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Which RPG system do you use IYTU?

T20. 'Cause like, it roolz!


In fact I use T20 for my other modern/future RPGs too. It is just too good not to be used, everything else seems ... childish?
 
My one and only campaign and a few scattered adventures more than 20 years ago, both used MT. It's complete, streamlined and works with all the old material. The fact that I own almost everything for MT helps.
 
I also play house MT lite - even for TNE (I liked TNE rules and as a Twilight player was used to them) but I prefer the MT task system. In fact I just used tasks for everything - gun fights and all -

On Morte's suggestion I am going to start giving out hero point chits to give dm's to allow players to make those impossible rules.

As to generating things - I used Ace and the Dog software - check his site out dudes...
 
I use GURPS for my game and add in a random smattering of source material out of what ever souecebooks I happen to have handy at the time and/or spot on the net for cheap. I allow FTL travel in my game via the use of jumpgates. In my game FTL drives are still a long way off and most of the jumpgates are imperial controlled and heavily guarded/taxed. I admit that I've tried to make it nearly impossible for my PCs to get out of their own solarsystem because I'm also using THL sourcebooks(for those of you who don't know http://www.sjgames.com/gurps/transhuman/ ) I really like the GURPS mechanics and I've grown very acustomed to them even though my first foray into scifi rpgs was originally classic traveller but like Aramis I was also quite confused by the different resolution mechanics. I still use classic adventures as source material though. I hope the art in T5 will be as good as it was in TNE...I thought the art there was impressive!
 
Originally posted by G K Zhukov:
Which roleplaying rules system (not background, millieu, etc.) do you use in your Traveller Universe and why?
Traditionally, I've always used a MegaTraveller/Classic Traveller mix. CT mostly for starships, MT otherwise. I prefer a small ships/small Imperium setting. I'm thinking of departing from that and using 5th ed Hero w/Star Hero as the in-play system next time I run a sci fi game (no prospects on the horizon, so that may be a long way off). MT and CT would still provide source material and some behind the scenes design tools, but Star Hero is such a good sourcebook that I'm really fond of the idea of using it.
 
I'm currently considering an ATU game, hybridizing heavily.
2300 Career System, MT stats and skill list, T4 psionics, t20 T&C, ships designed from a T20 variant, MT combat rules, Task rules taken from Heavy Gear...

The variant is a big one: 1% for AG/IC, 1% per 0.1G for HP Ion thrusters, with a year of fuel aboard... but they SUCK power, 10pp per Td. PPFuel also variant: Fusion and AM PP's go to TL Months per load, rather than 4weeks. JFuel 5% per Jn. Small ship heresy in force, and Vriant on computers (J-support NOT part of computer core; 0.1 T and MCr1 per Jn.
 
I dislike the propulsion system. Stutterwarp is far LESS useful for the styles of game i run. Jump works far better.

The career system has no enlistment, etc. You determine how long it was for this turning point (similar to a term, but of 1d10 years), and in what career. You then get years in skill points (plus an adjustment for int and edu), and three skill lists; Primary, Secondary, and the master list.

Skill purchases base upon Buying level 1 costs 1, level 2 costs 2 and requires level 1, level 3 costs three and requires level 2, etc. Primmary skills are half cost THAT TERM (leftover points are doubled if you applied them to a skill in part). Secondary skills are normal cost. Outside skills are double cost.

1st turning point in-career characters also get about 7 points worth of skills as "basic".

Finally, make a determination task to stay in CG. +1 difficulty per turning point (1st is auto; taking second is easy, etc), +1 difficulty if switching careers.

2300 Task system is essentially identical to MT, except it uses 1d10 rather than 2d6 for success checks.
 
I found CT in 1980 and poured myself into it. For me, it is still the only one. Being completely happy, I never ventured out of this CT genre. That makes me a one-system gamer...truly are rare breed now-a-days. :D
 
I use the CT rules for Traveller games, unless I play T20 in which case I use the d20 system. I tend to use the system that goes with the game....Hârn for Hârnworld and so on. Though I do use Striker for some things in CT, such as massive destruction.

Shiara
 
I also use a variant of the CP 2020 rules IMTU. I find that the CP system is much faster in the combat/ damage system and through the use of 'The Purple Book' for backgrounds (Central Casting, Heroes of Tomorrow, for anyone interested in a seriously twisted background generator) my players have a pretty good time.

IT does require spending an extra night of background generation with the group. By mutual decree, all PC backgrounds bust be done before the group, so that everyone can get a good laugh and everyone can contribute to making the party run more smoothly.
 
I have run CT, MT, TNE, and T20 over the past 25 years I have been dealing with Traveller (man, that long? 'ugh!'). When it comes to my next campaign - which will be a few months away, I will be going back to CT - with MT task resolution and personal combat rules.

High Guard has always been my favorite ship rules, and I am glad that T20 uses a variant of them. My newest game group, however, detests all things D20 so T20 is right out. I also liked the UTP - too bad about the fiasco with the IP of DGP, as well as with who owns it now.

I guess I really want to go back to my roots, with an updated skill system. I heard that Hunter was considering doing the same thing for a future QLI project. That is something I might be interested in.
 
I use the CT stuff and a few house rules.If I want complicated I can get that with my RQ.
Does the job fine.No need to bicker over rules and the game flows well.
 
I began using Traveller before it was a classic. I still have the first edition booklets. Our group dabbled with the James Bond rpg from Victory Games and found the 'ease factor' aspect much easier to use than D&D, C&S, or Traveller. When MegaTraveller introduced the 'task' and four difficulty levels few of our groups have turned back. T4 seemed to be a step backward and I could never keep the 'half' dice straight. Furthermore, most every player I have had over the years liked the more involved (mercenary-style) character generation. TNE is even more involved, and my PCs found it too much.
As a gamemaster, I used MT mostly, but I do 'borrow' from CT and Chivalry & Sorcery, and GURPs to streamline things if I can.
 
The Hyperspace Translation Drive (HTD)

This concept still operates like the standard traveller jump drive, but has some ideas "borrowed" from the Keyhole drive presented in Fire, Fusion and Steel 1.

Because of the nature of the drive it has the same 100D/10D limits as a standard jump drive. A "misjump" means that the translation was distorted in some way and the exit can be determined as per standard misjump rules.

It was the Hyperspace Translation Drive which gave humanity the stars. The HTD basically opens a wormhole between the ship and a destination. Once opened a ship is committed and the destination is fixed. It has been suggested that a tachyon stream allows this system to work, but even now the tachyon remains a theoretical concept.

The principles were discovered in the late TL8 period but it was not until late in the TL9 period that the first HTD became operational in the Terran system.

In theory a version could have been constructed at TL8.

The HTD has a number of distinct systems.
1. The drive system itself
2. A capacitance system (Sufficient to store the minimum amount of energy needed to open the wormhole)
3. An energy mapping system (this is incorporated into the capacitance system)
4. An array to create and maintain the HTD field.

Six levels of hyperspace are currently theorised to exist, though so far only levels 1 and 2 have been penetrated. A translation into one of these is usually called a Level "n" Translation. "n" Indicating how many parsecs a vessel will effectively travel in 1 week.

For example a Scout vessel entering a level 1 translation will spend 1 week in a layer of hyperspace and emerge back into normal space 1 parsec from its origin. The same vessel entering a level 2 translation will still spend 1 week in a layer of hyperspace but will emerge 2 parsecs from its origin.

Using reverse engineering from standard Traveller jump drives a vessel requires

0.98 Mj of energy per displacement ton to make a level 1 translation
2.45 Mj of energy per displacement ton to make a level 2 translation
3.92 Mj of energy per displacement ton to make a level 3 translation
5.45 Mj of energy per displacement ton to make a level 4 translation
7.35 Mj of energy per displacement ton to make a level 5 translation
9.80 Mj of energy per displacement ton to make a level 6 translation

A Hyperspace Translation Drive (HTD) requires a drive system
HTL Level %drive Base TL Mass/kiloliter MCr per kiloliter
1 3.9% 9 3 0.3
2 5.85% 11 3 0.3
3 7.8% 12 3 0.3
4 9.75% 13 3 0.3
5 11.7% 14 2.5 0.3
6 13.65% 15 2 0.3
%drive is percentage of ship in kiloliters occupied by the drive system. Surface Area is equal to volume of drive/3.

A HTD drive requires a capacitor system as noted above.
For example a TL11 Improved Outreach (150 dts, 2100 kiloliters) fitted with a level 2 translation drive requires

An HTD drive:
Volume 5.85% x 2100 = 122.85 kiloliters
Mass = 368.55 tons
Surface Area = 40.95 square meters
Price = 36.855 MCr.

A Capacitor System
Energy Required for a Level 2 Translation = 2.45Mj/dt = 367.5 Mj
At TL11 Volume = 22.05 kiloliters
Mass = 44.1 tons
Price = 0.2205 MCr

A Power Supply
To charge the HTD drive and capacitors takes 30 minutes
so power required = 367.5/1800 = 0.2042 Mw

Note that no L-Hyd is required for this drive, to compensate for this I increased the volume of the HTD systems.

*TL8
A version of this drive could become available at TL8.
Calculate normally as for a TL9 drive then increase the volume of the drive by a factor of 5.
 
Woah.. My previous post went without my hitting the Add Reply button. So I apologise for some of the formatting.

This is a variant of the jump drive designed to reflect the TL changes as capacitors increased in efficiency.
 
I use CT mainly, with stuff from MT and GT to fill in the potholes.

For ship combat, I have used HG2 with Mayday, but I'm shopping around for a new, better system.

Aramis writes:
I like the conglomerate unit rules for MT.
Ditto. Sort off a streamlined version of Striker.
I like MT for the big combat and ground vehicle design. For small combat, I go back to CT.

I will occaisionally port stuff from T20, mostly stuff like the trade rules that are simply souped up versions of what was in CT. I don't really port anything from TNE. The only thing I've ever used alot from TNE is the little bit in Path of Tears concerning size of planet/nations military. Oh, and that nice big black map of the Diaspora sector. Just like that nice big black map of the Spinward Marches.

I really love those big black sector maps.

I suppose there is no hope of ever seeing those produced ever again :(

Oh well. Drive on.
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OOOPS. I just remembered. The Diaspora map was from MT.

Oh well. Drive on.
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