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Traveller Fantasy RPG

I use decimal tech levels..

tech 3.4
tech 2.7
etc

I don't bother with exactly what is invented when, as imtu, basic knowledge is fairly widespread ( except for small pockets of indigenous people/lost colonies )
Tech level imtu is a measure of what can be produced/level of infrastrutcture....
stuff that uses tech level in equations still work ( just keep single decimal place )
it affects price of equipment

just my .02
 
I think I like the idea of decimal tech for this case.

This brings up the question of: do you want the possibility of off-world contact?

This would most likely be a crash or a ruin instead of a contact event, I think, because a contact event with something like the 3I would alter the fantasy campaign too much...

EDIT: Here's an idea: one of us should run a Traveller Fantasy campaign. :D (Not me though, I wanna play in it for a while before I try running it.)
 
Mmmm, I think that I would be more comfortable if you merely ban the building, generation and widespread use of mechanically generated electricity - magically generated electricity can be done (though again, that brings things close to the D&D Eberron setting*). Banning the physics which say that electricity can be generated by mechanical means makes me uncomfortable.

Certainly -- we still need lightning. And static cling.

I just don't see telephones as fitting into a fantasy setting :)
 
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Are you volunteering? ;) If you want to do it via play-by-post here or pbem, then count me IIIIINNNNNN!

Ha! Oh alright, I wouldn't mind giving it a go.

What's the worst that could happen?

;)

PS I also think decimal tech works better.

PPS In order to start as soon as possible, I'll probably re-use CT wherever possible.
 
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Originally Posted by tbeard1999
Hmmn. UPPs for cities...

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


Can we thank Civilization IV for this one? Lots of good ideas in Civ IV on what could add culture.
 
Don't forget to save one characteristic in the city profile for "fortifications." It could be important to know how heavily defended the place is.


Adapted from my own fortification code:
0 = no fortifications
1 = low earth rampart, low 3' less walls
2 = stockade, 6-8 ' walls, small wooden hall
3 = motte and bailey
4 = wooden walls (12') with rampart, small stone keep;
5 = stone walls (10-12'), small stone keep;
6 = 2 layers of curtain wall or high walls (24');stone keep;
7 = 2 layers of high walls, small castle;



additions:
moat +1 level;
wooden keep +1 level;
upgrade to stone keep from wood +1 level if not present;
upgrade to iron keep from stone +1 level if not present;
cliffs count as a layer of wall at 1/2 height;
malchinations +1 level;
boiling oil, etc (may be of limited duration) +1 level;
extensive square towers on extended trace (wall) +1;
extensive round towers on extended trace (wall) +2;
 
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.

That was you guys! I thought I was just having a bad dream.
 
"9 - Age of Sale (CT TL 3)"


So this would be when department stores were invented? :confused:


Oh, you meant: "9 - Age of Sail (CT TL 3)"! :smirk:



Sorry (not much), but using the wrong word due to whatever reason bugs me... like someone writing "roll-playing " (they are acting like a bread-based pastry? or they seek amusement by rolling along like a ball? maybe they play a game where everything is determined by dice, and players have no say in what happens?), or wanting to "role dice" (they want to the dice to portray a character or fulfill a function?).



Yes, I know that schools nowdays no longer require (or teach) proper spelling, correct word useage, or make the students do vocabulary work, but please try.
 
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atpollard said:
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.

Sounds similar to Master of the Five Magics, or whatever that book was called...
 
Wanderer Conceptual Test

Okay, if anyone's interested, feel free to generate a character using the basic Classic Traveller chargen procedure as-is... with the one standard house rule: "death" during chargen means "wounding and immediate mustering out".

We'll mash the character into a low fantasy mold and see what it's like.

I've got a map sketched out, but I'm not wedded to it: if you've got suggestions feel free to suggest... including Hyborea or the ancient Eastern Mediterranean.
 
Ships

Construction could follow a stripped-down LBB2, without J-drive or P-plant; M-drive would represent mast and rigging volume. Ships would also have a "rowed" rating.

Bunkrooms would be used for the crew.

Food and fresh water would replace fuel.

Turrets would be cannon batteries.

Ships would have hull points, possibly equal to their volume.
 
Wanderer Test - initial scenario

The initial scene is the Arena at Rijalan - the greatest show in the known world, in the largest, wealthiest, strongest city of the known world. Outsider barbarians, heretics, traitors, murderers, thieves, and others are sent here to fight to the death, for the amusement of the city's nobility, general population, and other paying guests.

Sometimes, exotic and bloodthirsty animals are unleashed upon the combatants. Other times, man is pitted against man.

The Arena itself is constructed of delicately interlocking stone, a brilliant work of masonry, able to hold over ten thousand screaming observers.

Welcome to Rijalan. You're the entertainment for today.

The opposition de jour is a set of three pack hunters found in the dunes of the eastern desert.

Code:
3 Chaser   50kg   11/10   No armor.   Wounds = 3D.   Stinger.   A0 F7 S2
 
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Ha! Oh alright, I wouldn't mind giving it a go.

What's the worst that could happen?

;)

PS I also think decimal tech works better.

PPS In order to start as soon as possible, I'll probably re-use CT wherever possible.

Yay! When?

(Oh, and the other thing that I'd change with CT is that Basic CG gives too few skills.)
 
"9 - Age of Sale (CT TL 3)"

So this would be when department stores were invented? :confused:

Oh, you meant: "9 - Age of Sail (CT TL 3)"! :smirk:

Sorry (not much), but using the wrong word due to whatever reason bugs me... like someone writing "roll-playing " (they are acting like a bread-based pastry? or they seek amusement by rolling along like a ball? maybe they play a game where everything is determined by dice, and players have no say in what happens?), or wanting to "role dice" (they want to the dice to portray a character or fulfill a function?).

Yes, I know that schools nowdays no longer require (or teach) proper spelling, correct word useage, or make the students do vocabulary work, but please try.

You inferred all that from a single typo?
 
Welcome to Rijalan. You're the entertainment for today.

The opposition de jour is a set of three pack hunters found in the dunes of the eastern desert.

Code:
3 Chaser   50kg   11/10   No armor.   Wounds = 3D.   Stinger.   A0 F7 S2

Hmmm... Half-Elf ranger (male), 89BC57* Bow-2 Recon-2 Sword-1 Hunt-1 Scale Mail (Treat as Mesh+1) Shortbow (2D damage and NOT 1D!) and 20 arrows fires at Chaser#1. Roll of 7, manages to hit because of skill (+2 added for a roll of 9 for skill of 2 unless it works otherwise) for 12 - ! - damage.

Human barbarian (male), A79864, Sword-2 Spear-1 Survival-1 Brawling-1 Cutlass Jack attaks chaser #2 with Cutlass. He rolls 7 (again, +2 for skill is added in for a roll of9unless that's not how it works), hitting for 11 damage.

Halfling rogue (female) 494985, Crossbow-2 Blade-1 Stealth-1 Mechanic-1 Streetwise-1 Blade Crossbow (2d) and 20 bolts Jack attacks chaser #3 with crossbow. She rolls 9, with an additional +2, dealing 11 damage.

The three chasers are unconcious.

*: I decided that elves should be 696777 on average, and half-elves should be 78677, just as dwarves should be 768777.

If we do a roleplay here, then we should create a new one in the RolePlaying forum.

Also, what about magic?
 
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If we do a roleplay here, then we should create a new one in the RolePlaying forum.

Good idea. (Can we do that?)

Also, what about magic?

I'm going to be challenged enough as it is. Plus, by focusing on the mundane we can at least figure out what works and what doesn't.

EDIT Done it.
 
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If you're worried about too few skills in Basic CT chargen, might I suggest using the MT basic chargen rules, or at least the MT rule for getting skills...

For initial term of service=2
Per subsequent term of service=1
Upon receiving commission=1
Upon receiving promotion=1
Upon receiving special duty=1

If the throw (including DMs) for position, promotion or special duty is 4 greater than the required throw, then two skills are received instead of one.

That should take care of the number of skills issue...
 
Yay! When?

(Oh, and the other thing that I'd change with CT is that Basic CG gives too few skills.)

I'd caution you on increasing the number of skills in CT. The problem is that the 2d6 bell curve is *extremely* sensitive to skill bonuses. So even a modest increase in the number of skills will make characters *far* more capable, which will require the referee to create far harder tasks in the adventures (or resign himself to running easy adventures). Also, more skills will tend to create significant skills overlap. Personally, I prefer for each character to be the best in the party at at least one useful thing. When *everybody* has Admin (for instance), this ideal is frustrated.

If I *had* to add more skills to the character generation system, here's what I think I'd do:

1. Keep the CT weapons skills as they are -- a skill for each discrete weapon. Sword and Blade are different skills. However, I'd give each character a level 0 in all weapons. I'd also let someone substitute a similar weapon skill (sword for blade, for instance), at -3. If you replace the CT skills with generalized skills ("one handed sword"), you make it *far* easier for characters to become experts at weapons. For instance, 6 points of skills don't go so far if you have to divide them between (say) Cutlass, Dagger and Foil. But if you had a generic One Handed Sword skill, the character would be +6 in all of these weapons (and in Sword and Blade).

That said, I am not as worried about "skills bloat" with melee weapon skills because the defender gets to subtract his weapon skill from the attacker's roll. So a battle between two highly skilled warriors will still be pretty dramatic (i.e., no one hits virtually automatically).

2. Limit the *number* of non-melee weapon skills that can be obtained at level 3+ to 2 skills. This will prevent the "expert at everything" problem that can arise in Book 4+ character generation systems.

3. Consider limiting the maximum task roll bonus for skills to a *net* modifier of +3. This means that the maximum bonus, after applying all modifiers for difficulty is +3. I'd ignore this rule in non-stressful situations -- making a potion in a laboratory rather than in the dungeon, for instance.

Note: In a "roll 8+ system, a +3 will result in a success 84% of the time. A +4 results in success 92% of the time. It's fairly easy to get modifiers this high if you use the character generation systems in Books 4+. A simpler approach would be to make rolls of 4- an automatic failure. That will ensure a small, but significant chance of failure no matter how good you are. Again, I wouldn't apply this to non-stressful situations.
 
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