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Traveller Fantasy RPG

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.
Man. I would buy this in a heartbeat. Where did you find the picture, and was there ever a real Wanderer project or is this a total fake?

And this is a great thread, by the way!
 
Guys,

With the new Traveller OGL coming out next February, you could actually make this a reality. With Rhialto's permission, you could even use his images to make the cover(s) for your books, and go from there.

From lulu.com, you could create a 9x6 book, saddle stitch binding, that somewhat resembles these books in size and general presentation.

I think Wanderer would be a cool OGL product. Please make it, so I don't have to. ;)

With Regards,
Flynn
 
Man. I would buy this in a heartbeat. Where did you find the picture, and was there ever a real Wanderer project or is this a total fake?
I can't tell, but the image was obviously done by a German (maybe Austrian) guy named Dirk who has played Das Schwarze Auge (The Dark Eye) before. Says me, the Sherlock Holmes of geekery.
 
With the new Traveller OGL coming out next February, you could actually make this a reality.

I think Wanderer would be a cool OGL product. Please make it, so I don't have to. ;)
Well, this is the kind of thing I'd like to read right now, not wait until February.

Also, I'd love to make such a product but I'm so rusty in Traveller that I'm not sure I could do it justice. I just recently dusted off my old black books that I haven't played in about 20 years....
 
I would help with this!

I would help with this. The Fantasy Creatures that Golan and I wrote up, and my Expanded Psionics* Powers sheet (the one I have written but not posted anywhere) would be quite useful.


*:If desired, the Psionics skills could be renamed "Magic."
 
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".

I think I would prefer to see a more mystical edge to the magic system.

The good thing about this is that it would allow for referees to throw in science-fiction elements with fair ease.
 
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.

This one sounds quite like "To Outrun Doomsday" by Kenneth Bulmer - which would also work as a fantasy traveller game - the hero is a spacehand on a ship which breaks up. He manages to land on a nearby planet to find that the natives all worship a god called Pe'Ichen who actually responds to prayers and will create food, clothes, etc upon request. But for some reason no children have been born for about 20 years, and he sets out to find the god. Eventually, the god turns out to be a supercomputer created to provide anything by matter conversion to anywhere on the planet. However, it has succumbed to an influx of lichen and mould, and has got somewhat confused, thinking that the sun will go nova in about 100 years, it has decided to stop all reproduction to prevent pain and stress to the humans. Once the hero clears out the mould, it recalculates the time left to be millions/billions of years correctly and everything returns to normal.

Mark
 
Anyone else notice the map in the Wanderer book is of REH's Hyperboria?

I'd buy this in a heartbeat as well.

I'm willing to contribute a fully worked out point based magic system I use for our fantasy RPGing. It's a skill based system using 2D10 but easily converted to the skill value span and 2D6 of Traveller.
 
I sat down the other day and tinkered with some graphics, trying to duplicate in some way the font, etc, on the box in the pictures.

I can get something close and can put it on a Word doc, but I don't have a rules set ready to go with it. Also, I have no idea how to print things on box covers and whatnot.

Gotta have a hobby...
 
I've been doing some work on a Roman Traveller. Not for publication, but my own pleasure.

I've sketched out changes to the basic career tables, and I've established a complete set of rules to support sailing and trading in the eastern Mediterranean, using the Book 2 trading rules! I took much inspiration from Expert D&D and also from Book 6 of Dragon Warriors. Now I can crew a Roman sailing ship (70 ton cargo) and go shipping cargoes, speculate, and carry passengers from Alexandria to Athens.

I might go further!
 
I've been doing some work on a Roman Traveller. Not for publication, but my own pleasure.

I've sketched out changes to the basic career tables, and I've established a complete set of rules to support sailing and trading in the eastern Mediterranean, using the Book 2 trading rules! I took much inspiration from Expert D&D and also from Book 6 of Dragon Warriors. Now I can crew a Roman sailing ship (70 ton cargo) and go shipping cargoes, speculate, and carry passengers from Alexandria to Athens.

I might go further!

That's the way to do it. And the Eastern Med is my favorite archaic setting.

And, it sounds awesome.
 
I sat down the other day and tinkered with some graphics, trying to duplicate in some way the font, etc, on the box in the pictures.

I can get something close and can put it on a Word doc, but I don't have a rules set ready to go with it. Also, I have no idea how to print things on box covers and whatnot.

Gotta have a hobby...

I wonder if there's a suitable free font out there somewhere...
 
Fantasy Traveller is why I would use the GURPS 3E tech levels for 0 to 7, because it gives a bit more scope.

This system looks like this (if you're not familiar with it):
0: Stone Age or No Tech
1: Late Copper Age to Mature Bronze Age
2: Iron Age
3: Medieval Europe (1000-1414 AD)
4: Renaissance (1415-1835 AD)
5: Steam Industry (1836-1915 AD)
6: World War 2 (1916-1954 AD)
7: Atomic Age (1955-1985 AD)
(8 is the Information Age and is 1985-2100.)

Fantasy Traveller would work best at TLs 1, 2, 3 or 4. TL 0 would be best encountered as monters, old temples and barbarian tribes, and TL 5 wouldn't be that desirable because it's Eberron.
 
So would the UWP be changed to support city-states then?

A = 'port' quality. Downport = market. Orbital = seaport.

Size = area of influence, in what units?
Atmosphere ?
Hydrographics = well, why not use this to determine if it's got a water port?

Population = yes
Government = yes
Law level = yes, please.
Tech level = of course.
 
Size = area of influence, I suppose. I dunno.

0 = none whatsoever
10 = extremely long arms. In modern times, a world capital, perhaps.


Hydrographics = % of settlement surrounded by water.

So 10% could be alongside a river.
50% could be seaside.
100% could be an island location.
 
U(City)P

The port rating could also be the available services such as repairs and types of ships being built.

Hydro could be overloaded as to available water with low numbers in the desert or some such.

The only use I can think of for atmosphere would be climate or prevailing weather.
 
Hmmn. UPPs for cities...

Starport rating becomes "trade rating", which is a general measure of the ratio of commerce that flows through the city. Roll 2d6 on the starport table. Dms: -1 if on major river or coast. A or B rated cities also have large, navigable ports if on rivers, seas, lakes or oceans. Cities with higher trade ratings will have a greater variety of goods and prices will tend to be lower. Naval bases will indicate a castle, fortress, etc.

Use population, government, and law level per CT. Population will scale thusly:

0 -- 50 or less
1 -- 51-200
2 -- 201 to 500
3 -- 501 to 1000
4 -- 1001 to 5,000
5 -- 5,001 to 10,000
6 -- 10,001 to 25,000
7 -- 25,001 to 50,000
8 -- 50,001 to 100,000
9 -- 100,000 to 500,000
A -- 500,000 to 1 million

Other city stats:

Magic: (2d6-7+population) This indicates how common magic and magic users are. Higher numbers will indicate greater availablility and lower prices.

Manufacturing: (2d6-7+population) This indicates how common craftsmen are in the city. Higher numbers will indicate greater availablility and lower prices of manufactured goods. A high manufacturing/low population ration implies some kind of local advantage -- readily available sources of metal, etc.

Culture: (2d6+5-law level) This indicates the quality of "culture" in the city. Higher numbers indicate more extensive libraries, philosophers, artists, etc.

Tech Level. I'd expand the tech level charts to run from 0 to 10 (late Renaissance).

Trade ratings should be derived:

Agricultural: Population 4-7; Manufacturing 5 or less; Culture 7 or less
Non-Agricultural: Manufacturing 6+
Industrial: Manufacturing 8+; Population 8+
Rich: Population 4-7; Manufacturing 4+; Culture 6+; Government 8-

Etc.
 
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