Traveller 5 - Why So Serious?

Traveller 5 - Why So Serious?

The other day I delved deeper into the T5 rules by showing how to develop a character. Yes, it came out complicated. Or is it? Let's step back a bit. The original classic Traveller character rules came from the era of Moldvay Basic and AD&D, but they had a different focus. D&D is class-based: you rolled your stats, chose a class compatible with those stats, and noted down the associated bonuses. You only had a few significant choices - mostly class and equipment - and there were only a few points of randomization: your base stats,…

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Traveller 5 - Thoughts, and Characters

Traveller 5 - Thoughts, and Characters

Marc Miller is a genius. Now, I'm not saying that T5, as incarnated, is going to be everyone's cup of tea, but going deeper into the wealth of tables available, the most relaxing thing about them is not that they are there when you need a quick and dirty lookup for something you didn't plan ahead of time, but that you can safely ignore them unless there is something going on that requires scientific/universe/random knowledge that doesn't naturally flow from the current state of the game world. One of the biggest mechanical differences is that almost every roll…

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Traveller 5

Traveller 5

As I slid back into playing in an AD&D campaign as well as running a twice-a-month Dimmermount-based campaign, I poked my nose back into Traveller. Namely - I had a few years back purchased the Classic Traveller CD-ROM from FFE which included the complete LBB's of the original edition as well as the consolidated "Traveller Book" edition, and all of the expansion books: High Guard for more advanced ship design and naval character skills, as well as expansions for scouts, ground forces, merchants, various adventures and deckplans, as well as many of the original boardgames from that era…

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RPGs - Shared Power

RPGs - Shared Power

Over the last decade, I've run and played Pathfinder (I know...), played Dungeon World, and run ACKs and Classic (1st gen) Traveller. I've also had a fair bit of exposure to FATE, the recent version of Paranoia, and the world of darkness vampire setting. The less said about the latter, the better. So what did Pathfinder get right? Mostly, a lavishly filled out game world and background, with solid art and production values, as the core system was "d20," a reskinned open-source D&D 3.5 which took off as Wizards of the Coast completely - in the opinion…

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On The Path of Character Generation

On The Path of Character Generation

So I've alrady set up a flask dev environment and MongoDB server. I've also take the opportunity to read through the character generation rules with a fairly close eye to map out the procedure, sans actual charts and switching logic for die roll results. What follows is but the first of over three pages of flow chart. Oh, and for a bit of classic humor from the Traveller Book:…

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Squadron Strike: Traveller

Squadron Strike: Traveller

There are a number of different space warfare games. Some are purely strategic, like the Traveller-based Fifth Frontier War, or a mix, like the Starfire system used to inspire several of David Weber's non-Honor Harrington books. Others are very tactical. Take Star Fleet Battles, or Talon. Not many were realistic. Sure, SFB could get as insanely detailed as a game of Harpoon, but it was still warp drives and swooping spaceships. Very little captured the freedom of motion of fighters in Babylon 5, though several games like Mayday, (also Traveller-based) and Triplanetary (I reviewed it and covered navigation) tried to…

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Ian Stead

Ian Stead

One of the people I followed on Google+ was Ian Stead, who has done a lot of space and Sci-Fi related art, including a number of excellent renderings of Traveller ships. These have been used for a number of Traveller-compatible shipbook and related products in the last decade or so. While he hasn't updated his website much, it's worth a visit.…

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