating solar systems, but Space's system generation 'feels' the most authentic.
All due respect to GURPS but to use their stuff in the TU I suggest GURPS for Traveller from SJG.

It has not been mentioned but check out the Proto-Traveller discussions with the search tool.
 
There is more Traveller knowledge here then anywhere in the universe.
Real scientists, gearheads, Vilani language experts, computer programmers, and raving lunatics, you name it they are lurking around here somewhere.

also have GURPS: Space. I've certainly found easier and still satisfying ways of generating solar systems, but Space's system generation 'feels' the most authentic.
All due respect to GURPS but to use their stuff in the TU I suggest GURPS for Traveller from SJG.

It has not been mentioned but check out the Proto-Traveller discussions with the search tool.
 
CatKnight, if I may tempt you with the power of the dark side? Actually, High Guard based ship combat. Here's a link to an inspiring description of space combt under the High Guard system. Look under High Guard Battle Reports.

http://users.hartwick.edu/smithw/traveller.htm

I note Bill Cameron posted a link to these, but that was in August of 2003. I thought us new guys might like a look as well.
 
CatKnight, if I may tempt you with the power of the dark side? Actually, High Guard based ship combat. Here's a link to an inspiring description of space combt under the High Guard system. Look under High Guard Battle Reports.

http://users.hartwick.edu/smithw/traveller.htm

I note Bill Cameron posted a link to these, but that was in August of 2003. I thought us new guys might like a look as well.
 
CatKnight,

If you are willing to look at GURPS material, your options expand greatly.

If you like GURPS Space for world generation, then you will absolutely love GURPS Traveller: First In.

If you like the feel of the Vilani/Terran time period, then you probably ought to check out the forthcoming GURPS Traveller: Interstellar Wars. (Unlike the other GT products this is based on GURPS 4e, not 3e, and it will be standalone, not requiring any previous GT product.)

I did notice that eventually colleges and military academies joined the creation rules. Was that at any point in CT? If so, what book/supplement? I don't remember them from Book 1. (Or is my memory failing?)
These are in the aforementioned Books 4-7.
 
CatKnight,

If you are willing to look at GURPS material, your options expand greatly.

If you like GURPS Space for world generation, then you will absolutely love GURPS Traveller: First In.

If you like the feel of the Vilani/Terran time period, then you probably ought to check out the forthcoming GURPS Traveller: Interstellar Wars. (Unlike the other GT products this is based on GURPS 4e, not 3e, and it will be standalone, not requiring any previous GT product.)

I did notice that eventually colleges and military academies joined the creation rules. Was that at any point in CT? If so, what book/supplement? I don't remember them from Book 1. (Or is my memory failing?)
These are in the aforementioned Books 4-7.
 
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