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Wanderer a la Rob

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Wanderer is a shorthand term for the idea of using Traveller for fantasy, and represents a number of unfinished drafts on paper with different goals. For example, how magic is used and implemented depends on the person, and the setting is indeterminate. My preference is a low-fantasy (approximately earthlike, and without dragons and wizards) setting, perhaps like the Argonautica, Odyssey, Conan, and Sinbad the Sailor.

The mockup which inspired Wanderer threads is on the web somewhere, and has this fictional product listing:
Wanderer Mockup said:
Rules
300 Book 1: Characters and Combat
301 Book 2: Wizardry
302 Book 3: Cities and Adventure
3?? Book 4: Warlord
3?? Book 5: Night Watch

Supplements
3?? Supplement 1: 1001 Heroes
3?? Supplement 2: Monster Encounters
3?? Supplement 3: Borderlands
3?? Supplement 4: Citizens of the Kingdoms
3?? Supplement 5: Ships and Galleys
3?? Supplement 6: 76 Nobles
3?? Special (?) Supplement 1: Elven Bows
3?? Special (?) Supplement 2: Dwarven Runes

Adventures
3?? Adventure 1: Pantokrator's Fist
3?? Adventure 2: Barbarian Outpost
3?? Adventure 3: Stardock
312 Double Adventure 1: Darkness/Death Caves
316 Double Adventure 2: Trader's Gambit/Pit Fight

Games
308 Game 1: Dark Jungles
317 Game 2: Stone Circle

Magazine: Scrolls of Skelos
No. 1 Jewels and Treasures
No. 2 The Palace of King Taurus
No. 3 Merchant Houses
No. 4 The Mines of Moria
No. 5 Glaive Guisarme and other Pole Arms
No. 6 Seaport Authority
No. 7 War!



Book 1: Characters and Combat

Human Character Generation. Human characters are generated by rolling two dice for each of the six basic characteristics: Strength, Dexterity, Endurance, Intelligence, Education, and Social standing.

Careers. After rolling characteristics, the player selects a career for his character from the provided list. Careers are resolved using the Traveller 5 character generation pages, with substitutions given in the following pages for each career. If a character fails to enter the selected career, he is submitted to fate and his career is determined by rolling two dice, matching the result with the career list.

Code:
02 Academician
03 Muse
04 Freeman
05 Ranger
06 Merchant
07 Sailor
08 Warrior
09 Emissary
10 Rogue
11 Noble
12 Marine

Note The term 'barbarian' is a Modifier, not a Career (The Barbarian Librarian). Strictly speaking, a barbarian is someone foreign to The Culture. Thus, a Scholar can be considered a Barbarian Scholar if he's from Beyond the Westward Marshes.

02 - Academician
Scholars are few and far between, and generally gather into enclaves or guilds. They are architects, healers, and scribes.

03 - Muse
A muse is a bard, composer, court jester, or shaman.

Muses have supernatural skills, and use them to entertain, enrich, improve, fascinate, convince, intimidate, deceive, confuse or overwhelm. More disciplined muses are sometimes called mages, and are in demand in courts. Aggressive muses are sometimes called sorcerers, and are in demand on the battlefield.

04 - Freeman
The lowest respectable rung of civilization. The people who do hard labor on their own land. Some are Wanderers, traveling alone or in clans, living on no one’s land for long, trudging highly trafficked routes, eking out an existence where various skills are needed.

05 - Ranger (Scout, T5 p87) Adjustments:

  • Couriers do NOT avoid risk and reward. Instead, Academics avoids risk and reward.
  • Overall text: replace "world" and "worlds" with "land" and "lands".
  • The Scout's Duties: replace "ship" with "ship or cart".

ADAPTED SKILLS
  • Astronomer (was: Astrogator)
  • Communications (heliograph, semaphore, whistle-language)
  • Mathematician (was: Computer) (trigonometry, trajectory, calendrics)
  • Rider (was: Driver)
  • Gears and Power (was: Electronics)
  • Builder (was: Engineer)
  • Hydraulics (was: Fluidics)
  • Glider (was: Flyer)
  • Mason (was: Gravitics)
  • Cannon (was: Gunner)
  • Catapult (includes Ballista, Onager, etc) (was: Heavy Weapons)
  • Heavy Lifting (was: Hi-G)
  • Body Awareness (was: Hostile Environment)
  • Optics (was: Photonics)
  • Pilot/Galley Regulator (drummer)
  • Botanist (was: Polymers)
  • Loom Card Designer (was: Programmer)
  • Tracker (was: Sensors)
  • Diving Bell (was: Vacc Suit)
  • Free-diving (was: Zero-G)

Mustering Out Benefits. Low Passage = Steerage. Basic amenities, typically with limited toilet use, no privacy, and poor food. And so on for the various benefits. Life Insurance is an actual Life Insurance policy, as in "your designees get all your junk when you die", rather than the Traveller-style policy. A Wafer Jack is replaced with an Abacus, Compass, or other useful piece of equipment.

06 - Merchant

07 - Sailor
A member of a state navy, the seafaring arm of a merchants guild, or pirate ship. They are skilled in sailing various kinds of ships.

Service Branches: Explorer, Pirate, Trader, Navy

08 - Warrior
The fighting member of a tribe or clan, or a member of a state’s military forces, secular or religious. The Crusader, the Barbarian, the Ronin. Warriors are known for their loyalty and honor, and are morally bound to protect their homeland. Warriors are often seen embarking on lost causes, escorting holy relics, or slaying large numbers of hostile animals (or opponents) in a methodical way. Clan elders or a royal court are the Warrior's provider and patron.

The Warrior, when removed or cut off from state or clan ties, becomes a soldier of fortune, a sword for hire, a barbarian, a wandering ranger, or a member of a mercenary guild.

Service Branches: Soldier, Cavalry, Assassin, Berserker

Ranks
E1 Recruit
E2 Pikeman
E3 Militia
E4 Guard
E5 Swordsman
E6 Veteran

O1 Capora
O2 Steadholder
O3 Colonna
O4 Lokhos
O5 General
O6 Warlord

09 - Emissary
The emissary is seen running fool’s errands; travelling to a foreign land in order to represent one's city-state, or king, or nation; delivering ultimatums to hostile foreign or supernatural powers; carrying out very small tactical missions (one to four people); and infiltrating enemy camps to gather information.

Vizier, Paladin, Agent, Spy

10 - Rogue
A member of the urban street survivalists, the low-lifes, the pickpockets, people who have slipped through the cracks of society and culture: the truly desperate.

The rural rogue is the pirate: the highwayman, the sea-scourge, the semi-civilized oceanic nomad. Pirates usually travel in groups and are usually up to no good. Some Pirates are ex-Marines who have been cut off from their state support. The pirate often talks with bizarre accents and owns parrots or monkeys.

11 - Noble
Nobility live in service of their kingdom, whether or not said kingdom still exists. They also belong to secret societies, with high aims or base purposes. Nobles trained in warfare belong to organizations like the Knights Templar, whose deeds hint at deep, perhaps unknowable, perhaps supernatural purposes, good or evil.


12 - Marine
 
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This, my grognardly gearheadedist canonista, is my outline for Wanderer, the ultimate fantasy RPG setting using Traveller rules.



Dwarven Character Generation. Dwarvish characters are generated by rolling the following numbers of dice for each of their six basic characteristics: Strength, three dice; Dexterity, two dice; Endurance, three dice; Intelligence, two dice; Training, two dice; Charisma, two dice.

Advantages. Dwarves start out with Craftsman skill at level 4. Finally, dwarves start both physical aging and mental aging at 85 standard years.

Disadvantage. Dwarves have an innate greed that interferes with their ability to reason. When in the presence of large amounts of wealth, roll two dice every twenty minutes; when the roll is less than the dwarf's intelligence, the dwarf is unable to make a clear-headed decision until the next time greed is checked.

Elvish Character Generation. Elvish characters are generated by rolling the following numbers of dice for each of their six basic characteristics: Strength, two dice; Dexterity, three dice; Endurance, two dice; Intelligence, two dice; Instinct, two dice; Caste, two dice.

Advantages. Elves roll two dice for Psionic potential, and have a base chance of 20 for sensing, instead of the default 16. Finally, elves start physical aging at 68 standard years, and mental aging starts at 136 standard years.

Disadvantage. Elves have an innate prejudice against humans and dwarves. When first meeting a human or a dwarf, the elf must roll two dice. On a roll of 7 or less, the elf will actively shun that person. Moreover, every time an adequately serious event happens, the elf will re-evaluate his prejudice. When this happens, roll two dice again for each person involved. In this manner, an elf's prejudices will shift around, seemingly without rationale. It is up to the player to rationalize the elf's changing mind.


Book 2 - Wizardry
Literacy
Invention
Fields of Research
Inventory
Transportation
Weapons
Magical Research


Book 3 - Cities and Adventures

Wanderer City Profile

Code:
P-SAWPGL-T

P - Port class.
S - Size exponent, in square km. 0 = 1 to 9 square km. 1 = 10 to 99. 2 = 100 to 999.
A - Culture ("this place has lots of atmosphere!").
W - Time-distance to nearest navigable body of water.
P - Population.
G - Government type.
L - Law level.
T - Tech level of market goods.

Technology

Adventuring

...Mapping...

Ships in unknown waters may become swamped by weather, broken upon reefs, captured by a corsair, or dragged to the depths by sea serpents.

Caravans may be scattered by a desert dust-storm or jungle monsoon, set upon by raiders, or lured to its demise by a siren.

Armies may be tricked or disoriented by a djinn, cursed by a shaman, or bought off by a prince with fabulous wealth.


Adventure 4 - Corsair


Supplement 3 - Borderlands
Coastline
Island Chains
Steppes
Jungles
Deserts
Forests
Mountains
Wastelands


Supplement 4: Citizens of the Kingdoms

Skill Conversions

Unusual (for Traveller) Skills:

Abacus
Alchemist
Astrologer
Healer
Heliograph
Herbalist
Literacy
Siege Weapons


The World
  • The Spinning Reaches Archipelago
    • Cronor's Realm
    • Jewelled Coast
    • Regina's Own
    • Aramissylvania
    • The Querion Deep
    • Vlissides
    • Lancer
    • Rijalan
      • Sargon's Arena
      • Merchant's Quarter
      • Docks
      • Temple District
    • Darrens' Stronghold
    • Sword Kingdom
    • Mithril Fields
    • Moria
    • Five Gorgons
    • Barren Lands
    • Glistening Lands
    • The Veil of Turin
  • Bithini
    • Corsairs
    • The Guardian
    • Breakwaters and docks
    • The Great Temple
    • Warehouse district
    • Apartments
    • The Radial Streets
    • Loholo's Tavern
  • Instone
  • Crag
  • Girdan



Supplement 5 - Ships and Galleys

  • Barge (safe only on rivers)
  • Sloop (not fast but ignores wind direction; unsafe near shoals)
  • Galley (safe only near the shoreline)
  • Qarib/Caravel (fast but lots of leeway)

  • "hull volume" is "hull hit points" and maps to "actual" sizes.
  • ships have "handling" characteristic.
  • "speed potential tables" for sail, rowers, and barge-pole-handlers, in "hexes" per day.
  • weapon tables for Ballista and Cannon batteries, and Ram and Greek Fire "main weapons".
  • Heavy Weapons
  • Sailing
  • Port Activities
  • Trade
  • Sea Combat

Supplement 6 - 76 Taverns
 
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This, my grognardly gearheadedist canonista, is my outline for Wanderer, the ultimate fantasy RPG setting using Traveller rules.

Consider me officially interested.

So is this a fleshing out of low TL worlds, or is the aim to do a genuine fantasy setting - "real" magic, monsters and the like?
 
Consider me officially interested.

So is this a fleshing out of low TL worlds, or is the aim to do a genuine fantasy setting - "real" magic, monsters and the like?

Wow, you've been out of the loop. Note the "Fantasy Traveller" and "Wanderer" threads on COTI!

My end is a low-fantasy setting, but yes, the general aim for Wanderer is magic and monsters. A side-effect is a bit of fleshing out for low TL worlds.
 
There is an official version of Fantasy Traveller coming out; maybe I could see if they'd be interested in having you do the low-fantasy rules.
 
There is an official version of Fantasy Traveller coming out; maybe I could see if they'd be interested in having you do the low-fantasy rules.

There's at least two coming out, as a matter of fact!

Optimally, low-fantasy rules would simply be a tweak to the magic system. I don't see a lot of divergence. I doubt there'd be much for me to do. I could make suggestions, but I dislike barging in on someone else's party.

Now, if I could help Flynn with his Robots book, well, count me in.

And if I had my druthers, I'd see Mongoose do the Traveller treatment on Conan, too.
 
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Since WAnderer looks to be very Hyborian Conan inspired, would it not make sense to tailor the careers around Conab-sounding career types?

Tinkerer, Muse ... don't seem to fit that idea.
 
Since WAnderer looks to be very Hyborian Conan inspired, would it not make sense to tailor the careers around Conab-sounding career types?

Tinkerer, Muse ... don't seem to fit that idea.

Well, I would hope that it's less Hyborian Conan than Hyb. Con. Travellerized, which would make room for tinkers and muses.
 
No. That's a different approach. Dragonstar is a Travellerish setting with D&D rules.

Wanderer is a D&D setting with Traveller rules. They are mirrors of each other.
 
So, Rob, what ABOUT those "official" efforts "coming out"?

Oh, and Rob?

I see you go the "archipelago" route for the setting. I.e., a maritime world with lots of sailing between islands/continents, presumably?

One can definitely do this, but a Traveller feel can also work on a landmass. See the Wilderlands by Judges Guild--"points of light" on a hexmap.

Admittedly, an "archipelago" would be pretty unique...
 
An archipelago is not that unique. Shadow World, by ICE, and then Ursula K. LeGuin's Earthsea series, one of the subsettings on D&D Mystara, and a couple of greek inspired settings.
 
I see you go the "archipelago" route for the setting. I.e., a maritime world with lots of sailing between islands/continents, presumably?

That wasn't intentional... well maybe a bit... I was thinking about how maritime rules relate to land-based rules, so that both are available. But my recent focus has been fixed on the sea, it's true.
 
Since WAnderer looks to be very Hyborian Conan inspired, would it not make sense to tailor the careers around Conab-sounding career types?

Tinkerer, Muse ... don't seem to fit that idea.

Yes, and yet at the same time, a huge, resounding no. It's more of an involuntary reaction against D&D and Tolkien, really. My tendency is towards the film versions of Conan, and Kull, but also Ray Harryhausen's settings with Sinbad and Jason.
 
Beats the hell out of a landmass, though.

Other than that, I note that Rob ignores my question! :frankie:

Oh!

Well, Jame knows the most about them I think -- I know he's an original agitator when it comes to Wanderer, and has posted actively on Mongoose's forums about it.
 
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