Book X and Supplement X - Comments Wanted!

I'd heartily support a Colonist book.

Making it essentially the citizen career sourcebook, you've got space for world/environment/map building and some guidance on how to fit skill development to an environment - whilst the homeworld skills provide some ability to fit your skills to the environment, on a nascent desert world/ocean world/ice world/void world/whatever you're going to want some guidance on putting together essentially 'custom careers' like Dolphin Farmer, Void Construction Worker, etc.
 
mattman said:
"Clade: A guide to the species of Humaniti, both natural and artificial."
You could try the GURPS Traveller supplement Humaniti,
I am not sure whether it would make economic sense to
duplicate this in a Mongoose Traveller version.
 
Renski said:
I would love a colony book for characters from a low pop back water planet, and how a game where players where citizens or the administrators of such a world would run.
locarno24 said:
I'd heartily support a Colonist book.

Making it essentially the citizen career sourcebook, you've got space for world/environment/map building and some guidance on how to fit skill development to an environment - whilst the homeworld skills provide some ability to fit your skills to the environment, on a nascent desert world/ocean world/ice world/void world/whatever you're going to want some guidance on putting together essentially 'custom careers' like Dolphin Farmer, Void Construction Worker, etc.

I think those two ideas added together would make a sizable but execellent book.

guidance on putting together essentially 'custom careers' like Dolphin Farmer, Void Construction Worker, etc.

Dolphin Farming? Now theres an idea for an adventure. In a facility several Km beneath the ocean surface a cruel megacorp has been battery farming dolphins. But the Dolphins rally around a decendant of some uplifted Psionic Dolphins and are looking for revenge.

The players arrive to investigate the disappearances, and on their way down there in only submersible the pilots brain melts, causing the sub to crash into rocks several hundred meters away from the base. The sub is starting take on water.

Revenge of the Psionic Dolphins Id call it! :)
 
renski said:
In a facility several Km beneath the ocean surface a cruel megacorp has been battery farming dolphins.
Cruel indeed, since dolphins are air breathing surface dwellers ... :shock:
 
A Vegan Book to go with the Solomani Rim (if they aren't already covered).

Reavers Deep Sector Book

A Vilani Book With Vland covered

A Corridor/Provence sector book

Old Expanses sector book
 
Dungalad said:
I would like to see:

1) A sort of "Fire fusion and steel book" with all the rules for build vehicles, ships, and also for personal weapons and armors and so, all together.

Seconded. And please have it written by David Pulver. Or maybe even by Greg Porter. Or by both of them!

Dungalad said:
2) A new setting based on Asimov's Foundation. From the early robotic era to the Empire, the story of the foundation, description of main planets, technology, and all.

My list of candidates would be (in no particular order):

- The Hyperion/Endymion saga by Dan Simmons.
- The Culture universe by Iain M. banks.
- Red/Green/Blue Mars trilogy by Kim Stanley Robinson.
 
My list of candidates would be (in no particular order):

- The Hyperion/Endymion saga by Dan Simmons.
- The Culture universe by Iain M. banks.
- Red/Green/Blue Mars trilogy by Kim Stanley Robinson.
I'd like to add votes for both The Culture and the Martian Trilogy :mrgreen:
 
A Grand Explorations book firmly rooted in the OTU, as I suggested in the article on Jumpgates...which could be a World Builders Guide combined with exploration rules in the galaxy beyond Chartered Space. The Scientist career path could be incorporated into that.

What I would like to see:
1) Lords of Thunder Campaign reworked with parts of Gateway to Destiny incorporated.
2) Far Frontiers Sector mapped out like Spinward Marches book.
3) Heraldry and clothing of the Third Imperium.
4) Smart Forms & Charts PDF - one where I could manipulate the data by inserting pictures and having it do the Math/Chargen.
5) Revamping of the Gamelords Environment series including that of Arctic and also new adventures.
6) FFW/Rebellion Sourcebook.
7) Mysteries of the Iridium Throne (as the name Secrets is already taken).
8) Starship Operations Manual 2.
9) More adventures set in the OTU.
10) A Traveller writer's bible.
 
I posted this to one of the other threads, but it probably fits best here. I'd prefer to see the existing range 'completed' rather than a second edition which then basically reprints the existing line one by one over the next few years. In addition to the following two books, I'd like to see the rest of the alien races given their own books, and sector books released based on areas where those races are predominantly found.


I'd suggest rather than release one book covering both {civilians and scholars from the core book, the only 2 careers which haven't been given their own splats yet), that you include the guide to the third imperium that someone has mentioned in another thread. That way, you could have 2 books, as follows:

Book 1: Colonists and Civilians

Describes further careers for colonists and civilians of all stripes (corporate workers, farmers, engineers, colonists, industrial workers, service industry, maybe local politicians, religious personnel). Includes some gear for 'normal' civilians (including clothing, style, food etc, giving some detail on everyday life in the Imperium, religion etc). Lots of detail on setting up of colonies, various roles in colonies, events that can happen relating to colonies.

Book 2: Scientists and Scholars

Describes further careers for advanced education (scientists of various types, scholars such as historians, archaeologists (including xeno-), students, colleges and universities etc). Includes some gear for these careers too. Lots of detail on the history of the Imperium (since this book covers historians and similar careers).
 
Millenium's End (modern day techno-thrillers) had a great companion book, more than half of it was floorplans. The game was set in Miami, and there were plans of a restaurant, airport checkin/terminal, seedy bar, office block, warehouse loading bay, wilderness training compound, marina, fast food place, houses, stores etc. The best were the places you never go, you know, behind the scenes.

Notes were included with each, including a key, and how to use each map of change it around a bit.

Fantastic resource ......

I could see something similar working well with Traveller, a resource you can keep going back to.... part of the tool-kit ethos of Traveller.
 
Books:

Citizens of the Imperium - For every Career not already covered (Citizens and Scientists), but expanded to include as amany careers as can be thought of to flesh out the social feel of the Imperium. Maybe some advanced education rules.

Supplements:

Superpowers - Just like Superman, et al. Full character generation, etc, to turn Traveller into a Supers game.

Virtual Reality - Exploring The Matrix and other aspects of artificial inner space.

Time Travel - Touched upon already with Psion, but could be expanded upon.

Deep Blue Sea - Exploring the depths of alien Oceans. Alternative alien types who live under sea, and their respective character generation.

Biotech - Tech book exploring the notions of transhumanity, and the like. Extra-terrestial diseases, etc.

Primitive Worlds - Essentially, Traveller Fantasy. Alternative game for doing D&D, Traveller style.

Anomolies - Really perplexing weird phenomena that can be encountered in the universe, and generation tables to create them.

Settings:

Third Imperium - an actual go-to-Core Setting book, in hardback.

...also, a miniatures game for Space battles...
 
And now for something completely different...
I think Mongoose should start it's own fantasy based game/setting.
I almost used the core rules for my fantasy campaign, before settling on Pathfinder a little over 3 years ago. (I did want to use fantasy GURPS but nobody in my area used GURPS)
Anyway, you can use the basic concept and structure of Psionics, simply expanding it into magic, spells, etc...
All the core rule and many medieval weapons and gear are already designed.
I would also add a chart for hit location (head, legs, arms, weapons, etc...)

Heck, you can even stick the fantasy world on red zone planet, somewhere in the larger Traveller universe. Gygax introduced space ships, laser weapons, Mind Flayers, and Psionics into D&D in "The adventure to the Barrier Peaks". Mongoose can introduce a fantasy element into it's own family of game supplements.
 
MUGS
Mongoose Universal Gaming System

In another thread the possibility was raised about re-releasing a 2nd addition to Traveller, not with simple fixes, but with major overhauls etc...

On that thread I mentioned that I loved the core game mechanics, and with some tweaking, I think it could be even better.

Mongoose should seriously look at creating a universal gaming system similar to GURPS. The Traveller game mechanic is almost like that anyway, since it covers from TL1 to TL (what ever)

The system they use for Psionics, (Schools, talents within schools, etc...) could be easily converted to magic, super powers, ninja powers, etc... Instead of spells per level, each spell would cost several points, just like psionics. With some changes, I think it would be great.
As long as Mongoose proofs EVERYTHING and play tests EVERYTHING before printing.
 
A book of inspirational art. So when a player asks what a starship bridge looks like, you can flip through the 5 - 10 stylistically different examples in the book and show them the one closest to your tastes. Extend this to collections of pictures of computers, communication devices, clothes, cars, bikes, planes, bus stops, breakfast cereals, advertising, lounge suits, etc. Good quality art. Each category depicting a range of different styles (sleek through to chunky). If done well it would sell beyond Traveller as evidenced by the various "Inspirational art" threads that exist on multiple forums.
 
Jak Nazryth said:
And now for something completely different...
I think Mongoose should start it's own fantasy based game/setting.
A friend of mine (involved with Traveller since the early GDW days) tried to pitch a "fantasy Traveller" concept to Matt in EMail - Matt's reply was "not interested in fantasy for Traveller".

But, that makes sense... how many fantasy systems does Mongoose sell right now, three? Legends, Wayfarer, Earthdawn... I can totally understand that and people like Jason "FLynn" Kempt have Fantasy/Magic for Traveller products (on DTRPG) and Captain Jack did three excellent "Traveller Fantasy" suppliments: "Characters and Conflict", "Sorcery and SuperScience", and "Races, Realms and Riches" (I can't find the link, will post it if I do).

I myself have been working on some Traveller compatible fantasy stuff, that would also be compatible with the Open D6 system - for handling combat in an truly "simultaneous" manner via 1 second rounds and a few other things.
 
I have been extremely happy with how Mongoose has done Traveller - a core mechanic, settings are (mostly) separate from the mechanics, etc.

But - honestly the Core Mechanics are all tied into how things work in the Third Imperium as for FTL etc. Char Gen is even tied into the 3I as far as events go etc (more than being open to use in any setting). It was great trying to recreate the CT LBB's of the original 8, plus supplements, etc. but it has lead to a fragmentation of the rules. WotC ran into this problem with (amongst other books) their "Complete" series - not checking rules and feats as each was edited they were all done in a vacuum to each other.

Even 3rd ed GURPS had that problem. (NOTE: I own much of the GURPS 3 collection, all of the Travelller, and everything hard copy for 4th). In the "Compendium I" Steve Jackson wrote how quality control wasn't watched as different source books were written with the example of "super strength" rules. They were in the "supers" and many other source books - and each one did a variation small but there, and this caused a huge variation across all the little variations. So the super strength rules were now in Compendium I as the "official" version - and the space taken up by super strength would be replaced with new material (don't think it happened but, nice idea).

I would love:
Char Gen system that doesn't focus on the 3I and 4 year terms etc - especially a point buy one I have a home made one with "advantages" and "hindrances like many systems use under different names. When I conventions people love that my pregen chars have things like "+1 DM to Leadership in certain situations" etc. It has kept the characters from feeling "cookie cutter"

Gear book that clearly identifies items to their description (read like the weapons, especially firearms in CSC). Also, the classic eternal blurb about "medikits" freaking sucks. Basically says "TL 8 you get a stethoscope and some bandages, TL 14 is more like a portable autodoc" *(not a direct quote). I don't need exacting detail, just an idea of what might fit into a particular sized case across the TL's.

Mechanics that aren't Char Gen etc combined and consolidated. Like ALL ship and vehicle design/building, All combat options, generic world creation exploration and so on. The mechanics for "how to use Traveller Rules in a setting clearly not the 3I which has some different physics"

My one regret is that when you try to do something non 3I with Traveller you always end up with the feeling it is 3I Traveller. For me to have the greatness of Traveller with some real flavor of the setting I'm using would be perfect.
 
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