Conversions from other systems

Discuss the Traveller RPG and its many settings
alkibiades
Shrew
Posts: 15
Joined: Tue Jul 11, 2017 7:49 am

Conversions from other systems

Postby alkibiades » Sun Jul 16, 2017 10:42 am

Just out of curiosity. Are there some conversion rules to convert critters from other systems, for example D&D, to Traveller? And if not, is there a way to simulate qualities unusual to Traveller? One crazy example, the travellers stumble over an ancient ruin housing some cursed undead, maybe even a lich. Or would it be a complete no-go for Traveller?
mancerbear
Banded Mongoose
Posts: 347
Joined: Tue Mar 23, 2010 2:34 am

Re: Conversions from other systems

Postby mancerbear » Sun Jul 16, 2017 10:57 am

It would certainly be highly unusual, but you are of coarse able to to whatever you wish in YTU. I'd be a bit worried it would break the genre for the players unless you could come up with a vslid psuodo-science explaination for it. Such as the undead are the result of an alien fungus infection.
alkibiades
Shrew
Posts: 15
Joined: Tue Jul 11, 2017 7:49 am

Re: Conversions from other systems

Postby alkibiades » Sun Jul 16, 2017 12:52 pm

mancerbear wrote:
Sun Jul 16, 2017 10:57 am
It would certainly be highly unusual, but you are of coarse able to to whatever you wish in YTU. I'd be a bit worried it would break the genre for the players unless you could come up with a vslid psuodo-science explaination for it. Such as the undead are the result of an alien fungus infection.
This would be my intention. Magic effects could be simulated by psionics or highly advanced science like the technomages in Babylon 5 (or is there already anything similar to technomages?). Supernatural effects like zombies or dragon breaths with infections and chemistry. A conversion guide could come in very handy or maybe an expanded list of traits based on the animal creation in the core rulebook. Coming from D&D like games and being new to Traveller, some guidelines really would be very helpful.
xnet445
Weasel
Posts: 27
Joined: Sat Apr 30, 2016 8:34 pm

Re: Conversions from other systems

Postby xnet445 » Sun Jul 16, 2017 1:49 pm

Starfinder, a sci fi/space travel version of Pathfinder, is coming out next month. You should be able to mine that for ideas.
NOLATrav
Stoat
Posts: 86
Joined: Sun Sep 06, 2015 7:42 pm

Re: Conversions from other systems

Postby NOLATrav » Sun Jul 16, 2017 3:45 pm

this might be helpful...

http://www.drivethrurpg.com/product/784 ... st_epoch=0

all of his stuff is really good
ShawnDriscoll
Duck-Billed Mongoose
Posts: 2370
Joined: Sun Dec 13, 2009 6:13 pm

Re: Conversions from other systems

Postby ShawnDriscoll » Sun Jul 16, 2017 4:15 pm

I don't do conversions to Mongoose Traveller from other systems. I just create new stuff from Mongoose Traveller. There are no no-gos in my Traveller. All of the things are allowed.

Think about how your lich would exist in your game. How it would actually work. Then plop it in your game. Do your players metagame? Do they role-play their characters? Do they know what a lich is (are they D&D die-hards, etc)? That'll help steer how you create the lich for them to encounter.

In my game, I'd make the lich work totally different from how one works in D&D. But to a D&D player, the lich would seem as an unmistakable D&D asset at first. The players can decide to figure the thing out after encountering it, if they want.
Linwood
Cub
Posts: 7
Joined: Thu Jun 29, 2017 12:41 am

Re: Conversions from other systems

Postby Linwood » Mon Jul 17, 2017 12:31 am

alkibiades wrote:
Sun Jul 16, 2017 12:52 pm
mancerbear wrote:
Sun Jul 16, 2017 10:57 am
It would certainly be highly unusual, but you are of coarse able to to whatever you wish in YTU. I'd be a bit worried it would break the genre for the players unless you could come up with a vslid psuodo-science explaination for it. Such as the undead are the result of an alien fungus infection.
This would be my intention. Magic effects could be simulated by psionics or highly advanced science like the technomages in Babylon 5 (or is there already anything similar to technomages?). Supernatural effects like zombies or dragon breaths with infections and chemistry. A conversion guide could come in very handy or maybe an expanded list of traits based on the animal creation in the core rulebook. Coming from D&D like games and being new to Traveller, some guidelines really would be very helpful.
I did zombies once in Traveller (MGT1) as the result of experiments w/ an alien artifact. The artifact released nanites programmed to create an Ancient super weapon in part by infecting local sentients to use as a workforce. The PCs were trapped on the large island where the infection originated as a result of a shuttle crash. Their only recourse was to stop the super weapon before the desperate authorities nuked the island.....

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