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What rules and mileu do you use?

ACK!!

SOC-12
For those of you who are ref'ing right now.

Or preparing a campaign.

Or in my case perpetually preparing a campaign.

Which ruleset do you use?

What Trav mileu do you play in?
 
I run my campaign in T20, currently set in the TNE 1248 time period.

Before that, I ran a year-long campaign using T20 rules in an ATU of my own creation.

Hope this helps,
Flynn
 
Originally posted by Flynn:
I run my campaign in T20, currently set in the TNE 1248 time period.

Before that, I ran a year-long campaign using T20 rules in an ATU of my own creation.

Hope this helps,
Flynn
Let me add a another question. Why?

Good for newb comparison I think.
 
I used to prefer the MT system to all others, though I've played all of the available Traveller systems before. However, most people don't like systems they can't buy books for, and even more so, a lot of gamers in my area play D20 only, so in order to get players, I had to choose a system similar to what they were already playing. I've really enjoyed it, though, and think that, in general, it's a pretty cool system.


Hope this helps,
Flynn
 
The next Traveller campaign I run is going to be set in thr TNE era, hopefully moving eventually into 1248.

Character gen- T5 quick system, background events can be rolled later, I want the players to start the first evening.

Tasks- DGP/MT but based on 2d10 rather than 2d6 because, no matter what, I can not persuade them to like 2d6. It also makes it easier to use % hit location charts etc.

Combat- MT based but with T4 weapon and armour rules because you don't have to keep explaining to someone the difference between a low penetration and a high penetration effect etc.

Damage system- CT/T4 with house rules for hit location effects, exceptional success, shock and bleeding.

Vehicles- T20 varient

Starships- Small ship universe type T20 varient, m-drive and j-drive %s swapped to match CT (and to make the j-drive larger), construction options from GT thrown in, spinal mounts like in TNE and T4

Ship combat- B2/Mayday type for most small encounters, but with BL/Star Cruiser/T20 combined sensor rules, with the task rolls derived from T20

Trade rules- MT

System fleshing- MT World Builder's Handbook

Equipment- everything I can find, T20/MT/CSC even the FCI Consumers guide.
 
Originally posted by Sigg Oddra:
The next Traveller campaign I run is going to be set in thr TNE era, hopefully moving eventually into 1248.

Character gen- T5 quick system, background events can be rolled later, I want the players to start the first evening.

Tasks- DGP/MT but based on 2d10 rather than 2d6 because, no matter what, I can not persuade them to like 2d6. It also makes it easier to use % hit location charts etc.

Combat- MT based but with T4 weapon and armour rules because you don't have to keep explaining to someone the difference between a low penetration and a high penetration effect etc.

Damage system- CT/T4 with house rules for hit location effects, exceptional success, shock and bleeding.

Vehicles- T20 varient

Starships- Small ship universe type T20 varient, m-drive and j-drive %s swapped to match CT (and to make the j-drive larger), construction options from GT thrown in, spinal mounts like in TNE and T4

Ship combat- B2/Mayday type for most small encounters, but with BL/Star Cruiser/T20 combined sensor rules, with the task rolls derived from T20

Trade rules- MT

System fleshing- MT World Builder's Handbook

Equipment- everything I can find, T20/MT/CSC even the FCI Consumers guide.
Wow very similiar in places to my own house rules here -- IMTU
 
Which ruleset do you use?
Mostly CT/MT with GT add ons and small bits from elsewhere[T4, Tne, T20, 2300, mostly, with TW:2000, various Avalon Hill games, various SPI games, Star Fleet Battles, etc, etc.]

What Trav mileu do you play in?
Classic era Spinward Marches

Let me add a another question. Why?
Its what I started with, and its easier to play with than other systems. Plus I get one man scout ships, which is difficult if not impossible with other systems.
 
I'm going to run my campaign in T20, time period unknown.

Why It's all I know. The only book I own is the current t20 book so anything new will help me in the future. It's taking time to figure out what everybody is saying and where these things are.

wa11eye
 
I run in an alternate Milieu 0 setting, around the year 56 with the Imperium in a cold war (soon becoming hot) with a rather large pocket empire in the Zarushaagar sector. The great thing about it is the enemy isn't always painted as the enemy and it forces the players (Imperial Scouts) to make hard decisions. I may write the setting up one day.

I use the Megatraveller ruleset with practically no changes. I run it all through GRIP and my website so I keep it rules light anyway. To this day the players have no idea what the stats of any of their weapons are and I like it that way.
 
Originally posted by Ben W Bell:

I use the Megatraveller ruleset with practically no changes. I run it all through GRIP and my website so I keep it rules light anyway. To this day the players have no idea what the stats of any of their weapons are and I like it that way.
Yeah, one of my players said to me recently how do you handle damage in this game he said.

I told him if you get shot I will tell you what happens in game terms.

I tell him if he arms is scratched or if he has four bleeding wounds in his chest, on his back and begging for a medic.

What about hit points he says?

I tell him, "What hit points? This ain't AD&D!"

He says finally, "Good."

"How does the task system work?" another says.

That is easy I tell him that I know his skills and his attributes and the difficulty and the modifiers. So, in other words, "You roll over what I tell you're target number is."

"The task system is there to make the ref's life easier not to bog down the player. I worry about the rules because I am the referee. You are a player don't worry about the rules just role-play."

I leaned this way before in my attitude about the rules. However, after playing for awhile in a message board PBEM where the ref handles all the roles, that pushed it over the edge. It is so much easier on the player when they do NOT have to worry about the rules and just play.
 
When I ref (which thanks to Binky, is not at the moment) I play pure MT except character gen where you 6 roll stats and choose and all drawings from the skill tables are choice not random (You still have to roll to get skills in the first place and edu 8 for advanced education table).

I photocopy the task system and hand to all players so they know the rulez.

Depending on the time and the players I follow MT combat but have been known to make combat up as I go (if its end of night or just a quick firefight I dont bother with Pen/Att etc as it takes too long). Before MT I used Snapshot for combat. I also have a sheet explaining combat in MT terms to give to the players. Combat normally ends in tears...

As to setting - Rebellion era in the Trojan Reaches/rimward end of Spinward Marches or a TNE setting: mainly Elliot's homegrown Old Earth Union setting (The Vikings are just too ugly for my aesthetic mind).
 
1. Going back, way back, so long ago I can't remember what year it was (1980 +/- 2), I used the boxed LBBs and made up my own setting. Well, I ripped a setting off from Larry Niven's "Known Space" and a few other bits. I had Kzin and Puppeteers before trav renamed them Aslan and Hivers. ;) Then I went off and did other stuff.

2. Last year I ran a T20 game, starting from the Lite rules and Linkworlds PDF and graduating to the THB and the Gateway 993 book. By the end of the game, we were playing T20 with > these house rules <.

3. A few weeks back, I joined assorted other undesirables (all of whom frequent these boards) for a campaign set in Gateway 993. So far it's T5 chargen and task system, I'm piloting a T20 ship, ACQ has been mentioned, and the other rules are probably "anyone got some rules for so-and-so with them?"

To be blunt, I don't think any of the Traveller systems are that good by current RPG standards. CT is bonkers, MT is unavailable and almost-bonkers, TNE and T4 are invisible, T20 is solid but slightly clunky and is poorly explained in places, T5 is unbalanced and abysmally explained, and GURPs is unfinished. None of them can decide what sort of game they want to be (gamist or simulationist), excepting maybe GURPS.

But Traveller is such a cool concept/setting that it transcends the rules. It continually hampers itself with Canon compatability (if they'd fixed it in 1989 we'd only have had 15 years to convert our games), but it's still wonderful.
 
Originally posted by ACK:
For those of you who are ref'ing right now.

Or preparing a campaign.

Or in my case perpetually preparing a campaign.

Which ruleset do you use?
I happen to be using T20 at this time. Was using GDW's House Rules System before.


What Trav mileu do you play in?
My previous House Rules campaign was TNE from 1201-1207. One of my current games is set during the Final war (year 1120) using T20. My other one is an unofficial (at this time. I hope to change this) campaign set in the year 1217 in the Amdukan Sector under a new fledging civilization. When I get my hands upon the 1248 works, I will update this campaign to that year.
 
Our campagin started in 1105 & is now in 1127 (started in 1981.).Begun with CT,then moved to MT,now we're using T4 (I'm sliding in some T20 ship generation rules,though we use HG rules for ships)
 
Currently, (and forever) I run a t20/CT PBEM set in the Hinterworlds Sector in the Year 1100, based on the activities of a certain group of misbegotten pirates... It is "cinematic" in nature, and the rules serve as a point of reference for the players to plot action/express concepts... all the rolling and mechanical notaion is done behind the scenes.

I also use a simplified/modified 3d starship combat system, with a simultaneous movement system... A starship's agility score can be used to make a number of hex facet turns/altitude levels equal to its rating... Thus a 6g ship with a 6 agility can move six map hexes and make six turns a combat round, or it can "burn" agility to add to move rate, IE, the same ship could go a total of 12 hexes if it went "flat out" and made no turns or changes in altitude...

The tactical map itself is comprised of unlimited levels of "hyperhexes" that simulate varying levels of altitude in space... each hex being a megameter (1000km) high and wide...

All in all, this system is simple and works well in making Starship combat more realistic/dynamic, and gives combatants a less vectored option...

Everything else in Starship Combat is "As read" (initiative, hit locations, etc...) I slightly modified the weapon ranges to fit the board smoother...

omega.gif
 
I'm running a PBWF (Play By Web Forum) and a face-to-face + GRIP + PBWF, both set at about the same time (1115, started on in 1114) in the Spinward Marches.

One is a group of diplomats, scouts, SF types working for an Imperial Agency doing a variety of diplomatic and espionage operations.

The other is the crew of a free-trader, all formerly grew up on Focaline and most mustered out similarly after 5FW in about 1112-1114. They recoverd the ship from a kind of unknown grave (long story) on Inthe, but in doing so made some megacorp friends and some Ine Givar enemies.

Both versions I use a slightly modified MT ruleset (I apply stat damage during the firefight, not after). I have yet to decide if I'm going to use Vanilla Rebellion, Wounded Collosus (Thanks LEW) or my own home brew Rebellion. They'll have to wait and see!

I use DGP's World Builder's Handbook, Ship's For Windows (MT ship construction), Guns! Guns! Guns! and a number of other handy bits for world detailing and techhead stuff.

Most of my players in face to face are mostly military or ex military types, so our combats tend to focus on realistic tactics (a bit of action movie, but not too much) and they tend to be ugly for whomever has the worse plan or worse luck.

Why MT? Task system and Skill System and my favourite chargen (the extended stuff). I can run the entire game with little or no reference to any manual, and my players don't have to know aught but how to roll 2D6 and how the skill system works. All the rest I worry about - the focus becomes on the game, not on mechanics, not on feats or perks, or disads, or whatever oddball mechanics other sets have introduced. CT with a task system would BE MT to me.

TNE was okay, but I didn't like the ruleset except for Brilliant Lances. T4 was a bit of a waste of my money, as it was part CT, part MT, part... not so useful. T20 was okay, but since I hate feats and some of the rolling mechanics of D20 for Traveller, it'll just be a reference work. GURPS has lots of excellent reference material, but toooo maaaaany ruuuuleeeessss. (Yes, you can play with fewer, but the truth is I'm just not fond of the mechanics - I am fond of some of the setting/support materials like First In and Ground Forces). And T5 doesn't even make my radar as roll-under just makes me cringe and shiver.

Of course, other views disagree


But for my players, none of whom own anything other than some CT books and most of them not even that, and who want to play a game where they don't *have* to know much about the rules and can focus on characters and their reactions, MT is a near perfect vehicle.

And that's even with all the damn errata.... ;)

Oh, and did I mention the Virus bites?
 
Originally posted by kaladorn:
...

Both versions I use a slightly modified MT ruleset (I apply stat damage during the firefight, not after). I have yet to decide if I'm going to use Vanilla Rebellion, Wounded Collosus (Thanks LEW) or my own home brew Rebellion. They'll have to wait and see!

..
I use Megatraveller rules myself.

I use a hit location for pinpoint shots and initiative is individual based kind of like everyone is a gunfight PC and NPCs all rolling with the Quickdraw rules for Classic Traveller to determine intiative.

The only other thing I adjust is less rolling for skill progression. Determination rolls are not needed. It is amazing how flighty players are about what they are trying to approve on.

I like the Task System. I heard that T4 combat stuff is pretty darn good but I really like the pen/atten stuff of MT.

Plus, it is what I started with.

_
 
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