Search found 304 matches
- Sat Feb 16, 2019 11:45 pm
- Forum: Traveller
- Topic: Getting rid of negative Quirks in spacecraft
- Replies: 30
- Views: 1481
Re: Getting rid of negative Quirks in spacecraft
Does anyone here allow negative quirks to be repaired and removed from a ship? Older ships can gain several quirks that make the ship dangerous to run and expensive to maintain. I do. Players have this romantic vision of spaceships, so it always helps to reframe the conversation in terms that are e...
- Mon Nov 26, 2018 12:01 pm
- Forum: Traveller
- Topic: Traveller Universe vs Star Wars vs Star Trek Tech ?
- Replies: 15
- Views: 1908
Re: Traveller Universe vs Star Wars vs Star Trek Tech ?
Is this lower tech a problem / issue when trying to attract players to your Traveller Campaigns ? No, technology has never been the issue for Traveller games. In fact, if I took a few minutes to give a sketch about the nature of the TU, many players (particularly those with an interest to historica...
- Tue Oct 30, 2018 2:17 am
- Forum: Traveller
- Topic: [Freelance Traveller] November/December 2018 CANCELLED
- Replies: 18
- Views: 2266
Re: [Freelance Traveller] November/December 2018 CANCELLED
Please accept my condolences in your time of grief.
- Sun Oct 14, 2018 4:13 am
- Forum: Traveller
- Topic: Pirates: Revolution on Acrid
- Replies: 15
- Views: 2395
Re: Pirates: Revolution on Acrid
This has the advantage of removing the highport from the immediate issue, but adds the complication of GeDeCo’s overall presence in system. Also makes GeDeCo at least complicit in helping ensure that indebted workers dont leave. The Imperium technically controls space - it doesn't control planets. ...
- Tue Oct 09, 2018 1:46 am
- Forum: Traveller
- Topic: Traveller as a Spaceship Modeling Hobby
- Replies: 75
- Views: 9897
Re: Traveller as a Spaceship Modeling Hobby
Most of those are valid concerns, but on the flip side, since when is a TL 12-15 Traveller starship a TL-6 U.S. Navy ship? From what I can tell, Traveller is very much based on a TL6 technology universe with a veneer of higher tech. It's possibly not even TL6, maybe TL5. Even by 1977 when Traveller...
- Mon Oct 08, 2018 12:32 pm
- Forum: Traveller
- Topic: Traveller as a Spaceship Modeling Hobby
- Replies: 75
- Views: 9897
Re: Traveller as a Spaceship Modeling Hobby
I admit I've never understood the obsession that so much of the Traveller community appears to have with deckplans; so many people are always clamoring about them that I figured I was in the minority who don't have much use for them. In all the time I've run Traveller games ... I've never used them ...
- Sun Oct 07, 2018 12:41 pm
- Forum: Traveller
- Topic: Liquefication
- Replies: 18
- Views: 3003
Re: Liquefication
So yeah, coal, oil and gas could still be hauled around the universe. Oil? Liquified gas? Sure. They're both far more valuable as industrial feedstocks than fuel. If transport fees are low enough, it might be economical enough to move it to use it as fuel, even. Plus they can be used to make coal i...
- Sat Oct 06, 2018 9:38 am
- Forum: Traveller
- Topic: Creating "new" characters
- Replies: 17
- Views: 2538
Re: Creating "new" characters
When a character dies, you should ask the remaining characters how they plan to fill in the gap because there likely is a gap in the group's skills. This is particularly easy if the gaming group is based around the idea of the crew of a small ship. If the person who died was the pilot, the character...
- Sat Oct 06, 2018 12:32 am
- Forum: Traveller
- Topic: Liquefication
- Replies: 18
- Views: 3003
Re: Liquefication
It sounds like the sort of problem that'd happen on "flexibly" (sloppily) run cargo haulers. They've had thousands of years (an unthinkably long time, honestly) to refine every small detail of space travel in Traveller. I think any dedicated bulk carrier in the TU would have thoroughly idiot-proofed...
- Tue Aug 21, 2018 2:25 am
- Forum: Traveller
- Topic: Is SOC per society?
- Replies: 74
- Views: 9594
Re: Is SOC per society?
Also asking because I'm considering it in the light of non 3rd imperium settings, too. I'd dump the SOC stat entirely if it were a non TI setting. Beyond my biases, there's a mechanical reason why having different SOC standings is bad: It's creating more specialized skills that players cannot get i...
- Tue Aug 21, 2018 12:53 am
- Forum: Traveller
- Topic: Is SOC per society?
- Replies: 74
- Views: 9594
Re: Is SOC per society?
It can go either way. Social Standing a complex subject and I don't actually support it being in Traveller at all; its many interpretations tell me how bad that stat is*. At the same time, I think it's more applicable to other societies than many people might think. Social Standing works and is appl...
- Fri Aug 03, 2018 4:56 am
- Forum: Traveller
- Topic: Combat Arm - Overpowered?
- Replies: 6
- Views: 1498
Re: Combat Arm - Overpowered?
It's a bit overpowered, but that's mostly because writers of RPG materials tend to have big problems understanding the limitations of cybernetics (and when it is pointed out to them, instead of fixing it they just shrug it of as "it's sci-fi"). As others have pointed out, you need to be pretty wary ...
- Thu Jul 19, 2018 10:00 am
- Forum: Traveller
- Topic: Brainstorming a Ringworld adventure
- Replies: 65
- Views: 4124
Re: Brainstorming a Ringworld adventure
Larry Niven's Ringworld is one of my very favorite novels, and lately I've been thinking about a Traveller adventure or mini-capaign set on a ringworld. Here's what I've got so far: I'm not sure if you're still following this thread since everything went all meta crazypants but looking over the ear...
- Sun Jul 15, 2018 1:18 pm
- Forum: Traveller
- Topic: How do you generate child characters?
- Replies: 25
- Views: 1889
Re: How do you generate child characters?
This is great, except I can't actually generate workable skill stats for characters below 18 years in the rules. The kid is about 13 years, I'm thinking. Any suggestions? Traveller doesn't do a good job simulating people who aren't from the mid 20th century (and possibly later) America very well. I...
- Sun Jul 15, 2018 1:07 pm
- Forum: Traveller
- Topic: How Do You (Logically) Prevent Players from Skipping Payments?
- Replies: 39
- Views: 3704
Re: How Do You (Logically) Prevent Players from Skipping Payments?
You keep missing out a key word - subsidised. The subsidised merchant and the subsidised liner must file a trade route due to the nature of the subsidy - but even then the Traveller Adventure shows a subsidised vessel can go off route for quite an extended time. Free traders are just that - free. T...
- Sat Jul 14, 2018 10:24 am
- Forum: Traveller
- Topic: How Do You (Logically) Prevent Players from Skipping Payments?
- Replies: 39
- Views: 3704
Re: How Do You (Logically) Prevent Players from Skipping Payments?
Banks might also demand a flight plan, with check-ins that can be communicated back to them, so ensure you're trustworthy. There's a note under the description of the Subsidized Merchant in TNE, which probably exists in other editions as well which I think is actually a universal rule of how this l...
- Sat Jul 14, 2018 9:28 am
- Forum: Traveller
- Topic: Prison adventure ideas
- Replies: 16
- Views: 1277
Re: Prison adventure ideas
Alternately, someone with computer skill could write the jump software. It's something I considered, but that's one of Traveller's slippery slopes, "the post-human automated society" question, which is why I put in a Navigator. It seems logical to me (and apparently you) that someone should just be...
- Sat Jul 14, 2018 1:54 am
- Forum: Traveller
- Topic: Prison adventure ideas
- Replies: 16
- Views: 1277
Re: Prison adventure ideas
He is only a few parts away from its completion and that's where the players come in. It'd probably flow better if the player(s) have some skill the prisoners need. I've always thought that it might be possible for a single prisoner to do this, it's likely you'd need at least a gang of prisoners. W...
- Fri Jul 13, 2018 11:14 am
- Forum: Traveller
- Topic: Prison adventure ideas
- Replies: 16
- Views: 1277
Re: Prison adventure ideas
If you're having a player generate a prisoner character, I am assuming you want to actually play out prison things. I think the first choice you need to make as a GM is how you intend to have the players get out of prison: Do you intend to have the players: 1) ... break out of the prison and escape ...
- Wed Jul 04, 2018 9:22 am
- Forum: Traveller
- Topic: Shipping livestock
- Replies: 10
- Views: 934
Re: Shipping livestock
In Traveller a ton is 14 cubic meters (it's a cube about 2.41m on a side). This is ~500 cubic feet (a cube 7.93ft on a side). I'm not sure how much a "goat-sized" creature takes in volume, but with those numbers you should be able to figure it out. As opposed to transporting them, it depends on how....