Cluster Truck - Coming Tuesday 16th!

Yes, that's totally why the finale is called the Fireball Run. Because of the space wizards channeling magical fire at the smokeys.

?:devilish:o_O
 
is there some 5E influence in this product already?
If anything it's more hard science fiction than usual. Grounded in TL8. I'm unsure what sort of 5e influence you thought there might be?

Even the Trucker culture isn't exactly a stretch - certainly less so than the Sword Worlder space Viking thing. The cluster is rimward of the Solomani and settled by humans during the Rule of Man and has remained isolated since. It's not like they're a Star Trek planet where the aliens just happen to be Romans that look like Earth people.

If the Trucker culture bothers you, it wouldn't be hard to ignore it. Just drop the slang and a lot of the art. The ships and boats don't have to actually look like space trucks. Make them spindles with cylindrical cargo pods if you like.

You can run it with a baseline Traveller aesthetic, relocate the cluster to elsewhere outside the human empires, tweak it to suit your tastes. The campaign assumes an isolated TL8/9 cluster near enough to a major player that they CAN get higher tech but usually can't afford to. With a Corporation that's taking over and displacing the local way of life. You could set that up in District 268 (although that might not really be isolated enough), the Vargr extents, near the Hivers, near the Zhos, anywhere really. Or using aliens.

Or ditch the 3I totally. This would work in a 2300AD context. Or a homebrew where Earth is a distant presence (but not 3I distant!). You could even use the Solomani without the Imperium as your core thing, so the Vilani never existed and it's just Earth in Space a couple of centuries from now.
 
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If anything it's more hard science fiction than usual. Grounded in TL8. I'm unsure what sort of 5e influence you thought there might be?

Even the Trucker culture isn't exactly a stretch - certainly less so than the Sword Worlder space Viking thing. The cluster is rimward of the Solomani and settled by humans during the Rule of Man and has remained isolated since. It's not like they're a Star Trek planet where the aliens just happen to be Romans that look like Earth people.

If the Trucker culture bothers you, it wouldn't be hard to ignore it. Just drop the slang and a lot of the art. The ships and boats don't have to actually look like space trucks. Make them spindles with cylindrical cargo pods if you like.

You can run it with a baseline Traveller aesthetic, relocate the cluster to elsewhere outside the human empires, tweak it to suit your tastes. The campaign assumes an isolated TL8/9 cluster near enough to a major player that they CAN get higher tech but usually can't afford to. With a Corporation that's taking over and displacing the local way of life. You could set that up in District 268 (although that might not really be isolated enough), the Vargr extents, near the Hivers, near the Zhos, anywhere really. Or using aliens.

Or ditch the 3I totally. This would work in a 2300AD context. Or a homebrew where Earth is a distant presence (but not 3I distant!). You could even use the Solomani without the Imperium as your core thing, so the Vilani never existed and it's just Earth in Space a couple of centuries from now.
sorry, you're reading way too much into it. I have always wanted more SCI in my FI. and the 3I has been a "hmm" to me since JTAS 5-6-7 ish release time. Surprisingly my favorite ever issue was 10, and NOT for the Centaurs.
 
So, the short answer is NO. The author of this project is a freelancer who has nothing to do with the entirely separate organization that is licensing Traveller to make a 5e product. There's no throughline there at all.

There's nothing fantastical about this adventure. It's humorously themed, but it is entirely standard indies vs corp story line at the core and there is no superhuman antics or anything you could reasonably consider D&D influence.
 
So, the short answer is NO. The author of this project is a freelancer who has nothing to do with the entirely separate organization that is licensing Traveller to make a 5e product. There's no throughline there at all.

There's nothing fantastical about this adventure. It's humorously themed, but it is entirely standard indies vs corp story line at the core and there is no superhuman antics or anything you could reasonably consider D&D influence.
yeah, no sorry - Not fantastical, just way MORE story demands than what was I playing 30 years ago.
And TBH this Drayage level campaign is captivating to me, I have been working Logistics for almost 40 years just in 1 G
 
All good. In any case, the campaign itself can be pulled apart into its elements. You're not forced to run the whole narrative. And whole chapters are really general sourcebook ones. This basically IS the salvager career book in a nutshell.
 
is there some 5E influence in this product already?
We have nothing to do with 5e beyond licensing it. Most of us have not even read 5e. 5e does not influence our work in *any* way.

We have, however, been steadily increasing story focus in Traveller :) It depends on the campaign, but in one like Cluster Truck... the story is relatively important. You can still, as rinku said, take it apart and use what you want
 
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