Showing posts with label Traveller. Show all posts
Showing posts with label Traveller. Show all posts

Sunday, December 29, 2024

Updating the Classic Traveller Character Generator

Most years, I save up my vacation time and spend the last week or so of the year with my family. Outside of the holiday celebrations this gives me some time to do various projects. 

While my main focus is on finishing up the draft of Into the Majestic Fantasy Realms, I try to do one or two small projects. This year, I worked on updating the Classic Traveller Character Generator that I host on my Bat in the Attic Games website. 

Originally written by Phil Gorman with contributions by Frank Filz, I modified the original source code to include the 12 Citizens of the Imperium careers. It has proven popular with thousands of views every month.

Recently James over on Grogardnia was talking about Classic Traveller and he mentioned that he used a character gen program that was since lost. When I mentioned the generator I host, he didn't like the lack of interactivity.

So I fixed it.


Traveller Interactive Character Generator

The original still exists at its original address except now it has a link to the interactive generator.

You use it by picking a career (or use random). Then clicking Start. This will create a fresh character with no terms. Keep clicking Start if you want to reroll your starts.

Then when you ready to start your first term click Term. If enlistment roll is made you start out in your chosen career. Otherwise the character is drafted into one of the military services. Once you click term, the results will displayed below. For the interactive character generator I enabled Verbose mode by default to allow you to see exactly what is happening. 

Then the generator will ask you to pick your skills. You will get a number of skill picks per term and you can pick which table to roll on.



Per the original rules there a Advanced Education chart that will appear for character with a education of 8+.

Once you picked all the skills for that term then the generator will display.


You can click start to start over or term to continue. If you want to muster out then click MusterOut. 

When you MusterOut you can pick whether you roll on the Cash table or the benefit table.


You can make a maximum of 3 cash rolls after which the option will disappear and you can only roll benefits.


After which the history will end and display that Character Generation has finished. 


The character sheet results and history are all text. So you can select and copy this with your mouse if you want to save your character. I may try later to add a save character option of some type.


I will have another post about my projects for 2025 before the New Year. Meanwhile, enjoy the new Interactive Classic Character Generator!

To everyone, I wish you a very Merry Christmas and a Happy New Year!

Tuesday, August 27, 2024

Concerning the Future of Traveller

 I have been a fan of Traveller for a long time and have bought various books over the years from just about every Traveller licensee, as well as from Marc Miller himself from Far Future. I also support the Citizen of the Imperium forum, which is the main hub for chatting about Traveller. 


Earlier today, I got this email from Marc Miller about the future of Traveller. It good to hear that there is a plan in place.

Some years ago, fellow game designer Greg Stafford died, and I was impressed that his company announced almost immediately that he had a succession plan in place, and that his legacy and his designs would live on.

His example was an inspiration to me, and I resolved to emulate him. It would be a terrible loss if Traveller were encumbered, or somehow restricted in its outreach to present and future fans.

With that in mind, I have worked to make Traveller an asset to science-fiction role-players... with our user-friendly Fair Use policies, with the Travellers’ Aid Society programs, with the Cepheus editions of Traveller, and with Mongoose as a primary publisher of their edition of Traveller.

Over the past several years, I have turned over more and more responsibilities to Mongoose, and I have collaborated actively with them as they work to realize the Traveller dream. Earlier this year I passed full ownership of Traveller to Mongoose in order to secure its future.

With that in mind, I point out that, following the example of Greg Stafford, I have a succession plan in place: day-to-day decisions about the Traveller game system are already being made by Mongoose Publishing (with my co-operation and approval), and if anything should happen to me, they would carry on with my full knowledge and blessing. 

That doesn’t stop me from speaking my mind: expressing opinions about Traveller, writing stories and lore, and even revealing secrets about the universe. 

But Traveller is in good hands, now, and far into the far future.

And I thank you for your (continuing) support for Traveller.

Marc


Thursday, June 28, 2018

It goes where? An idea seed for a science fiction campaign.

In the late 21st century, humanity has a tentative foothold within the solar system. There are thousands of humans living off planet scattered throughout the Earth-Moon system and a few transitory outposts on Mars and various near earth asteroids.

On July 6th 2089, observatories and astronomical satellites start tracking a high energy source inbound into the Solar system. Within 5 years it was clear that it was decelerating and would soon enter solar orbit. Over a dozen probes were developed and launched. Finally in 2098, the object entered into a solar orbit between Neptune and Uranus and ceased emitting energy. What remained was a small localized area where gravity was distorted. Barely detectable as stars and planets moved behind the object and then suddenly shifted back to their normal position once they emerged from behind.

The first probes reached the object in May of 2101, what they detected amazed everybody, it was a mechanism of alien manufacture creating an opening to a stable Rosen-Einstein bridge or wormhole several hundred meters in diameter. Upon further investigation the first transit was attempted and when the probe return and its data was analyzed the results were electrifying. It was not just a bridge through space but time as well.

The other end of the wormhole was in the orbit around Earth, Earth of 65 million years ago.

Monday, May 2, 2016

Traveller Aid Society on OBS (RPGNow/DriveThruRPG)


Looks like the Mongoose Third Imperium and the entire Mongoose Traveller 2nd edition line will have a third party content program.


The basic deal is this,

Mongoose will allow you to SELL any work in PDF form that uses Mongoose Traveller 2nd edition rules and supplements, along with the content of ANY of Mongoose's Third Imperium products (regardless of whether it is for 1st edition or 2nd edition Mongoose Traveller).

In return Mongoose will require that

1) Mongoose/OBS will receive 50% of the sales price.
2) TAS have an EXCLUSIVE license to any original content you provide to use in the Traveller Aid Society. If Mongoose desired to use the content outside of the Traveller Aid Society then a separate agreement with the author(s) will be worked out.
3) That you allow anybody else in the Traveller Aid Society to use your original content
4) That you follow the guidelines for community standards.


Pretty much the exact same setup as the DM's Guild for DnD 5e, Forgotten Realms, and Ravenloft.

The way you should look at this is a mean for publishing Third Imperium material either systemless or using the Mongoose 2nd edition Traveller rules.

You should only use the Travellers Aid Program program if your product absolutely depends on being set in the Third Imperium outside of the Foreven Sector (which is covered by a separate license). Remember your alternative is Foreven, or negotiate a license with Marc Miller, or Mongoose.

Use the the Travellers Aid Program program if your product absolutely depends on being based on the 2nd Edition Mongoose Traveller rules.

In the above two cases the deal offered by Mongoose is a good one. Otherwise it is not.

Your alternative are to use
The Foreven Sector license and the Traveller SRD
The Traveller SRD and no Third Imperium content.
The Far Future Fair Use License (and release it non-commercially)
Negotiate a Third Party License.
Go through the submission process.

What innovative about the Traveller Aid Soceity, DMs Guild and the other programs is that the before there was a snowball chance in hell for anybody to use the IP of another company. Yeah there was the OGL, but beyond rules that OGL was rarely to applied to other interesting parts of RPGs, the settings. And even with rules some companies were never going to release a System Reference Document under an open license.

But now the Community Content is a intermediate step between the OGL and traditional licenses. In exclusive for losing control of your IP, and a hefty royalty cut to OBS and the IP Holder you get to near unrestricted use of that company's IP. And you get to do this without going through the formal negotiation process that license requires, or the oversight that a freelance contract gives.

It neither good nor bad but an option that now exists that didn't before.

For me I published OGL material for DnD. I would not normally use the corresponding DMS Guild program save for one exception; Greyhawk. If they incorporate Greyhawk as part of the DMs Guild then I have some work that I would publish there. It Greyhawk specific and would not work as part of any of the other stuff I make. So I have no problem with the conditions that the DMs Guild imposed on that IP.

The same with the Third Imperium. I have some science fiction stuff I created using the Traveller Rules that I will NOT be publishing in the Travellers Aid Society. But I also have some stuff that only make sense if set in the Third Imperium.

In end it is a series of tradeoffs, my recommendation is really think about it before you publish. But in the end if there is no other way, then do it. You will get 50% of your sale price and there is always the chance that will be well-received enough so that Mongoose will want to buy further rights to publish it outside of the TAS.

Wednesday, December 17, 2014

Now for a word about Traveller

Traveller has always been one of my favorite science fiction RPGs. One of the hallmarks of Traveller is its dedicated fanbase and the fact they have supported the game continuously since its publication. First with Fanzines, then with mailing list, finally through a succession of websites. There may have times when there was nobody publishing Traveller material but there never been a time when the fans were not doing something with Traveller or its quintessential setting the Third Imperium.

There are some useful Traveller Links

Far Future Enterprise
Mongoose Traveller
GURPS Traveller
The Traveller Wiki
The Traveller Map
The Traveller Forum

Comments
The most cost effective method of owning older Traveller material are the Far Future CD-ROMS

Of all the subsequent editions The Mongoose Traveller Core Book is the most worthy successor to Classic Traveller. However their supplement quality has been spotty (but improved in later printing). At all cost avoid the 1st edition/printing of Mongoose Mercernary.

If you want a printed copy of Classic Traveller, Far Future has you covered on RPGNow with the Traveller Book for $20 plus shipping.

GURPS Traveller has the best supplements, like their historical books they are useful even if you don't use the rules. GURPS Traveller:Nobles, GURPS Traveller:Far Trader, and GURPS Traveller: Solomani Rim are particularly good. The only real dud in their line is their version of the Spinward Marches.

The Traveller Map is an incredible resource. Probably the best one ever made for any RPG. It even allows you to pick any of the its sectors and download it in a booklet form that is similar to the original Classic Spinward Marches. Some of the utilities can be used with custom data that you created for your own Traveller setting.

Now go and answer that mayday!

Tuesday, April 29, 2014

The original Traveller Book back in print.

I just became aware that Marc Miller and Far Future Enterprise has just placed the original Traveller Book on RPGNow as a print on demand book. Just ordered a copy as mine is battered to hell and back. I will post about the quality of the book when it comes.

As a bit of history Classic Traveller came in three forms.

The original boxed set with Book 1 (characters), Book 2 (Starships), Book 3 (Worlds)
Starter Traveller (free on RPGNow)
and finally a hardcover Traveller Book.

The Traveller Book became my primary Traveller reference and has seen much use over the years.

Wednesday, May 29, 2013

From the Attic: Secrets of Traveller's Jump Drive

Part of the genius of Traveller is that it leaves a lot of room for the referee to explain why things work. It also helps personalize your Traveller Universe.

Coming up with explanations for the various piece of Traveller Tech is a favorite pasttime for many Traveller Referees including myself.

One thing I messed around with is how Jump Drive works. It doesn't have much in the way of rules but what I like about this explanation is that it boils all of Traveller's super tech down to one difference in what we know about the universe. The ability to control gravity.

Many people don't realize this but a lot of the far out stuff like Time Travel, FTL Drives, are possible in our universe. However they require extreme manipulation of time-space i.e. gravity and tremendous amounts of energy. A daunting engineering task by any standards. However if somehow you found a efficient way of controlling and manipulating gravity then a lot of these things become possible aside from nifty grav belts and speedy air/rafts.

It turns out that there is one theory out there that can serve as a explanation of Jump Drive and explain why the control of gravity is important to it's discovery. Let's take a jaunt to the last 21st century and see how it happened.

-----------------------------------------------------
Kaukji Hyperspace Shunt Drive aka the Jump Drive
(Excerpted from Omnipedia on June 7th 2148)

Kaukji Hyperspace Shunt or KHS Drive is an outgrowth of continuing research into control of gravity. When manipulation and control of gravity became possible in 2071, researchers realized that several avenues of achieving Faster Than Light (FTL) speeds became possible. In the late twentieth first century several FTL theories emerged that remain consistent with Einstein's Theory of Relativity. All of them had massive engineering problems to overcome or required the generation and control of massive gravity fields. See

With the discovery of how to generate and control gravity fields several groups launched research programs to investigate intense gravity fields. By 2085 many of these research groups relocated to stations built in the asteroid belt as gravity field strengths were too dangerous for planetary surface or near orbit.

A group, sponsored by Japan's Institute of Technology, was involved in the investigation of warping time-space. This group was lead by Dr Fawzi Kaukji. On March 16th 2087, Experiment Sled #13 was enabled. A malfunction caused a field to be generated to be a 100 times stronger than planned. Space was folded around the Sled and it disappeared from the sensors of the Kaukji's group. 170 hours later it reappeared 1 AU near The California University Research Consortium Station where its telemetry signals were picked up. Its travel path (if it could be called that) cut a chord across the orbit of the asteroid belt. It traveled over 3 au from JIT station to .25 au off of the CURC station.

While it didn't travel faster than light, analysis revealed it was 8 times faster than best drive at the time. The research program of Kaukji's group was altered and the next six sleds were devoted to the exploration of this effect. Experiment Sleds #15, #16, #18,and #19 all disappeared without a trace. #17 reappeared 160 hours later in the same location with its structure shattered.

Note: Sled #18 was found in 2142 in Jupiter's trailing trojan point by a GsBAG mining ship.

Experiment Sled #20 activated on July 16th and reappeared 180 hours later. It was found 1 au near the Earth/Moon system. CURC began a parallel research effort beginning in May and recovered its first experiment sled on July 28th.

By the fall of 2087 several additional research consortium's were able to replicate both the CURC and JIT results. However the CURC efforts stalled when they moved their main research operation to Earth Orbit. For six months they experienced no successful recovery of experiment sleds. Meanwhile Kaukji published two important findings. The first that successful recovery always occurred between 150 to 185 hours, and second by varying the initial field configuration; direction and distance can be controlled.

In November of 2088 JIT awarded Nissan Space Inc. the contract to build a craft capable of carrying a man. In April 2089 the Sunrise, folded at the Nissan Station in the asteroid belt and reappeared 172 hours later 200 diameters outside of earth orbit. In August 2090, Kaukji announced that KHS field decay was constant +/- 15 hours regardless of distance traveled. In addition a successful fold could not reliably occur within 100 diameters of a massive object. This opened the possibility of Faster Than Light Travel.
-----------------------------------------------------

This is based on the Alcubierre drive specifically a variant where space is folded so that only a narrow neck connects the bubble with the real universe. This reduces the energy needed to "charge" the warp field by several order of magnitude. This neck is microns in diameters.

The big problem with the Alcubierre drive is controlling speed and direction. What science discovered that there are 15 possible configurations of Alcubierre fields that are stable enough to initiate travel. If you setup one of these 15 fields properly you will go in a particular direction faster than light. The fields will naturally collapse 150 to 180 hours later causing the ship to emerge into normal space. This also explains why in some versions of Traveller you have the issue of Jump Shadowing. If the straight line path comes within a 100 diameters of a massive body your fields will destabilize and pop you back out.

However only the six fields are dynamically stable corresponding to Jump 1 to 6. Think of the fields as being at the bottom of a valley. If you get the parameters slightly wrong you naturally slide to the bottom into the most stable configuration.

However 7 to 15 are like being on a top of a hill. Even the slightest deviation from the ideal parameters will cause your fields to destabilized. Which why canon Traveller stops at Jump 6.

Saturday, October 20, 2012

Gaming at Erie Days of Gaming

I will be running the following at Erie Days of Gaming on October 27th.


Saturday 12:00pm to 4pm - The Elf Lord's Temple
Deep in the heart of the orc infested forest are the ruins of an elven temple. An original Dungeons and Dragons Adventure for 2nd to 5th level characters. Novices and experienced players welcomed. All materials will be provided including character creation.


Saturday 5pm to 9pm - The Cargo Run
A megacorporation, Ling Standard Products has hired the ship to bring supplies to a research outpost. A Classic Traveller adventure.  All materials will be provided including character creation.


Tuesday, April 3, 2012

Mongoose 2300AD Mini Review

Bought and read the Book. This version of 2300AD is just OK. It biggest issue is that it is not worth $50, maybe $40. The biggest plus is bringing the 2300AD to the Traveller game system. The second biggest plus is that it is a way better and more useful summary of the 2300AD world than the original core rulebook. Although the omission of Kaefer stats, an alien race, is weird.

The biggest downside is that the physical book doesn't justify the $50 price tag. And the deckplans for the starships are stupid. Why? Because there is no anti gravity out side of continuous thrust or spinning up a module. All the zero-g sections are laid up like Classic Traveller style deckplans with chairs, beds, and table instead of configured for zero-g conditions like on the International Space Station, Salyut, Skylab, and Mir.

At this point I would only recommend getting the $30 PDF. It is worth $30 for the Traveller conversion stuff including starship creation. You can then buy the originals at http://www.farfuture.net/cdroms.html for $35. If you don't own Mongoose Traveller get the mini rulebook not the big full size rulebook. In fact I recommend their entire line of mini-rulebooks over the big books due the quality problems of their main books.

Sunday, October 30, 2011

After Action Report, Erie Days of Gaming

Kelly Anne and I arrived at Erie Days of Gaming on Friday Night and set up her booth. She was selling hair sticks include some copies of Majestic Wilderlands and Blackmarsh. This included a nice selection of d20 hair sticks.

Friday proved to a very slow day. I brought my painting stuff and finished up the unpainted cauldrons that were in my collections.

Kelly Anne had a good suggestion of using the metallic green I had as highlight for the cauldrons with the icky green stuff. I thought they came out nice. Also shown is the last of the unpainted orc figures in my collection. Now every orc is painted and it off to finish up the unpainted official guards.

For Saturday I had two session slated. The first was to run another playtest of Night's Bride Coven. It was is a three level dungeon built into a cliff. It is the base for a coven of warlocks that the players were set to take out by the Invincible Overlord as they were frustrating his plans to colonize Dearthwood.

The adventure started well with the party killing a raiding party of Purple Claw orc. Given most current gamer unfamiliarity with older D&D, I have a straightforward combat encounter to get them used to the system.

For Night Bride's the party then has a choice of going to the base of the cliff or the top. The party elected to send all their hireling mercenaries to the base of the cliff. While the adventurers went to the top of the cliff. At the bottom they found a cave entrance and signaled the hirelings to charge into there. The party spotted a ledge twenty feet below and elected to repel down. Unfortunately the only thief in the party, Jasons of Underworld Ink, rolled very low for his climbing roll and plummeted to his death onto the ledge. A house rule in my game is that you don't die until you reach negative con, Jasons rolled a very low constitution for his thief. Then to compound the tragedy, one of the party's mage rolled a 1 for climbing and not only fell but missed the ledge completely and fell 60's to the base of the cliff. Needlessly he died as well. So we found out why hirelings are useful as the two took two of the mercernaries and rolled them up as fighters. It was good they had hireling left as the cave they charged into was filled with spiders and slaughtered 2/3rd of them.

The rest of the module went well. Unintentionally followed how the previous playtest went at Eriecon. However I ran out of time and had to cut it short before the final encounters. The players had it pretty much wrapped up with only one further death when one of the replacement characters, not Jasons but the other guy, fell into a pit with poisoned spikes. He just drew one of the remaining hireling and continued with the party.

Next was the game I was very excited play Traveller. It was the first time I played Traveller in 15 years and I went all out including setting up my referee screen just so.


I elected to use Classic Traveller and to have the player rolled up characters. The process proved to be more involved than I thought. The big omission was I didn't have any explanation of the cascade skills.

But with all the cards and cheat sheets I made it was borderline. Half of the players liked it and other half didn't. A couple of things I was going to use from Mongoose Traveller. First was their mishap table if any of the player blew their survival rolls, and second was I had a package of needed skills that the party could distribute among themselves. I may go with pre-gens next time.

We wound up with a Marine General who was a Baron, A one term Army Lieutenant, A Army General who was a Knight, A Scout, and a Rogue. The players were the crew of the Semper Fi and we quickly estabilshed that the Marine General was the owner/captain with the other players owning shares.

The adventure involved going to Focaline in the Aramis subsector. The players were contracted to deliver a cargo of breeding groat. Luckily for them they didn't have the Serenity problem of live cattle, instead they were in low berths.

The players had a lot of fun with the adventure, it involved Zhodani, Ancient artifacts, Vargrs, big guns, and all the usual Traveller fun stuff. Part of the adventure involved figuring out why a passenger spaced himself in the middle of the jump. One comment it I got was that it was like being part of a SF Short Story written by Phillip Dick before he gone bonkers. I was worried that it would play out like Adventure 3, Twilight Peak which also involves Zhodani, and Ancient artifacts but it played out much differently.

One interesting thing is that I studied the Traveller Combat and skills rules a lot to prepare for this game. However I didn't really use them at all. This seemed weird to me compared to the Majestic Wilderlands games when it hit me. It was pretty much how my original Traveller campaign went.

They play out like an old episode of Mission Impossible. The players figure out what they have to solve. Then they sit around the "coffee table" and discuss how to solve it. Finally execute the plan which usually involved surprise and overwhelming force.

I had a great time refereeing this and going to see how I can work this into a rotation of games at the Gold Star Anime.

Wednesday, October 19, 2011

Erie Days of Old School Gaming 2011 (a reminder)

Erie Days of Gaming will be held at the Avalon Hotel in Erie PA from Friday October 21st to Sunday the 23rd. I will be running two events on Saturday a Swords & Wizardry event and a Traveller event.


Night's Bride Coven, Saturday at 1:00 pm
An Original Edition Dungeons & Dragon adventure for 3 to 6 players. All materials are provided
Deep in the forest a coven of warlocks weave their foul plans. Will the party end their reign of vile evil or become their next victim.
Drive to Focaline, Saturday at 6:00 pm
A Traveller adventure for 3 to 6 players. All materials are provided. Focaline is a backwater world of the Imperium noted for the raising of groats and cattle. The export of meat, and hides is a major part of the economy and the various ranchers are always looking for an edge. At the last minute an important cargo of breeding stock being delivered to Focaline was bumped from a major shipping line. Now the intrepid crew of the Semper Fi are hired to make this important delivery.
I hope to see some of you there.

Sunday, October 9, 2011

Erie Days of Old School Gaming 2011

Erie Days of Gaming will be held at the Avalon Hotel in Erie PA from Friday October 21st to Sunday the 23rd. I will be running two events on Saturday a Swords & Wizardry event and a Traveller event
Night's Bride Coven, Saturday at 1:00 pm
An Original Edition Dungeons & Dragon adventure for 3 to 6 players. All materials are provided
Deep in the forest a coven of warlocks weave their foul plans. Will the party end their reign of vile evil or become their next victim.
Drive to Focaline, Saturday at 6:00 pm
A Traveller adventure for 3 to 6 players. All materials are provided. Focaline is a backwater world of the Imperium noted for the raising of groats and cattle. The export of meat, and hides is a major part of the economy and the various ranchers are always looking for an edge. At the last minute an important cargo of breeding stock being delivered to Focaline was bumped from a major shipping line. Now the intrepid crew of the Semper Fi are hired to make this important delivery.
I hope to see some of you there.

Tuesday, December 7, 2010

Why the Third Imperium is going to kick your low tech a**

Traveller has always been known for it use for slug throwing weapons in preference to energy weapons. At times it doesn't feel very futuristic. I mean how many ways can we deliver a high projectile target down range.

Well now we know.

The Army's XM-25 rifle.

The basic idea is that the rifle has a range finder and shoots a 25 mm (1 inch) shell. Inside the shell is a cheap computer chip that can track how far it goes before it detonates. This allows the shooter to cause the shell to explode BEHIND cover like a wall or embankment.

Yikes.

Saturday, December 4, 2010

Mongoose Publishing Annual Report

Mongoose release their annual report you can read it here. I am glad Traveller is doing well for them and I pick up various products in the line from time to time. Because of past and continuing editing problems their stuff is not an automatic buy for me. I mostly stick to the small format books.

I find the release of GDW's 2300AD exciting. I always like the line. For those of you don't know what it is; 2300 AD is a separate sci-fi RPG from Traveller. It is a continuation of the Twilight 2000 timeline. Mankind recovers and expands to the stars. What make it's different that it's tech feel more like Aliens, and other 80s/90s sci-fi movie than the classic sci-fi of Traveller. It also notable for using the best data for it's star map and for using three dimensions. Earth is still fragmented into nation-states which until then wasn't commonly used in Sci-fi RPGs. The leading power is France, following a by several second tier powers like the United States, Russia, United Kingdom, Manchuria and so on. The empire France rules is the result of a federation of territories that France united after the Twilight War and spans the globe. As of 2300AD they are on the wane.

Another interesting point about 2300AD is that it's background wasn't created arbitrarily. GDW created what became known as the Great Game moderated by a referee. Each player play one or more countries. Turns were taken until the timeline reached 2300 AD. I guess the French player did really well.

Wednesday, November 24, 2010

Free Traveller RPG

For those of you wanting to try out Classic Traveller you can download Starter Traveller for free!

This post is a good summary of what the differences are between Starter Traveller and the full books.

Monday, November 8, 2010

Traveller: The Adventure

This is the age of the Third Imperium. In the year 1105, the Emperor Strephon rules over an empire of eleven thousand worlds. On the far reaches of the empire lies the Spinward Marches, the frontier of the Third Imperium. A crossroads for humans and aliens it is a dangerous place, but for those who dare to cross the abyss between stars, fame and fortune waits.
And that was the opening paragraph of the handout I created for campaign I ran using the Traveller Adventure. You can download the entire handout from here. It contains a one page summary of the Third Imperium setting, two pages of information on the Aramis subsector, one page on how to decipher the UWP. A trade route maps created using GURPS Far Trader rules. Finally two pages of deck plans for the March Harrier redrawn by me.

The subsector map was a JPG generated by using Galactic one of the best mapping programs for Traveller. It is a dos program but it greatest feature is the ability to easily manage an Imperium worth of maps and data. I have a 75% complete conversion of Galactic into a Windows program which you can download from here. Just grab Galactic 2.3c and unzip it. Then copy my Galactic.exe into the same directory and run. The interface hasn't changed other than the fact it now runs in a regular window and uses notepad as an editor for text files. Like I said it is only 75% complete but but should be adequate for browsing Galactic sectors. Anybody wants the source code just email me. It is written in Visual Basic 6.

Wednesday, November 3, 2010

Resource for Refereeing Terrain in your Sandbox




The best supplements I seen for adjudicating terrain in any type of campaign are the three environment books written by J Andrew Keith published by Game Lords in the 1980s. While written for Traveller they are generic enough to be used for any game system. Of the three like the Mountain Environment. It has a simple but effective system for representing the terrain complexity of a mountain peak.

It is easy to get lost in the details and make the experience a grind for the players because of too much detail. The way I learned to handle it is distill the challenge into a couple of key decisions that a player can reasonably make.

Most of the time it is time versus difficulty. Do we swing to the north and skirt the Dune Sea or do we try to cut across and risk sunstroke and dehydration? Do we climb the sheer cliff wall or take the exposed ridge line up to the peak? These books help in coming up with some creative choices.

From RPGNow
The Desert Environment
The Undersea Environment
The Mountain Environment

Monday, October 4, 2010

Wanderer Progress Report

Many of you probably had seen this image.


It was originally made by a Game Store owner to determine how customers quickly pick up a product when it shelved in various positions.

Whenever this image appears it nearly always gathers a positive response with more than a few going "How I wish this game existed." Since the release of the Traveller SRD for Mongoose Traveller more than a few people tried.

While there may be others, Doc Grognard over on Crawdads and Dragons seems to be the furthest along. He has a beta version of the rules available here and still working on the "Book 3" portion of the game.

Thursday, September 30, 2010

Introducing Gliese 581g

Astronomers may just found the first candidate for an earthlike planet. It 20 light years away and orbits an M-class start. It is larger than the earth and tide locked to it's star. Which means it's day is as long as it's year. It is orbiting right in the middle of the zone that supports liquid water.

Since M-class stars are so common this is good news to finding more earthlike world. The only bad part of the discovery is that the planet doesn't transit the star so they don't have any tools yet to analyze it's atmosphere.

Time for Traveller Fans to start updating their charts.

Saturday, September 4, 2010

From the Attic: Traveller Errata

For those of you with older editions of Traveller you can find the latest errata here. It is good that Far Future on top of this and made good use of the fanbase. And yes I do think that 68 pages overall and 50 pages for the core rules was excessive back in the day when I originally found much of this on the GEnie online service.

GEnie was the original haunt of Traveller on-line fandom. Back then there were hourly charges so most of developed hit and run techniques to minimize the charge. You log on, dump the file listing, and log off. Read it or print it out, pick out what you wanted. Log back on, get what you wanted, and log off.

Believe or not I still have a copy of on such dump. It migrated as part of my traveller archive from computer to computer as I upgraded. It dates from February 1993. You can download the full file from here.

1435 DIASPORA SECTOR X J.FUGATE 890731 31500 56 10
Desc: Diaspora Sector UWP Data Listing
1434 DAIBEI SECTOR UWP DATA X J.FUGATE 890731 31500 61 10
Desc: Daibei Sector UWP World Data List
1430 MT CONF 7/29/89 X J.FUGATE 890729 22680 55 10
Desc: MegaTraveller Conference, 7/29/89
1420 WBH INDEX X J.FUGATE 890725 8820 73 10
Desc: World Builder's Handbook Index
1419 FORNAST SECTOR X J.FUGATE 890725 36540 53 10
Desc: Fornast Sector UWP data listing
1418 CORE SECTOR X J.FUGATE 890725 37800 77 10
Desc: Core Sector UWP Data Listing
1416 MAC UWP DECODE PGM X J.FUGATE 890722 41580 53 10
Desc: UWP Decode program for the Mac
1414 HINTERWORLDS SECTOR X J.FUGATE 890720 30240 60 10
Desc: Hinterworlds UWP Sector Data
1413 DAGUDASHAAG SECTOR X J.FUGATE 890720 39060 60 10
Desc: Dagudashaag Sector UWP data
1412 AS01.TXT 7 B.BORICH 890717 3780 25 10
Desc: HIWG PUB AS01
1411 UWPSRC.BAS X W.WHEZELTINE 890716 15120 41 10
Desc: Scource code for UWP.EXE
1410 IBM-UWP.ARC X W.WHEZELTINE 890716 46620 50 10
Desc: Plant Stat Decoder for MegaTraveller
1406 GUSHEMEGE SECTOR 7 J.FUGATE 890715 37800 62 10
Desc: Gushemege Sector UWP data
1404 REFT SECTOR X J.FUGATE 890715 8820 61 10
Desc: Reft Sector UWP Data
1398 HIWG4103 7 B.BORICH 890709 7560 29 10
Desc: This is HIWG document 4103
1397 DEEP SHADOWS 7 M.MIKESH 890709 120960 53 10
Desc: MegaTraveller draft adventure
1394 MT STARSHIP DESIGN 7 S.OLSON4 890706 20160 86 10
Desc: A discussion of MT starship design.
1390 MEGATRAVELLER CAMPAIGN1 7 B.BORICH 890702 5040 53 10
Desc: This is an intro to the campaign
1385 HIWG1701 7 B.BORICH 890630 7560 44 10
Desc: This is HIWG pub #1701
1352 TROJAN REACH X J.FUGATE 890603 27720 79 10
Desc: Trojan Reach Sector Data
1351 DELPHI SECTOR X J.FUGATE 890603 25200 71 10
Desc: Delphi Sector Data
1349 VARGR.PAS 7 MBAY 890603 13860 24 10
Desc: Souce code for a Vargr word program
1336 M-TRAVELLER ERRATA 6/1 7 J.FUGATE 890527 32760 106 10
Desc: MegaTraveller Errata 06/01/88
1321 ANTARES SECTOR X J.FUGATE 890520 39060 74 10
Desc: Antares Sector data (MegaTraveller)
1320 LISHUN SECTOR X J.FUGATE 890520 42840 63 10
Desc: Lishun Sector Data (MegaTraveller)
1313 VLAND SECTOR X J.FUGATE 890512 35280 76 10
Desc: Vland Sector Data (MegaTraveller)
1312 CORRIDOR SECTOR X J.FUGATE 890512 18900 91 10
Desc: Corridor Sector (MegaTraveller)
1295 DENEB X J.FUGATE 890503 27720 102 10
Desc: MegaTraveller Deneb Sector
1290 SPINWARD MARCHES X J.FUGATE 890501 30240 118 10
Desc: MegaTraveller: Spinward Marches
826 TRAVELLERMAGICSYSTEM X D.PROSSER1 880623 8820 69 10
Desc: beginnings of a magic sys 4 travellr

End of Directory.

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