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Traveller Fantasy RPG

tbeard1999

SOC-14 1K
Last night, I was discussing CT with a buddy. We were hashing out what Traveller really was, when he mentioned that CT let you do almost anything. As we kicked this around, I had an idea -- why not use CT as a *fantasy* RPG? The basic rules have more melee weapons than guns, and COI gives you bows, etc. And as I thought about it, the more I became convinced that it would work. The weapons are already in the system. The animal creation system can turn out an endless variety of monsters. The CT combat system works fine with melee weapons. The CT Psionic system makes a credible low-fantasy magic system.

Some changes would be needed, of course. You could use the existing careers where appropriate, and substitute high tech skills for low tech ones. For instance:

Mechanical -- applies to low tech devices like crossbows, windmills, etc. Includes blacksmithing.

Computer -- becomes the Scholar skill, which gives you a roll to know stuff.

Electronics -- becomes the Find/Remove Traps skill, which lets you find and disarm traps.

Vehicle -- becomes Riding.

Vacc Suit -- becomes Heavy Armor skill, which allows you to wear and maintain heavy armor without penalty.

Admin -- the ability to work with rulers and their advisors.

Gunnery, Fwd Obs -- the ability to use various types of heavy siege weapons (catapults, ballistae, etc).

Pilot -- the ability to sail a ship on the seas.

Navigator -- the ability to navigate a ship on the seas.

You could also create a few careers that are more appropriate to a fantasy setting.

Armor needs a little changing. Get rid of Cloth, Ablat, Reflec and Combat Armor. Jack is leather and cloth armor. Mesh is chainmail. Half Plate is Mesh+1. Plate is Mesh +2. Plate and Half Plate are -2 DEX; each level of Heavy Armor skill will offset one point of negative DEX mods.

So...why do this? A couple of reasons:

1. To validate claims about Traveller's flexibility.

2. To play a fantasy game that would be different than the standard FRPG. Characters would start the game as older veterans with a past.

3. The same reason we climb mountains...
 
CT already has an "Equestrian" skill, which is "Riding." I would call Plate the equivalent of Cloth or CES from Bk4, and if you're using it as CES then I'd call scale mail Mesh and chain mail Cloth. Also, I'd use Mechanical for not only crafting but also lockpicking and trap working.

Fantasy Creatures here in the Bestiary would be an excellent resource for doing this, with its listings of characters and new equipment; also, I've been working on an expanded psi powers listing which would be a good fit for Magic usage (unless you want to make an entirely new system for it).
 
Originally posted by Jame:
CT already has an "Equestrian" skill, which is "Riding." I would call Plate the equivalent of Cloth or CES from Bk4, and if you're using it as CES then I'd call scale mail Mesh and chain mail Cloth. Also, I'd use Mechanical for not only crafting but also lockpicking and trap working.

Fantasy Creatures here in the Bestiary would be an excellent resource for doing this, with its listings of characters and new equipment; also, I've been working on an expanded psi powers listing which would be a good fit for Magic usage (unless you want to make an entirely new system for it).
I like your critters fine. I'll review the expanded psionics. You've obviously worked on this for awhile. Have you played it yet? If so, how did it work? How did you handle careers?

On another note, has anyone seen official CT stats for primitive firearms (wheelocks, flintlocks, arquebusses, blunderbusses, etc.)? The only article I found was a JTAS article adding such weapons to Striker.
 
Originally posted by tbeard1999:
Originally posted by Jame:
[qb] On another note, has anyone seen official CT stats for primitive firearms (wheelocks, flintlocks, arquebusses, blunderbusses, etc.)? The only article I found was a JTAS article adding such weapons to Striker.
Yep. LBB1, pg. 42-43. Read the descriptions of the weapons, and it will tell you how to modify CT stated weapon in order to get the archaic values.

Sup 4 has bows and cross bows and things. These are CT stats. There's a JTAS article that takes the S4 weapons and stats them out for use with Striker.

Also, don't forget that LBB1 already has stats for clubs and spears and pikes and swords and things.

And, if you could get ahold of that Thieves World game, you'd have some other fantasy weapons.

But, between what's listed in CT already, that's several weapons for the archaic age.
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by tbeard1999:
Originally posted by Jame:
[qb] On another note, has anyone seen official CT stats for primitive firearms (wheelocks, flintlocks, arquebusses, blunderbusses, etc.)? The only article I found was a JTAS article adding such weapons to Striker.
Yep. LBB1, pg. 42-43. Read the descriptions of the weapons, and it will tell you how to modify CT stated weapon in order to get the archaic values.

Sup 4 has bows and cross bows and things. These are CT stats. There's a JTAS article that takes the S4 weapons and stats them out for use with Striker.

Also, don't forget that LBB1 already has stats for clubs and spears and pikes and swords and things.

And, if you could get ahold of that Thieves World game, you'd have some other fantasy weapons.

But, between what's listed in CT already, that's several weapons for the archaic age.
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Thank God. I thought I remembered seeing them somewhere but I couldn't find them anywhere. Thanks.

I have Thieves World and will review it as well.

--Ty
 
Two suggestions:

1) Leave out psionics (just a personal preference).

2) Work up a magic system.

For example, you could break it down into Defensive, Healing, Informational, Manipulative, Offensive, etc., just like (ugh!) AD&D...

Or just handwave 'psionics' into 'magic' and go from there...

Or keep psionics as is, with only the availability of a Psionics Institute an automatic item (they'll still have to find it ... maybe a quest?). The locals will also fail to distinguish any reasonably adept display of psionics from magic, right?

Throw in a local alchemist, herbalist, or 'Wise Woman' for those always-necessary healing potions (some of which may actually work), and you have a 'Magic' System!
 
Originally posted by DonM:
What about Aldreth? It was actually released in 1992... A real fantasy RPG wrapped in the CT system... It's available on the web now, let me find the link...

http://home.btconnect.com/hughfoster/Traveller/AldrethA4.pdf

It's interesting, although I'd probably house rule the heck out of it.
I like it. My three peeves with it are: it should be TL-3 in order to give differentiation between the Bronze Age (TL-1) and the Iron Age (TL-2), also, there isn't much of a spell list, and that there is no advanced education table for the athlete (though I can certainly whip something up once I print it out!).

It certainly seems like a lovely place to stick on your players.
 
Lost interest? IMRWU, things have simply become more hectic, what with Mrs. Rekobah (the one on Terra/Sol-III) working on her Master's Degree, and my having to take over the duties of household Steward.

Drop a PM if you have an idea or need help with one.
 
All sorts of fun can be had by mixing high TLs with extremely low ones.

For example, a group of players went through a long fantasy campaign which ended when a strange floating cylinder landed within a village. Its occupants wore incredible armor with narrow glass-sealed slits and carried weapons of fire. The players were stunned to be told they were all actually robots on an "entertainment" world lost during the Long Night. (Shades of "Future World" here)

Another example would be a personal experience of mine..we had just started an orbital survey of a world outside the Imperium for potential markets when something slammed into our ship and we had to make an emergency landing. Took us quite some time to convince the locals we weren't "cloud demons". After a year on-planet and various adventures, we finally figured out name of the main god in their pantheon was actually an acronym in ancient Vilani for an ancient planetary defense system. Had a heck of time finding the hidden command center in the mountains and shutting it down. Then we had to repair the ship using a mix of 9th century tech and whatever we could glean from the command center.
 
All sorts of fun can be had by mixing high TLs with extremely low ones.

For example, a group of players went through a long fantasy campaign which ended when a strange floating cylinder landed within a village. Its occupants wore incredible armor with narrow glass-sealed slits and carried weapons of fire. The players were stunned to be told they were all actually robots on an "entertainment" world lost during the Long Night. (Shades of "Future World" here)

Another example would be a personal experience of mine..we had just started an orbital survey of a world outside the Imperium for potential markets when something slammed into our ship and we had to make an emergency landing. Took us quite some time to convince the locals we weren't "cloud demons". After a year on-planet and various adventures, we finally figured out name of the main god in their pantheon was actually an acronym in ancient Vilani for an ancient planetary defense system. Had a heck of time finding the hidden command center in the mountains and shutting it down. Then we had to repair the ship using a mix of 9th century tech and whatever we could glean from the command center.

nice :)

[FONT=arial,helvetica]The message you have entered is too short. Please lengthen your message to at least 10 characters.[/FONT]
 
Late to the party, but I can't resist posting Teh Secondmost Awesomest Image EVAR:

dsc01829klein.jpg


Unfortunately, as far as I know it's all wishful thinking at this point.

Meanwhile, two more links on topic.

1. Fantasy Traveller Careers:

http://doc-mystery.livejournal.com/79484.html

2. Rpg.net thread pondering the matter:

http://forum.rpg.net/showthread.php?t=310556
 
Two suggestions:

1) Leave out psionics (just a personal preference).

2) Work up a magic system.

For example, you could break it down into Defensive, Healing, Informational, Manipulative, Offensive, etc., just like (ugh!) AD&D...

Or just handwave 'psionics' into 'magic' and go from there...

Or keep psionics as is, with only the availability of a Psionics Institute an automatic item (they'll still have to find it ... maybe a quest?). The locals will also fail to distinguish any reasonably adept display of psionics from magic, right?

Throw in a local alchemist, herbalist, or 'Wise Woman' for those always-necessary healing potions (some of which may actually work), and you have a 'Magic' System!

I would suggest that the Quasi-Hard Science aspect of Traveller would suggest a more "technology" driven magic system. By which I mean ... diviners need to "cast the bones" to read the future. Or borrow a page from the Harry Potter play book and "Wizards" need a wand to cast any but the simplest of spells.

Psionics makes a good place to start and the Psi-Insitute rules make for a good guideline for locating a "Magic School".
 
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