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MGT Only: Traveller Starter Box Set - Player Input...

MongooseMatt

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Mongoose
We are currently putting together a starter box set for Traveller, to be released a little later this year. Basically, it will have the rules of the current Core Rulebook (we were going to strip them down, but decided that would not really help anyone - plus, the original starter set did not skimp on any rules), along with a complete mini-campaign to serve as a jump off point for continuing adventures set within a currently undocumented area of the OTU.

There are possible plans to have a second box set next year (along the lines of the Expert edition of D&D) that, among other things, will continue to expand the campaign and this region of space. But we'll have to see how things go.

However, aside from the rules and the campaign, what else would you like to see in the starter set? What else could we put in that box that would be of real use to you?

All ideas welcomed!
 
It would be for second edition, I guess...
 
A color fold-out map of the region, including the area to be covered in the 2nd box set, maybe a quadrant of four subsectors. (2-sided with notes, history and major NPCs, megacorps and government forces/orgs on the back would be awesome).

Mini-scale deck plans of a few ships and vehicles (2-sided with stats and variants on the back would be awesome) - especially the one which could be the players' home.

Some adventure-specific color mini-scale maps for the ref - starport, bar, cave complex, what have you.

Some form of system map for one the worlds that shows various orbital zones, gas giants, moons, etc so the when the players come out of jump they get a sense of how big a solar system really is.

Notes on creating all these for the Ref.

cheers
 
The original Car Wars had a little under $5 supplement that contained a fold out map no larger than 24"x36" of part of a city and some little paper counters for people. Over the decades of playing and enjoying Car Wars, that little map and counters proved one of the most useful aids to play I ever purchased.

The Traveller equivalent is a deckplan for one of the classic ships ... Type S Scout, Free Trader or Far Trader. If possible, you should provide a 20x30" deckplan and some cheap paper or cardboard counters (Champions had some nice simple paper figures) that will allow people to not only use them, but provide then with a place (Adventure Class Ship) that they are likely to use over and over on future adventures.
 
A few starter characters. I ran a group through an adventure earlier this year for a group that never played any edition of traveller before. Instead of taking the time to make characters, I made pregens and let them choose. If I played with them again, I'd have them make characters as the start of a long running campaign. These will also work as random NPCs in a pinch.
 
We are currently putting together a starter box set for Traveller, to be released a little later this year. Basically, it will have the rules of the current Core Rulebook (we were going to strip them down, but decided that would not really help anyone - plus, the original starter set did not skimp on any rules), along with a complete mini-campaign to serve as a jump off point for continuing adventures set within a currently undocumented area of the OTU.

There are possible plans to have a second box set next year (along the lines of the Expert edition of D&D) that, among other things, will continue to expand the campaign and this region of space. But we'll have to see how things go.

However, aside from the rules and the campaign, what else would you like to see in the starter set? What else could we put in that box that would be of real use to you?

All ideas welcomed!

I am going to make the assumption that this box set is geared towards new players who have never played Traveller and possibly never played an RPG at all. If that is the case then you want to make sure of the following:

  1. The box includes EVERYTHING you need to get started.
    This means that in addition to the Core Rulebook and the adventure book you will need to include things like:
    • Blank Character Sheets
    • Pre-generated Character Sheets
    • Printed Deck Plans for common ships
    • High Quality full color fold out quadrant or sector map
    • Good quality dice (like the ones FFE sells)
    • GM Screen or GM "Cheat Sheets"
    • Poster size blank hex map. One side space background the other plain*
    • Cardboard counters to represent ships/characters for combat on the map*
    • Traveller Swag
    • Make sure the campaign has lots of details including world maps, location maps, etc.

    * Just like atpollard stated, like the Car Wars stuff.

    Printed character sheets and deck plans should be on very good quality paper. The deck plans could even be on card stock since they will be re-used over and over.

    Ideally the rule book will be the nice retail hard cover, but I am guessing that to keep costs down it will be a softcover. But make sure that the paper is better quality than the PoD stuff.

    The Swag could be stuff like Traveller logo stickers or a patch with the 3rd Imperium logo, key chain, magnets, etc. People love that stuff.
  2. Everything is high quality and shiny
    Ideally the books would be hard cover, but as I stated above, I understand that cost will be an issue. But still, make sure that you don't skimp on the quality. If this is going to be someone's first exposure to Traveller you don't want them thinking it is cheap.

    A good example would be the D&D 5th Edition starter set.​
  3. Future boxed sets will build upon this one
    You mentioned future boxed sets. Make sure that they build on this one, not replace it. For example, this could be the "Basic Traveller" set. Then you release the "Advanced Traveller Set" and it includes more adventures an maybe the CSC and High Guard books as well.

    Then you could have the "Complete Traveller Set" which has both boxed sets so that someone who is just getting started after the 2nd one is out can purchase just one box. Either that or bundle the 2 boxes together at a discount.​

That's my 2 cents and wish list. :)
 
It's already been mentioned by others, but for me the big two to incorporate would be dice and a few pre-generated sample characters for people to pick up and go with.

Almost as important would be a full color map of the area of the mini-campaign, and deck plans of the more common ships.

The rest, IMO, can be downloaded off the Internet and printed if need be.
 
A quality fold out map of the region of space for the campaign, or maybe even Charted Space. Have you seen what Catalyst Game Labs did for their Battletech Boxed sets in the past few years? Something like that.

Or get the authority to reprint the David Detrick Vargr poster and throw one in.
 
You need a slimmed down MgT HG2 in there so you have the starship rules to make Traveller Traveller.
Deck plans for common ships big enough to put minis or counters on.
 
Rules cheat sheets for skill use and combat for the Players and Ref. Along with pre-gen characters, so the game can start quick.
 
Big floor plan of a ship, with figurines (paper or plastic, even?) of characters. Lots of big maps. Full colour character sheets (based on the RPGSuite style). Streamlined rules, and laminated rules summary sheets. Good adventure (or two). Nice big box with airspace to put other adventures and stuff in.
 
What would be useful in a starter set for me would be a players guide for the traveler setting along the lines of the libraries books have have been done so that a player can pick it up and get a flavor of the background and game setting without giving the plot away, A players guide I guess.

And a as lot of other people have said a decent floor plan of a vessel or two (similar to the nice GURPS ones, have them all). as well as star maps and floor plans of bases, areas, regions etc the players can have access too and handle with out giving any plot indicators away.

The main problem I would face is the setting as I have committed heresy and set my setting in Reavers Deep in 1248. I also have a system of experience points to advance the characters.

OK I'll shut up now. :devil:
 
Big floor plan of a ship, with figurines (paper or plastic, even?) of characters. Lots of big maps. Full colour character sheets (based on the RPGSuite style). Streamlined rules, and laminated rules summary sheets. Good adventure (or two). Nice big box with airspace to put other adventures and stuff in.

I gleefully second this! Especially the character figures.

Personally I'm fine with cardboard figures (Cardboard Heroes, even!) like what Steve Jackson Games has done, though I know that there are Traveller fans who look down upon them.

The main problem I would face is the setting as I have committed heresy and set my setting in Reavers Deep in 1248. I also have a system of experience points to advance the characters.

OK I'll shut up now. :devil:

No! Do NOT shut up! ALWAYS commit heresy! :devil:
 
However, aside from the rules and the campaign, what else would you like to see in the starter set? What else could we put in that box that would be of real use to you?

Deck plans of several ships for alternative types of campaign. A big glossy map of the play area, hand outs.

I'm told the rules don't include starship creation, so rules on how to create your own starship and modifications would be essential. A sample starship creation work through for newbies would probably be nice.

If the worlds are pre-generated a description of each world including its military force.

I don't need any more 6 sided dice, but Marc's imperial dice are rather nice and chunky so I would like some more.

Kind Regards

David
 
I'm told the rules don't include starship creation, so rules on how to create your own starship and modifications would be essential. A sample starship creation work through for newbies would probably be nice.

Gonna disagree with you here. I'm to the point of arguing that Starship design (and perhaps even combat) are a complete distraction for an RPG.

Heresy, but consider this.

From an RPG perspective, why all this time and energy on something like a ship building system? CT LBB had one, but it didn't have a system to build cars and trucks and boats or anything else. More specifically, there's no rules to design buildings or factories or laboratories. Are buildings encountered more often than a starship? Are they even more fundamental to operations, and the global economy, and to adventurers than a starship? Yet we can design a starship down to the size of the bolts, but nobody can tell me how much a sheet of drywall costs, and nobody has "Plasterer - 1" as a skill. How much does a tuna canning machine cost, and what is it's throughput?

Refs just make that up, with no regards to, well, anything. How may tons of AC does it have? How big is the air plant? How much power does it use? Hey, are those LED or fluorescent lights.

Save for the edge case of the trader that needs to pay for the ship and rely upon the published trade system to ideally make that profession a possibility, like the pricing of the ship along with the basic operations and trading system are in balance enough that it'll mostly work out in the end, starships are just "houses in space".

"What about ship combat?"

What about it? Here's what we know about ships combat. It's really deadly, and really expensive. Which means that you will rarely have anything close to a "fair fight". If your merchant gets in to a shooting war with a pirate, odds are very high, you will lose. Sure, you may blow the pirate out of the sky, but if you thought your mortgage was bad, wait until you try to repair your ship. Yay -- megacredits of debt and damage to save a 50KCr payload. Well played.

We saw in Firefly how much can be done with a weaponless ship. We saw the little Firefly freighter up against the towering sky scrapers city in the sky Alliance whatever-that-ship-was.

Do you think it really mattered how much that Alliance ship cost? How much crew it has? What it's weapons were, etc. etc.? Do you think the production team pondered the build time and volume discount for that ship?

No, hardly.

If your freighter encounters an armed opponent, you're going a) talk your way out of it b) get raided and your stuff stolen, or c) get blown to bits. And you know what determines if that happens? The referee. You can do what you want as a player, but it's the ref that advances the story. And if he wants your stuff stolen, or your trip delayed, or your crew absconded and ship destroyed -- guess what happens? And not a die roll is necessary for this to happen.

So, outside of the gearhead grognard simulationista's, for which it's clear that most of the design systems are simply inadequate, and lacking enough information to satisfy them, why does an RPG need a ship design system?

Does Star Wars have one? Did the Star Trek systems have one? I don't know. Dare we discuss the tonnage and power plant requirements of the Hyperdrive on a X-wing fighter?

But for an RPG, I think the over detail of a starship is unnecessary. Just like the BTUs of the water heater or the number of stalls in the womens bathroom on the 6th floor.

Just a nice list of ships to pick from, just like the air raft vs the ATV vs the AFV -- something taken whole as is and then filled with narrative to get the characters through it.
 
...why does an RPG need a ship design system?

Does Star Wars have one? Did the Star Trek systems have one? I don't know. Dare we discuss the tonnage and power plant requirements of the Hyperdrive on a X-wing fighter?

West End Games version of Star Wars had it somewhat and added to it with the Tramp Freighters book.

FASA Star Trek had a complete Starship Construction Manual.

But neither had the rules in their main rpg book. There is so much already designed for Traveller that they could easily release a completely design-less book.
 
West End Games version of Star Wars had it somewhat and added to it with the Tramp Freighters book.

FASA Star Trek had a complete Starship Construction Manual.

But neither had the rules in their main rpg book. There is so much already designed for Traveller that they could easily release a completely design-less book.

WEG SW 1E didn't have a ship construction system, just some rules for improving what was there. It also had no trade rules until GG 6 Tramp Freighters. GG6 also expanded the improvement system somewhat.

WEG 2E had a more nuanced ship improvement system, and GG6 2E was adapted to suit as well.

FASA-Trek's ship construction didn't give solid enough numbers for integrating well with the Merchant supplement.
 
What would be useful in a starter set for me would be a players guide for the traveler setting

I strongly disagree for a number of reasons. Why should new players be directed to the OTU? Even if you wanted to do that for some reason, why burden them with setting detail that is unlikely to come into play at the table?

Gonna disagree with you here. I'm to the point of arguing that Starship design (and perhaps even combat) are a complete distraction for an RPG.

Having been annoyed to hear ship building was left out of MGT2e, I find myself agreeing with your post.

The mini-rules for small ship combat for CT - roll to escape, roll to dodge etc. - are the kind of thing you could go with. Make it PC focussed and add in some more chrome - roll for EW etc.

Edit for clarity: "mini" as in minimalist, not as in for use with miniatures
 
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From an RPG perspective, why all this time and energy on something like a ship building system? CT LBB had one, but it didn't have a system to build cars and trucks and boats or anything else. More specifically, there's no rules to design buildings or factories or laboratories. Are buildings encountered more often than a starship? Are they even more fundamental to operations, and the global economy, and to adventurers than a starship? Yet we can design a starship down to the size of the bolts, but nobody can tell me how much a sheet of drywall costs, and nobody has "Plasterer - 1" as a skill. How much does a tuna canning machine cost, and what is it's throughput?

We saw in Firefly how much can be done with a weaponless ship. We saw the little Firefly freighter up against the towering sky scrapers city in the sky Alliance whatever-that-ship-was.

I was thinking from the perspective of a referee rather than a player, apologies. To clarify my list is what I'd like to see in a referee's kit.

Good point though a players kit certainly does not need the things I've suggested other than some pretty handouts.

I bought the Firefly RPG and didn't like the ship creation system as it was TOO simple....

Kind regards

David
 
Sorry, starship building, hell yes.

If for no other reason then that's where the characters do their Travelling, either their own or someone else's or even paying fare.

As you know I do have a lot of grognard-hours invested in an HG2 rework, but conversely I intend it to be the 'no really you don't want to pull the trigger' scarecrow, because I can describe in exquisite detail just how blowed up they can be.

Put the choice in their hands with an understanding and they'll do the right thing.

Maybe.

And if they do the wrong thing, well that's fun too.
 
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