mbrinkhues
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On Randy's request not to de-rail his new material threat, I am starting a new one here to discuss what T20/CT/MT players can scavenge from the GURPS Traveller series.
Fair Warning, I am a big GURPS fan and I do not play T20. I use the Gateway Domain setting since I dislike the Bobby Ewing showering background of GT and I am tired of the Spinward Marches
Pictures
The most useful element of GT are the grafics and pictures scattered through the books giving a feeling to many dry words. Saying modular cutter with a crane is one thing, showing an action photo of it is another
The Trader books
These are Far Trader (Merchant Characters) and Starports (Ports and Custom).
Of those Starports(S) is the more useful describing and showing how a port works in detail and giving sample ports and port scenes. The cargo gear and starport small craft/spaceships alone is great and something severely missing in most Traveller incarnations.
Far Trader (FT) is semi-useful. The whole stuff on licences and legalities as well as modes of shipping can most likely be lifted. The trade system is either USE IT or DON'T, there is no "skimming parts of it". The Starships and Spaceships need to be converted but add some nifty ideas.
First Scout Thingy
First In (FI) aka First Eaten is about the scout service and system creation. There is a UWP to GURPS table so one should be able to go the way back. System Generation is very detailed and complex. If you are into that stuff, try the book. The insights in the scout service and it's para-military use are useful and some of the ships and gear scream "plunder me"
The Military books
These are Ground Forces (Army and Uncle Cleons Misguided Children) and Mercenarie (Amoral Scumbacks and Hireguns). So-so in useability.
Ground Forces (GF) gives nice insights in how the system works and shows some of the starships used to transport the grunts. OTOH equipment is GURPS specific and would need to be checked/transfered.
Mercenaries (M) is the less useful part of the pair. The tickets have the same problems as in CT and the gear list (aside from the Starships) is again quite GURPS specific. The sample units can be plundered.
Alien Races 1-4
The first three are the equivalent to the Alien Modules. Quit useful if you don't have the originals if you want to look up background. Not so useful for Chargen unless you know some GURPS
The last is about minor races, some for the much-missed CHALLENGE. Nice read through, semi useful
Setting books
Behind the Claw (BC) aka Behind the Flaw, Rim of Fire (RF) and Sword Worlds (SW) all describe the G:T "The Imperator lives" variant of the Spinward Marches (SW, considered buggy), Solomanie Rim (RF) and the Darrian/Sword World/Border Worlds region.
Semi-Useful due to the timeline-specific elements.
Starships
Could someone please offer Steve Jackson Scrooge McDucks Treasure/his firstborne child/a playmate/Whatever it takes for the permission to make a T20/HG compatible version? The tons of little add ons (Swimming pool and Wet bar anyone) in this book makes it really useful to spice up your ship(1)
As is the book is GURPS squared naturally.
Deckplan books
The Modular Cutter book has IIRC a T20 equivalent and the 600-ton Type M is with HG/T20 stats already.
(1) You can even have a stage installed to "Spice up your live". And sound-dampening if you only want the looks.
Fair Warning, I am a big GURPS fan and I do not play T20. I use the Gateway Domain setting since I dislike the Bobby Ewing showering background of GT and I am tired of the Spinward Marches
Pictures
The most useful element of GT are the grafics and pictures scattered through the books giving a feeling to many dry words. Saying modular cutter with a crane is one thing, showing an action photo of it is another
The Trader books
These are Far Trader (Merchant Characters) and Starports (Ports and Custom).
Of those Starports(S) is the more useful describing and showing how a port works in detail and giving sample ports and port scenes. The cargo gear and starport small craft/spaceships alone is great and something severely missing in most Traveller incarnations.
Far Trader (FT) is semi-useful. The whole stuff on licences and legalities as well as modes of shipping can most likely be lifted. The trade system is either USE IT or DON'T, there is no "skimming parts of it". The Starships and Spaceships need to be converted but add some nifty ideas.
First Scout Thingy
First In (FI) aka First Eaten is about the scout service and system creation. There is a UWP to GURPS table so one should be able to go the way back. System Generation is very detailed and complex. If you are into that stuff, try the book. The insights in the scout service and it's para-military use are useful and some of the ships and gear scream "plunder me"
The Military books
These are Ground Forces (Army and Uncle Cleons Misguided Children) and Mercenarie (Amoral Scumbacks and Hireguns). So-so in useability.
Ground Forces (GF) gives nice insights in how the system works and shows some of the starships used to transport the grunts. OTOH equipment is GURPS specific and would need to be checked/transfered.
Mercenaries (M) is the less useful part of the pair. The tickets have the same problems as in CT and the gear list (aside from the Starships) is again quite GURPS specific. The sample units can be plundered.
Alien Races 1-4
The first three are the equivalent to the Alien Modules. Quit useful if you don't have the originals if you want to look up background. Not so useful for Chargen unless you know some GURPS
The last is about minor races, some for the much-missed CHALLENGE. Nice read through, semi useful
Setting books
Behind the Claw (BC) aka Behind the Flaw, Rim of Fire (RF) and Sword Worlds (SW) all describe the G:T "The Imperator lives" variant of the Spinward Marches (SW, considered buggy), Solomanie Rim (RF) and the Darrian/Sword World/Border Worlds region.
Semi-Useful due to the timeline-specific elements.
Starships
Could someone please offer Steve Jackson Scrooge McDucks Treasure/his firstborne child/a playmate/Whatever it takes for the permission to make a T20/HG compatible version? The tons of little add ons (Swimming pool and Wet bar anyone) in this book makes it really useful to spice up your ship(1)
As is the book is GURPS squared naturally.
Deckplan books
The Modular Cutter book has IIRC a T20 equivalent and the 600-ton Type M is with HG/T20 stats already.
(1) You can even have a stage installed to "Spice up your live". And sound-dampening if you only want the looks.