creativehum
SOC-14 1K
Most posts around here are about the 3I setting or tweaks in the rules. A few are about techniques of play (usually from Supplement 4 and uniformly awesome).
But I see few posts about setting up play and the process of play. So I'd like to discuss that.
As usual, I'm focusing on the rules found in LBBs 1-3. I also want to be clear about where I'm coming from (and where I think the rules are coming from.)
The original Traveller rules are a product of the late '70s. They are a kissing cousin to the Little Brown Books of Original D&D. I believe there was wisdom in how those early games were buit to facilitate effective RPG play. Looking over the original Traveller rules while prepping and running a campaign with rules based off Basic Dungeons & Dragons, I'm seeing a lot of similarities about efficient use of prep and play. (There are differences as well.)
So I'm going to list the tools that I see the game offers a Referee, and from them what I consider the expectations to be.
In regard to all of this, I want to point to several blog posts from folks that have inspired my thinking on this matter. I'll post quotes and links in posts after this one.
Rules to Set Up and Conduct Play
Before going any further, I'm curious and want to talk about the rules I've just dumped out on the table:
Who uses the rules above? (If you're using a variant, let's just say you're using them)
What rules do you use?
What rules, if any, do you use to generate content and adventure before and during play?
But I see few posts about setting up play and the process of play. So I'd like to discuss that.
As usual, I'm focusing on the rules found in LBBs 1-3. I also want to be clear about where I'm coming from (and where I think the rules are coming from.)
The original Traveller rules are a product of the late '70s. They are a kissing cousin to the Little Brown Books of Original D&D. I believe there was wisdom in how those early games were buit to facilitate effective RPG play. Looking over the original Traveller rules while prepping and running a campaign with rules based off Basic Dungeons & Dragons, I'm seeing a lot of similarities about efficient use of prep and play. (There are differences as well.)
So I'm going to list the tools that I see the game offers a Referee, and from them what I consider the expectations to be.
In regard to all of this, I want to point to several blog posts from folks that have inspired my thinking on this matter. I'll post quotes and links in posts after this one.
Rules to Set Up and Conduct Play
- Character creation
- Personal combat rules
- Space combat rules
- A skill system with a specific and limited list of skills*
- Random Rumor Table
- Random NPC encounter tables
- Encounter range tables
- Reaction tables
- Random animal encounter table
- Random Patron encounter table
- Starship encounter table
- Generating a Subsector
- Generating system main worlds
- Generating space lanes (1977)
- Starship expenses tables
- Starship income tables
- Experience rules
- Phonic rules
- Drugs and their effects on other rules
- Weapons, vehicles, and equipment with effects on other rules
- Ship component/construction tables
Before going any further, I'm curious and want to talk about the rules I've just dumped out on the table:
Who uses the rules above? (If you're using a variant, let's just say you're using them)
What rules do you use?
What rules, if any, do you use to generate content and adventure before and during play?
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