Traveller Plans for 2017

Discuss the Traveller RPG and its many settings
msprange
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Traveller Plans for 2017

Postby msprange » Tue Jan 10, 2017 11:32 am

Planet Mongoose has the scoop, covering all the main Traveller projects we are working on in 2017!

http://blog.mongoosepublishing.co.uk/?p=832
Matthew Sprange

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EldritchFire
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Re: Traveller Plans for 2017

Postby EldritchFire » Tue Jan 10, 2017 11:44 am

Vehicle Handbook for my birthday? Thanks!

And I'm really looking forward to the Traveller Companion, as well!

Thanks for the update, sir. ^_^
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JMISBEST
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Re: Traveller Plans for 2017

Postby JMISBEST » Tue Jan 10, 2017 2:09 pm

Sounds like it wil be a very good year for Traveller. Am already saving for The Book, not PDF of Pirates of Drinax

Now changed from sounds and looks very good to sounds like it will be a very good year for Traveller. Sorry
allanimal
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Re: Traveller Plans for 2017

Postby allanimal » Tue Jan 10, 2017 3:18 pm

Will there be a preorder option for the printed Vehicle Handbook, where we can get the PDF when it is released? Like what you did with High Guard and CSC?
msprange
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Re: Traveller Plans for 2017

Postby msprange » Tue Jan 10, 2017 3:20 pm

allanimal wrote:Will there be a preorder option for the printed Vehicle Handbook, where we can get the PDF when it is released? Like what you did with High Guard and CSC?
I will indeed get that sorted! We normally do preorders when the book actually goes off to print (don't want to keep you chaps hanging around too long!).
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legozhodani
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Re: Traveller Plans for 2017

Postby legozhodani » Tue Jan 10, 2017 4:21 pm

Looking forward to garden worlds. Would be great to see whole supplements of various planets. Some of us refs have short prep time, so piles of predone planet systems would be very handy. Industrial worlds, water worlds, dust bowls, balkanised etc...
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Re: Traveller Plans for 2017

Postby The Dark Avenger » Tue Jan 10, 2017 6:04 pm

That's kinda what I'm planning to do. Deserts worlds, water worlds, hostile worlds, rockballs, that sort of thing.
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legozhodani
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Re: Traveller Plans for 2017

Postby legozhodani » Tue Jan 10, 2017 6:20 pm

That would be great! Always felt that should have been years and years ago. Makes a game more likely to stick in a single system and flesh out a whole mini campaign without having to jump all the time. Also means players have a chance to want to go to or avoid certain systems. Lots of mini Tarsus modules if you will.
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Re: Traveller Plans for 2017

Postby TrippyHippy » Tue Jan 10, 2017 9:14 pm

Some things that I like to see in the Companion:

- Robot characters - like Droids in Star Wars, or just A.I.s in starships.
- More Alien characters - the ones that didn't get into the core (Droyne, Hivers, etc).
- A comprehensive line Index covering _all_ core books.
- Genetics - legacy characters
- Troupe style play - having multiple player characters each on a large starship, which alternative in play for different scenarios.
- Time travel and alternative dimensions
- Adapting Traveller to alternative genres (fantasy, modern day conspiracy, supers, etc).
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legozhodani
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Re: Traveller Plans for 2017

Postby legozhodani » Wed Jan 11, 2017 12:08 am

Pretty good list there Trippy. I second most of those.
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Re: Traveller Plans for 2017

Postby TrippyHippy » Wed Jan 11, 2017 1:08 am

The thing I would also say here is that there really is no rush.

The core of the game, along with High Guard, Vehicles and the CSC covers the core of the game well as it is. The optional stuff is good to expand but, for me, if we end up waiting to early next year it won't be any disaster at all.

So take the time to make it really comprehensive and polished is what I'd like. I reiterate this for the Index too.

Some other ideas:

- Virtual and Augmented reality. Hacking, etc.
- Psionics - alternatives systems and religious paradigms to explain them.
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legozhodani
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Re: Traveller Plans for 2017

Postby legozhodani » Wed Jan 11, 2017 8:56 am

Few more good ideas there.

For psionics, in my games I award psi points for good rollplay and acts of morality. All psi points are 1 use in our game. So a player can slowly creep up, but can use them carfully to aid themselves. The abilities are explained as 'weird' or somesuch activities. IE, I have a hunch or teleport as 'I was always on my way over there, does no one pay attention?' or 'oh! That injury WAS only a flesh wound' Makes them enjoy the PSI and I can keep a strong control of it. Makes for some fun games.

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