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To OTU or not to OTU?

Most CT adventures don't actually need the OTU background, even The Traveller Adventure can be run in a small corner of YTU.
You could even take a blank sector map, write down all the named systems you will need for the adventures and then add a few others just for variety.
Add a simple backgound of your own to explain where Service careers can have served and off you go

Just have fun.
 
Most CT adventures don't actually need the OTU background, even The Traveller Adventure can be run in a small corner of YTU.
You could even take a blank sector map, write down all the named systems you will need for the adventures and then add a few others just for variety.
Add a simple backgound of your own to explain where Service careers can have served and off you go

Just have fun.
 
Robert Fisher explained:

"So, "pure" OTU & "pure" homebrew are not really issues here. Rather, we are talking in general terms about different regions on a continuum."


Mr. Fisher,

Ahhhh! Now I understand!

In the words of the late, great Emily Latella; "Never mind".


Sincerely,
Larsen
 
Robert Fisher explained:

"So, "pure" OTU & "pure" homebrew are not really issues here. Rather, we are talking in general terms about different regions on a continuum."


Mr. Fisher,

Ahhhh! Now I understand!

In the words of the late, great Emily Latella; "Never mind".


Sincerely,
Larsen
 
Yes, since you mentioned it, Larsen, MT did change the mechanics for survival in Low Berth... to 7+ on 2d6, DM's are +Medical skill of reviving Medic, +Medics Edu/5 (FRD); takes 10 minutes (approx). Double time for a +4. On fail, throw 2d, or on nat 2 throw 2d, and refer to following:
3-6: take 1d wounds
7-10: 2d wounds, don't heal for 1d6 days; then 2 points of dex don't heal for 1d6 weeks
11-12: 3d PERMANENT att losses.

In many ways, MT was worse... you still had your character, but he was crippled.

But yes, i have run OTU games by strict adherence to the Rules and Setting as presented. (in fact, we'd set aside a half-hour to an hour after session for cannonista sessions. )
 
Yes, since you mentioned it, Larsen, MT did change the mechanics for survival in Low Berth... to 7+ on 2d6, DM's are +Medical skill of reviving Medic, +Medics Edu/5 (FRD); takes 10 minutes (approx). Double time for a +4. On fail, throw 2d, or on nat 2 throw 2d, and refer to following:
3-6: take 1d wounds
7-10: 2d wounds, don't heal for 1d6 days; then 2 points of dex don't heal for 1d6 weeks
11-12: 3d PERMANENT att losses.

In many ways, MT was worse... you still had your character, but he was crippled.

But yes, i have run OTU games by strict adherence to the Rules and Setting as presented. (in fact, we'd set aside a half-hour to an hour after session for cannonista sessions. )
 
If I were to start a new Traveller campaign I'd use the OTU if for no other reason than because I don't have anywhere near the time or creative energy to do all that work on my own -- detail subsectors, detail history and politics, detail alien races, etc. That said, I don't and wouldn't worry about all the canon business -- as long as I'm reasonably consistent with myself and the specific books I've got in front of me, I couldn't care less if I'm consistent with anybody or anything else (which is one of the reasons while I'll never be a Traveller author, alas...).

There's some appeal to playing 'fundamentalist' Traveller using only the material in Books 1-3 -- roll up a random subsector, roll of up some random characters, give them a ship, and let them wander about buying and selling and having random adventures with no detailed or established background (OTU or otherwise) -- and I've done that myself a couple times, but while it's a nice way to 'cleanse the palate' or 'keep it real,' I don't think it's viable for anything resembling a long-term campaign -- sooner or later you're going to have to start answering some of the 'whys,' and then its either the OTU or your own homebrewed answers (and a lot more work).
 
If I were to start a new Traveller campaign I'd use the OTU if for no other reason than because I don't have anywhere near the time or creative energy to do all that work on my own -- detail subsectors, detail history and politics, detail alien races, etc. That said, I don't and wouldn't worry about all the canon business -- as long as I'm reasonably consistent with myself and the specific books I've got in front of me, I couldn't care less if I'm consistent with anybody or anything else (which is one of the reasons while I'll never be a Traveller author, alas...).

There's some appeal to playing 'fundamentalist' Traveller using only the material in Books 1-3 -- roll up a random subsector, roll of up some random characters, give them a ship, and let them wander about buying and selling and having random adventures with no detailed or established background (OTU or otherwise) -- and I've done that myself a couple times, but while it's a nice way to 'cleanse the palate' or 'keep it real,' I don't think it's viable for anything resembling a long-term campaign -- sooner or later you're going to have to start answering some of the 'whys,' and then its either the OTU or your own homebrewed answers (and a lot more work).
 
I believe the greatest myth about Traveller is the death during character generation thing. I see it in thread after thread on board after board and yet I have never seen anyone actually use it. It is emblematic of the whole OTU/YTU discussion and I concur with what's been said here; use the OTU as a framework, if you want, as you want.
 
I believe the greatest myth about Traveller is the death during character generation thing. I see it in thread after thread on board after board and yet I have never seen anyone actually use it. It is emblematic of the whole OTU/YTU discussion and I concur with what's been said here; use the OTU as a framework, if you want, as you want.
 
Originally posted by Vargas:
[QB] I believe the greatest myth about Traveller is the death during character generation thing. I see it in thread after thread on board after board and yet I have never seen anyone actually use it.
It's not in any of the current generation of Traveller rules - GT or T20. I don't remember what MT, TNE, or T4 does.

But it DOES quite explicitly state in the CT rules that the default result of failing a survival roll is character death. There's an OPTIONAL rule in later printings to say that you don't have to die if you fail your survival roll.

That said, people can and do ignore it completely.

But since it is very much stated in print in CT that the default result of failure of a survival roll is death, I don't think you can really call it a "myth". It's true that it may not be used much in practise (and used even less in later versions of the game), but that doesn't make it go away.
 
Originally posted by Vargas:
[QB] I believe the greatest myth about Traveller is the death during character generation thing. I see it in thread after thread on board after board and yet I have never seen anyone actually use it.
It's not in any of the current generation of Traveller rules - GT or T20. I don't remember what MT, TNE, or T4 does.

But it DOES quite explicitly state in the CT rules that the default result of failing a survival roll is character death. There's an OPTIONAL rule in later printings to say that you don't have to die if you fail your survival roll.

That said, people can and do ignore it completely.

But since it is very much stated in print in CT that the default result of failure of a survival roll is death, I don't think you can really call it a "myth". It's true that it may not be used much in practise (and used even less in later versions of the game), but that doesn't make it go away.
 
ONLY one ruleset sets it as default: CT. GT has no prior service system; mechanically it's not travellerish at all. T20, MT, TNE, and T4 all use Forced out, but have the death option. T2300/2300AD didn't have a survival roll at all. T2K and DC don't have death results. Nor, for that matter, does Space 1889. Space 1889 is a side branch of the house engine ideals... while T2300 is clearly the intellectual heir to CT; MT is a redevelopment of CT. All the above games, save GT and T20, have strong mechanical ideas about how characters should be generated (terms of service/background generation, skills by career, combat systems tied to board or minis gaming themes and proceedures). T20 adapts to a very different rules base, but again tracks these trophes.

With MT being OFFICIALLY (at the time) a replacement for CT, and being 90+% compatible, it could be argued that it was an official change.

Much like the AD&D1 change of paladin from subclass of fighter to subclass of cavalier, when UA came out...

or the changes made in the "Revised" 3rd ed of Starfire or GURPS...

Te cross pollination of the GDW staff between each other's gaames seems to stem directly from a root of CT, and the things people actually DID with it, rather than "Ivory Tower Isolation"; hence not returning to a "Death Standard".
 
ONLY one ruleset sets it as default: CT. GT has no prior service system; mechanically it's not travellerish at all. T20, MT, TNE, and T4 all use Forced out, but have the death option. T2300/2300AD didn't have a survival roll at all. T2K and DC don't have death results. Nor, for that matter, does Space 1889. Space 1889 is a side branch of the house engine ideals... while T2300 is clearly the intellectual heir to CT; MT is a redevelopment of CT. All the above games, save GT and T20, have strong mechanical ideas about how characters should be generated (terms of service/background generation, skills by career, combat systems tied to board or minis gaming themes and proceedures). T20 adapts to a very different rules base, but again tracks these trophes.

With MT being OFFICIALLY (at the time) a replacement for CT, and being 90+% compatible, it could be argued that it was an official change.

Much like the AD&D1 change of paladin from subclass of fighter to subclass of cavalier, when UA came out...

or the changes made in the "Revised" 3rd ed of Starfire or GURPS...

Te cross pollination of the GDW staff between each other's gaames seems to stem directly from a root of CT, and the things people actually DID with it, rather than "Ivory Tower Isolation"; hence not returning to a "Death Standard".
 
Citizen: SOC-12
CID # 21

posted November 03, 2004 12:44 PM
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I believe the greatest myth about Traveller is the death during character generation thing. I see it in thread after thread on board after board and yet I have never seen anyone actually use it.

Actually I always used it. It isn't bad at all: you aren't connected to the char at this time in the game. And it sets the mood for my style of pseudorealistic simulationist gaming. The players should know from the beginning, that all rules affect everyone in the universe the same. Bad guy dies from pistol shot, so do they. Makes combats VERY tense...
 
Citizen: SOC-12
CID # 21

posted November 03, 2004 12:44 PM
--------------------------------------------------------------------------------
I believe the greatest myth about Traveller is the death during character generation thing. I see it in thread after thread on board after board and yet I have never seen anyone actually use it.

Actually I always used it. It isn't bad at all: you aren't connected to the char at this time in the game. And it sets the mood for my style of pseudorealistic simulationist gaming. The players should know from the beginning, that all rules affect everyone in the universe the same. Bad guy dies from pistol shot, so do they. Makes combats VERY tense...
 
I don't think I've ever actually played in the OTU. Sure I've adventured in the Solomani Rim, and ISTR the Spinward Marches, but in both cases it was just for the planetary backdrop.

Oh and btw I've never died in char gen, but I got hurt a few times and was dishonourably discharged once or twice (in one case losing my noble title).

I once created my own TU. With hindsight it was terribly cliched and I haven't had any time to play let alone create a new MTU. I don't play now but reading all this stuff on the board is giving me pangs at creating another ATU - perhaps this time with more thought and less cliche.
 
I don't think I've ever actually played in the OTU. Sure I've adventured in the Solomani Rim, and ISTR the Spinward Marches, but in both cases it was just for the planetary backdrop.

Oh and btw I've never died in char gen, but I got hurt a few times and was dishonourably discharged once or twice (in one case losing my noble title).

I once created my own TU. With hindsight it was terribly cliched and I haven't had any time to play let alone create a new MTU. I don't play now but reading all this stuff on the board is giving me pangs at creating another ATU - perhaps this time with more thought and less cliche.
 
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