Sure, that was kind of my point in answering the OP's question.
Dude it really sounds like the Traveller I play, it’s less about specific rules and more about imagination.Dude, we made light sabers, blasters, personal defense shields like in Lynch’s Dune movie… we just made it up and played. We had worlds based on Terry Gilliam’s Brazil, Blade Runner, The Road Warrior… for us it was true - Traveller could do anything.
Sometimes it was silly but most of the time it was really cool and tons of fun. I guess many would say we were “doing it wrong” but screw that. Point is, we built things that worked for us. We really liked the Top Secret melee combat rules so we used a simple version of those in our Traveller games.
Well, there is HERO Traveller, and GURPS Traveller, so...Dude it really sounds like the Traveller I play, it’s less about specific rules and more about imagination.
if I wanted a rule for everything I would have stayed with Hero or GURPS.
I'm not THAT old, and I'm a simulationist as well!Some of the older roleplayers were also simulationists from hex and chit wargames trying to model the "real world" into a game. That is why some roleplaying games were organized in outline format with numbered headings (606.13 Initiative , 606.13.1 The Roll 606.13.2 Initiative Modifiers, etc.)
This sounds a heck of a lot like Mongoose Traveller, both 1e and 2e.Get rid of the combat matrix, add an armor verse hit system, task rules and you got your perfect game.
This is not in any way meant as a criticism, it's just a tangential observation:I haven't tried it yet, but I've thought about using the Doctor Who rpg Vortex system for Traveller. I's a 2d6 system like Traveller, but adds Traits which ramps up the system another level, letting you go head to head with the Baddies of the Universe. It seemed interesting when I thought about it, and I think someone on the Forum is running it.
True, Technology makes you superhuman. As Rambo pointed out, once you're out of the Military, you don't get access to a lot of toys unless you're rich.It's always seemed to me that an essential element of Traveller is that there are no superheroes. Anyone, from a 0th-term Barbarian to the Emperor to the most battle-hardened Marine, can be taken out by a well-placed 7.62mm round if they're in street clothes. To achieve godlike powers and defenses, you're required to accumulate the material, technological, and sociopolitical resources to make them happen under your command. It's possible! Of course it's not at all easy if you're starting as that 0-term Barbarian, but the game has mechanisms by which this can happen.
Oy gevult... Yet more Mongoosian "Let's make Traveller into some other IP's redheaded stepchild without a license..."Dune like personal energy screens at TL15 are a new product in 1105 thanks to their inclusion in the MgT Third Imperium book - how long before the tech is being manufactured on every TL15 industrial world throughout the Imperium?
Apparently the inner circle approved the change. Their rip off of Star Wars ion cannons are now baseline technology in their Third Imperium too from what I have read over at the Mongoose forums. Oh, and the Sword Worlds were settled by stl transports...Oy gevult... Yet more Mongoosian "Let's make Traveller into some other IP's redheaded stepchild without a license..."
Batman fits into the Traveller framework, as does Iron Man -- hoo boy, does Iron Man fit!True, Technology makes you superhuman. As Rambo pointed out, once you're out of the Military, you don't get access to a lot of toys unless you're rich.
A car lets you drive 60 miles per hour or more. With Battle Dress and an FGMP, you're basically Iron Man. A Psionic Assault lets you be Professor X. A Gauss Pistol lets you shoot high-energy needles at someone which could kill them. A Grav Belt lets you fly. An air/raft can let you reach orbit.
I think I saw an energy shield or something in the Central Supply Catalog so Combat would be less deadly.
That would be me. Not running. Tinkering. You COULD run a Traveller-esque game. Some things are very easy to convert: Attributes, Skills, and equipment is easy. Some background stuff can be converted to Traits like Alien behaviors. Some things no. Starships are too simple for the gearheaded. Worldbuilding is not nearly scientific accurate. No economic system to speak of for a merchant campaign.I haven't tried it yet, but I've thought about using the Doctor Who rpg Vortex system for Traveller. I's a 2d6 system like Traveller, but adds Traits which ramps up the system another level, letting you go head to head with the Baddies of the Universe. It seemed interesting when I thought about it, and I think someone on the Forum is running it.
Vortex | T5 | ||
12 | Beyond Comprehension (The White/Black Guardians, The Eternals) | 33+ | The Technological Singularity |
11 | Ancient Time Lords (Rassilon, Sutek, The Great Vampires, "The Moment" aka Bad Wolf) | 30-32 | Grandfather |
10 | Time Lords | 27-29 | Sons of Grandfather |
9 | Advanced Time Faring (Daleks) | 25-26 | The Ancients |
8 | Time Faring (51st Century) Captain Jack/Time Agency (Sontarrans) (Stasis Tech) | 22-24 | Fantastic Technologies |
7 | Advanced Interstellar Empires (Cybermen) | 17-21 | Galaxiad (Matter Transmission) |
6 | Star Faring (22nd - 30th cent.) (Transmat Tech) (Ice Warriors, Zygons, Draconians, etc.) | 10-16 | The Imperiums |
5 | Space Travel (mid 20th to 21st century/first FTL ships (FTL invented 2087) | 6-9 | mid 20th to Jump-1 |
4 | Industrial (18th - early 20th) | 3-5 | 17th-early 20th |
3 | Renaissance (15th to 17th century) | 2 | |
2 | Metalworking (Bronze/Iron Ages) | 1 | |
1 | Stone Age | 0 |
The Traveller influence was rife throughout Delta Force... but OMG, the tables... Bill should have been writing for Iron Crown Enterprises...That didn't last long, though, because I lost all the tables and couldn't face re-creating them (if you've seen the weapons tables for Delta Force you'll understand), so I went back to RQ3.