2300AD - A suggestion

I wouldn't consider myself a fan of MT in any way, or the DGP task system - something about moving from 8+ to 7+ felt wrong :)

I wasn't a fan of either T2300 or 2300AD either, although if found it played better with the fix I mentioned.

I don't like task library games - Mongoose falls into this camp - I much prefer the CT method.

One thing that using a d10 resolution system was that it was easy to convert to a % system, I ended up using the T2k system for CT, MT, T2300, 2300AD, but in reality there is not much to be gained by rolling a %, a d10 or a d20.
 
Well, the only real investment to get into 2300 is the Traveller Core Rules. Everything else in the Traveller line is superfluous. For a 'red delicious apple versus Granny Smith apple' comparison, one still needs the Players Handbook, the DM Guide, and the Monster Manual to play in DnD's Eberron setting, which is just as radically different from the Forgotten Realms [the DnD default setting] as 2300 is from the OTU.
I'm not saying you don't have a point, but I think that point only goes so far.
Well, for some customers that is an investment too far.

Moreover, it just complicates the game. The character creation rules for example are spread over multiple books rather than a single reference. There is lots of superfluous material in the Traveller core rules that have no relevance to the 2300AD setting and, for the sake of adding about 50 or so pages to the 2300AD set I think it could have been done in a way that appeals more to new players.
 
Exactly, I even HAVE Traveller core rules, but I wont be buying a 2300 rulebook that isn't a complete game, I HATE flipping between books to get all the rules I need for core parts of the game (ie character generation) thats the reason I don't and wont get Mg2300 as it stands
 
Exactly, I even HAVE Traveller core rules, but I wont be buying a 2300 rulebook that isn't a complete game, I HATE flipping between books to get all the rules I need for core parts of the game (ie character generation) thats the reason I don't and wont get Mg2300 as it stands
When it comes to TTRPGs, I suspect that a fair amount of flipping between books / PDFs is almost inevitable...

I'm probably guilty of over-preparing but I tend to:
* Come up with a document with additional bits of info and clarifications. specifically for that game session.
* Have an "extended contents" of key books printed and stuck into said books, opposite the main contents page
Also, regarding the CRB, I:
* Have numbered sticky tabs pointing upwards so I can jump quickly to individual chapters.
* Have printed the Referee's screen and put it inside the front and back end covers of the CRB, also for quick reference...
* Fitted two bookmarks. Not always needed, but invaluable when they are needed.

Having recently read the Traveller Companion cover to cover, I intend to use it alongside the CRB in-game. Looks like I've got a new extended contents to type up. Next on the reading list is the Traveller Central Supply Catalogue, also cover to cover...

I prefer it when a rulebook doesn't use a black background so I can add notes, errata and links to other rulebooks as well.
 
Further, yesterday I had cause to try and look up how a missile attack was resolved in Mongoose Traveller:2300. I was a hot mess, and the rules are only partially there and unusable.

I've tracked how the 2012 Mongoose edition was produced by doing a plagerism check against 2320. The 2012 edition was simply 2320 with the +20 years sections removed, the skill in tasks renamed and a few random alterations in the timeline because Colin didn't like the idea this carried on from Twilight:2000.* 2320 itself used huge amounts of copy and paste from the 2300AD (2nd ed) rules.

The game mechanics required a lot of fudging but were sort of workable. 2320 was actually playtested. I have the playtest rules. The 2012 edition received basically no playtesting, but sort of still worked, apart from the unplaytested additions.

The 2021 edition of Traveller:2300 is basically unworkable, and received no playtesting. What was released was an unplayested alpha draft.** The rules are incoherent and don't gel well with Traveller. Hence you can't really build a ship or conduct space combat.

I knew Colin, although he now refuses to speak with me since I deleted a comment of a sycophant of his for Islamophobia and bullying (which Colin defended)*** and I pointed out many mistakes in the AEH. He struggles to write anything, and when he does he doesn't want to check it. He once told me (in a group post) that he never checks the source material when writing because it stiffles him. That's why we have four different Aconit backstories.

My opinion is that publishing the rules as an add-on to Traveller has been a disaster. It needs it's own dedicated rules and if that means Mongoose is publishing some stuff twice, then surely that's a good business model. Further, it needs extensive playtesting to make it work. Even further, someone else needs to take the role of line manager who (a) is a good writer and (b) understands the actual 2300AD universe and listens to the fanbase. I think Gavin Dady is probably the only viable candidate for that job.

* As an aside, now Mongoose owns Twilight:2000, it should be a non-brainer to return the 2300 timeline back to prime canon.

** The same for the forthcoming Invasion - it was only completed in ISTR early January, and within two weeks of the bloated first draft being complete it was edited and sealed for publication. When the original deadline was looming a few years ago Colin literally just tried writing it at 5,000 words per day and burnt out.

*** "Concerns about the moderation..." Nonsense.
 
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Actually, while I have you all...

One of my peeves/issues with 2300AD is that, unless you are familiar with the 2300AD universe, it is not always obvious to newcomers as to what characters should actually do. You have the corporate/government troubleshooter kind of role, there are military-style campaigns, but I always felt that this was a little niche and should not be the 'default' (in the way that shady traders are the 'default' in Traveller).

What are you guys doing for character/party roles in 2300AD?
 
I've played as a Colonist on Aurora when the Kafer arrived.
A Military specialist on Arcturus Station
A member of the relief force also on Aurora
A drug runner on Earth when we went full on Cybertech (ended badly we got blown off the side of the beanstalk, very messy)

All of those were excellent, but my best game memories were as part of a party who were smuggling in the Chinese arm (without a ship, we were hiding our wares in cargo containers on standard freighters, that was really fun, especially when one of the ship crews discovered our contraband...

Another campaign surprisingly fun was taming one of the recent colony worlds (too long ago now to remember which one) but it was exploration, dealing with critters and nasty environments, opening up a new world for colonists (and dealing with corrupt French government officials, and fighting off some disgruntled Bavarian vets from the Unification war)

So as a player I've only really played in 2 military campaigns (even though I'm a BIG Military SF guy) My campaign had the players as mercs, who spent most of their time doing things like Search and Rescue, acting as Corporate Police, and the first adventure of the campaign which TOTALLY wasn't a rip off of the Magnificent 7 not at all! in no way!
 
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I mostly played as a Royal Space Navy ship crew, inspired a bit by Star Trek (doing science stuff for the Royal Society and FPK) and Hornblower. Years later I saw reruns of the 1970's BBC drama Warship,* which gives loads more plot ideas.

If I were running a new campaign I'd shamelessly borrow ideas from the BBC series Star Cops, which if you were watching the BBC in the 1980's you probably saw:


I'd have the players be members of the international police force of the Orbital Quarantine Command (OQC) who enforces the quarantine of Earth and is charged with protecting the planets environment from alien organisms. As a treaty empowered police force they likely have some juristication to chase violators down the well, allow for adventures on Earth.

Trade at Earth is in the middle of a massive upheaval. The Beanstalk to Gateway Station has completely disrupted the previous flows of trade in orbit, with Gateway pulling in the majority of trade now, and older, national, stations served by rockets and spaceplanes being completely undercut. In such an environment smuggling will take off, and the players need to protect Earth's environment against it...

* Episode 1:
 
I started with shameless Outland and similar rip offs, PCs investigating shennanigans on mining platforms, asteroid colonies, ancient mysteries on Mars. Sort of space noir. I adapted Twilight's peak - Kafer replaced the Zhodani. As usual it ended in a TPK.

Provolution often turned up as the baddies, and one campaign consisted of tracking them all the way back to a colony world which they had completely taken over.

Many a provolution cyborg/augment was hunted down Bladerunner style.

When Cyberpunk Near Orbit came out I ran it as a T2300 adventure, and fully embraced the cyberware but not so much the punk. I adapted Hardwired to a colony world.

It would be hard to run it today without all that, plus GURPS THS, the Expance, Blue Planet influencing things.
 
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Some other suggested PC Team types for various campaigns

Frontier Colonists/Terraformers
Corporate Troubleshooters
Survey Team
Intelligence Cell
Xenoarcheology/First Contact team
Exploration ship Crew
A Resistance Cell/Rebels in the hills on a Kafer Occupied world ala Red Dawn
Diplomatic Team, trying to build an alliance or re-establish ties with a now independant colony
 
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Hey everyone,

We have been listening to what you have all been saying here, and we are pretty much in agreement.

It won't be happening soon, but we are indeed looking at 2300AD carefully.
Well, I think the 'colonists in space’ seems to be a default to me, but with a clearly established alien threat and references at least to real world politics. The Bayern campaign had a real Arthur C. Clarke vibe to me. Yep, you could (and should) keep the military sci-fi option and also develop a cyberpunk-ish urban campaign nearer to Earth. However, the central bits and pieces of the game is basically 'survival in space'.

In that sense, it similar to Twilight: 2000 (survival on post-apocalyptic Earth). I’d like to see the potential for cross pollination between the two in their shared historical timeline too and keep striving for ‘hard science’.
 
Hey folks,


I wanted to clarify something that came up in another forum. Some people thought I was calling all of 2300AD bland, but I was specifically referring to the current edition. Yes, it’s visually stunning—but still feels bland to me, especially compared to earlier versions. That’s why I’ve been advocating for the return of nationalistic flavor in the game.


I'm not sure if the loss of flavor is due to the emphasis on the "Great Game," but if you go back to the original source material, you’ll see clues and details sprinkled everywhere that added depth.


Take Beowulf, for example: the British and French colonists hated each other and were on the brink of war over economic control of the archipelagos between their continents. If it hadn’t been for the Kaefers, who knows what would’ve happened—and how that might’ve impacted Earth?


Then there are other questions that I think would add richness to the setting:


  • Why did Canada go down the Chinese Arm instead of sticking with the Americans?
  • How did the U.S. react to that?
  • How did the colonization of Beowulf influence the development of BC-4?

These are the kinds of things that could really bring the colonies to life with more narrative flavor.


What is 2300AD to me?​


It’s not Traveller Lite, and it’s not a retro space opera. To me, 2300AD is about a pivotal moment in human history—when we finally reached for the stars, not as a unified species, but as a bunch of bickering tribes, still caught in old rivalries. And now, for the first time, humanity faces a true rival power: the Kaefers. A real competitor, just as we’re hitting our “lifeburst”* moment.


Will humanity unite to face the threat? Or remain divided?


Either way, I believe the 24th century will change us forever.


Frontier mindset: 17th century in space​


One of the things I love about 2300AD is its frontier tone. It’s got a 17th-century vibe—unlike Traveller, where most of the “wild” space is way out at the edge of the Imperium. In 2300AD, even core colonies like Tirane are still sparsely settled, mostly unexplored, and often dangerous.


This should shape how we describe and play those settings. Getting lost or isolated on a colony should be a real threat. And since 2300AD has fewer worlds than Traveller, each one should be described in more detail—emphasizing how wild and untamed it still is, especially compared to Earth.


Campaigns & scenarios: Mixed feelings​


Now, I know there’s a lot of demand for official campaigns and scenarios—but I’m a bit of a skeptic here. Not because I doubt the quality, but because over the years (even back on the old mailing lists), I’ve seen why some folks struggle to get into the setting.


Some players felt locked into a war-game because of the Kaefer conflict. Others were overwhelmed by the Bayern campaign, which is basically a long-form Star Trek-style voyage that could take 5–6 years of gaming time. That’s a huge time investment—not everyone wants that.


Also, I’d be cautious about over-theming the Arms:


  • Making the American Arm all about corruption
  • Or the Chinese Arm about piracy and smuggling

Doing this could box the setting into three rigid "flavors" that might not appeal to everyone. Personally, it would feel like a limitation on creative freedom—but again, that’s just me.


Scenario ideas that do work​


If we need scenarios, I’d vote for treating some of the classics with the same care as Secret of the Ancients. These ones come to mind:


  • Beanstalk
  • Energy Curve
  • Rotten to the Core
  • Maybe even Worm in the Big Apple as an intro scenario

Each offers a different take on the setting and shows off its potential.


On canon, Kaefers, and Mongoose's direction​


I don’t know what Mongoose’s long-term plans are. But now that they’ve got Twilight: 2000 under their roof, I agree with Bryn—WW3 should be reestablished as canon. 2300AD has clearly moved into alternate history territory by now, and that's okay—it just needs to lean into that identity.


As for the Kaefers, if you haven’t read my old write-up on Keafer 2.0, I really recommend checking it out. I think it could help reshape the Kaefers into the formidable challenge they’re meant to be.


Final thought: Beowulf is just the beginning​


I really hope the Kaefer Invasion campaign includes both a before and after Beowulf phase. Because honestly? Beowulf wasn’t the end of the Kaefer War—it was just the end of the beginning. The real struggle, the one that will define humanity’s future, is still to come.


Sincerely hopeful,
Alain Vollant




*Lifeburst by Jack Williamson – ISBN 0-345-32977-5
 
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On the Kafer war, the last chronology we have is in June 2303, in the back of Operation: Overlord. Humanity pushed the Kafers back out of the French Arm and both sides are staring at each other across Arcturus etc.

What is not considered is Kafer internal politics, or Human politics. Triumphant Destiny is dead, and the Kafers may be heading into another internal war, but the "Backdoor" operation may pursuede the more anti-war elements to support a war. Meanwhile America and Germany are chaffing at multi-national cooperation, as they did during the Invasion, and are not really supporting the war effort fully, but rather looking at expanding the own power.

The war could very easily enter a prolonged, unnegotiated ceasefire (as kept happening in the Kafer-Ylii conflict) as both races deal with internal problems.
 
On the Kafer war, the last chronology we have is in June 2303, in the back of Operation: Overlord. Humanity pushed the Kafers back out of the French Arm and both sides are staring at each other across Arcturus etc.

What is not considered is Kafer internal politics, or Human politics. Triumphant Destiny is dead, and the Kafers may be heading into another internal war, but the "Backdoor" operation may pursuede the more anti-war elements to support a war. Meanwhile America and Germany are chaffing at multi-national cooperation, as they did during the Invasion, and are not really supporting the war effort fully, but rather looking at expanding the own power.

The war could very easily enter a prolonged, unnegotiated ceasefire (as kept happening in the Kafer-Ylii conflict) as both races deal with internal problems.
That could make for a VERY interesting set of adventures, building a more NATO like long term alliance among the Human nationalities, Intellinence gathhering in Kafer space, including contact with the Ylii...
 
Germany/America wanting a forever war to gain power and influence... nah too far fetched, could never happen... :(

If the new Kafer leaders have known smart barbarians to spur their intellectual development and establish a new order...

Humanity will learn of the Ylii, I wonder what deals can be struck with the moties...

meanwhile - provolution, pentapod shenanigans, the rise of multiworld corporations rather than governments...

this setting has so much to offer :)
 
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