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Why Did You Use A Different System To Play Traveller?

Hesitate mixing settings.

I kinda got that idea. I don't like that Initiative thing if I'm not in the Doctor Who universe. Plus, Traveller has enough villains that I don't need the Daleks or Cybermen or such. I was thinking about checking out the UNIT weapons book and see how comparable the weaponry is.
 
I kinda got that idea. I don't like that Initiative thing if I'm not in the Doctor Who universe. Plus, Traveller has enough villains that I don't need the Daleks or Cybermen or such. I was thinking about checking out the UNIT weapons book and see how comparable the weaponry is.
The Defending the Earth UNIT Sourcebook has not much "special equipment" except rules on bases and military Traits (many can help combat). In any case weapons are VERY simple. Just 3 numbers indicating barely hit/direct hit/critical (.5x/x/1.5x) so a bolt action rifle might be 3/5/8, a semi-auto rifle, 4/6/9, a Dalek Gun is 4/L/L (L=Lethal, keep those story points handy!) Stunners have S. To add complexity like range, weapon traits, etc. you need to grab rules from the other Vortex System games that have come out over time. Rocket Age (Why Not Games) has the most stuff. Primeval (Cubicle 7) and Pulp Fantastic (Battlefield Press) added a few more rules, but are not available on Drivethru anymore.
The cool stuff is in The Black Archive book with all those one of kind alien artifacts UNIT and pre-Capt. Jack Torchwood have "acquired" over the years.
 
Huh, just saw this thread. I used Cyberpunk 2020 for years, the Lifepath and Career generation tables created very, very rich characters with tons of backstory. The combat and engine was also just seemingly more accessible to my players at that point (currently using CE), and with the When Gravity Fails sourcebook I had some basic rules for higher tech weapons.

D.
 
Huh, just saw this thread. I used Cyberpunk 2020 for years, the Lifepath and Career generation tables created very, very rich characters with tons of backstory. The combat and engine was also just seemingly more accessible to my players at that point (currently using CE), and with the When Gravity Fails sourcebook I had some basic rules for higher tech weapons.

D.
CP and Interlock were both on my list while I was shopping for a new system before landing on HG/JC. But the idea of building all of the space ship stuff was too daunting.

With Silhouette, everything in Traveller (2d6 rules) ports over without a problem... because I'm lazy and it worked for once!
 
"Star Wars" in the name helps players put up with whatever die mechanics are in the game.
Star Wars has had no bad systems. Even the 3 WotC versions. Just systems that had limited success at replicating the feel for many.

D6 was fine for doing the Original Trilogy feel with no Jedi or young jedi; character gen was unable to provide Kenobi like prowess as PCs, without GM tweaking. At least for a range of about 300 XP....

By most accounts, D20 Star Wars 1st and Revised wasn't good at the star wars feel for combat nor force, but was a pretty good general SF RPG for D&D 3.X players.

Star Wars Saga Edition (SWSE, essentially d20 3rd) is said by its fans to be great for single-type parties - it's only when mixing force users and non-force users it strains. Note that I say this as someone who does NOT care for it much - but it's also the prototype for the excellent but unpopular D&D 4E¹.

FFG Star Wars is an excellent system - I'm running it at the moment - and at the "Knight Level", starting Jedi are actually somewhat competent. Mixed parties are, after 100-150 XP in, generally not too imbalanced. The non-jedi were keeping up in a mixed game over 1000 XP in, and everyone was contributing. It's got a learning curve, requires a light touch on the difficulties², and a willingness to improvise.

There is the unlicensed Scum & VIllainy, a variation on Forged in the Dark, which is highly regarded as a go-to for doing non-Force-user games; it's not licensed, but avoids the trademarks.

The best known unlicensed fan versions also use well loved systems: Fate Core, Fate Accelerated, Savage Worlds, GURPS, Classic Traveller. In fact, one of the magazines had a bunch of clearly Star Wars gear, including blasters and laser swords, for CT; it lacked the races.

On to less nitpickiness...

Recent systems that show Traveller influences in tone, subject, and rules....

Free League's got two games that are Traveller Adjacent in setting: Coriolis and Alien. Both support merchant campaigns, merc campaigns, and a third type - coriolis has various pilgrims and travelling carneys; Alien has Colonists. Alien also has a "cinematic mode" with pregens and secret info.... And the range bands are clearly inspired by Traveller (and remain so in most YZE games).

Twilight 2000 4th - double inspirations - T2K 2E is a Travellerized T2K 1E (and T2K 1E and CT both show influences from En Garde); And 4E is a YZE game, with it's inheritances.

And of course, Cepheus and its close derivatives are to MGT1 as Pathfinder 1E is to D&D 3E.

There is said to be some Traveller influence on Stars Without Number, but I can't personally attest to it.

Similar Feel, but not Traveller Inspired

FFG Star Wars Edge of the Empire - very nicely handles tramp freighter work and merc work. Often described as "Firefly in Star Wars," I find that actually apt, and it's core mechanics can easily be adapted; the 1-5 stat range and skill range ... divide the traveller att by 3, keep the skill level as is (except in T4/T5 - divide by 2)... use the standard 5 difficulties from CT to TNE as 1-5 purple. The tone and materials are from the SW EU, rather than being Traveller influenced... but Traveller's been affected by Star Wars from early on.

Older Games still in print
Savage Worlds is readily available, has suitable ship rules, and can easily support the Traveller feel. It's got several SF setting books that can be used for doing Traveller.

Same can be said for GURPS & Hero, but the officials are available from FFE on CD...

SpaceMaster's still in print; it's tropes differ slightly (FTL is LY/hour), but it can support a Traveller campaign just by changing to Jump Drive.

EABA - use the MT difficulty NUMBERS... and it's perfect. Even includes a jump drive. (Greg Porter has written for T4, as well.) As an MT fan, it was a wonderfully smooth transition. The EABA playtest I ran Traveller using it, as a full port of the T20 characters.

-=-=-=-=-
¹: D&D 4E is a great system... just not a great D&D flavor. It didn't feel like D&D; 4E fans made similar complaints about 5E, but many 3E and older D&D fans, including me, find 5E feels like D&D. My play of 4E was limited - it was good. It was clear, and simple, and limited the number of powers... which is partly why it felt so unlike 3.X...

²: pick purples based upon ideal situation or purple and red by opponent skill; modify by adding black dice for increases, and blue for decreases, as the difficulty steps of the d6s (Blue/Black) is finer than purple and green.
 
If you see a Sci-Fi game that uses the phrase 'Vacc suit'. it's been at least minimally inspired by Traveller. 'Vacc' was a misprint in the first edition of Traveller and it stuck. It was supposed to be a shorted form of vacuum and someone thought vacuum had 2 'c's instead of 2 'u's. Later, someone was kind enough to turn it into a Backronym and said 'VACC Suit' stands for 'Variable Atmosphere, Climate Controlled Suit'
 
So should air/raft really have been air-raft?

I've been on a bit of a 2d20 system kick lately - Achtung Cthulhu, Dune, Star Trek Adventures - it would be interesting to give a Traveller game a go using the 2d20 system (part of the fun would be stealing the bits I want from the various 2d20 games - I'm looking forward to the generic SRD they are putting out soonish).

Another nod to Genesys - they are releasing a Twilight Imperium based setting (a flavour of which can be gleened from the free adventure they put on the web site - note it is Edge studios now developing FFG rpgs).
 
Another modern game that has some Traveller DNA is M-Space, based on the Mythras system (which itself was derived from RuneQuest 6E).
 
I lean the opposite direction: Converting non-OTU games/concepts/worlds to a 2D6 CT inspired rules system.
  • Near-future Cold War inspired military infiltration.
  • Steampunk Waterworld
I find the core of CT to be flexible and easy to use.
 
That's the irony of it.

I had read Dumarest, and it looked like an organic descriptive of what essentially was a floating slab of metal with guard rails.

Then a while back, somewhere between five and ten years ago, I was either reading a Traveller supplement, or writing a post about the game, when it suddenly struck me, probably because I tended to use / and () a lot.
 
Johnny Quest had a bunch of flying 'rafts' as well. But, I suspect that was spurred on by the military experimentation at the time. Jet packs too. dang, I wish I could remember what the show called them?
 
Johnny Quest had a bunch of flying 'rafts' as well. But, I suspect that was spurred on by the military experimentation at the time. Jet packs too. dang, I wish I could remember what the show called them?
Well, simply, my Traveller is JQ Traveller. That's exactly how my air rafts and grav belts work (though the grav belts don't have the jet pack part).

They lighter off with a hum and glow rather than incinerating everyone around them.
 
Johnny Quest had a bunch of flying 'rafts' as well. But, I suspect that was spurred on by the military experimentation at the time. Jet packs too. dang, I wish I could remember what the show called them?
Hovercraft, and rocket packs, according to ClassicJQ dot com.
 
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