JimmyMarshall
Mongoose
So I'm planning out a Traveller campaign having never used the ruleset before, and was just wondering if some seasoned players and GMs would have some insight onto what will work well and what will not. My players all have a ton of experience with d20 systems, and a couple of them have played GURPS as well, but no one has tried Traveller before.
My campaign setting is quite different from the 3rd Imperium setting that comes with Traveller however. I'd compare it to a combination of Battlestar Galactica and Firely. I really like the dynamic of Battlestar Galactica all taking place aboard a massive fleet, and I like the human-centric sublight speed feel of Firely. So my campaign setting is aboard a huge colony fleet of ships that have been sent out on the first interstellar voyage from Earth's home solar system. The ships are absolutely titanic in scale and home to millions of colonists, each one operating as a flying mini-city. The stories and drama is going to focus on events occurring aboard these ships and the tensions and conflicts between the various factions present.
This is quite different from the way Traveller was designed, which seems to be to just give the players a ship and let them jump around exploring new planets and aventuring, so I'm wondering if anyone has any comments on what trouble I might run into.
A couple key problems I foresee:
1. No faster than light travel. This messes up a lot of pricing and ship rules because the jump drive is non-existant.
2. After getting together with a player to show him the character generation system, he wound up owning two ships, a small boat he got from his navy career and a huge science vessel from his scholar career. I hadn't really wanted the players to start off with this much wealth... it seems odd that they could sell their ships and have a combined wealth of millions and millions of credits.
Thanks for any insight!
My campaign setting is quite different from the 3rd Imperium setting that comes with Traveller however. I'd compare it to a combination of Battlestar Galactica and Firely. I really like the dynamic of Battlestar Galactica all taking place aboard a massive fleet, and I like the human-centric sublight speed feel of Firely. So my campaign setting is aboard a huge colony fleet of ships that have been sent out on the first interstellar voyage from Earth's home solar system. The ships are absolutely titanic in scale and home to millions of colonists, each one operating as a flying mini-city. The stories and drama is going to focus on events occurring aboard these ships and the tensions and conflicts between the various factions present.
This is quite different from the way Traveller was designed, which seems to be to just give the players a ship and let them jump around exploring new planets and aventuring, so I'm wondering if anyone has any comments on what trouble I might run into.
A couple key problems I foresee:
1. No faster than light travel. This messes up a lot of pricing and ship rules because the jump drive is non-existant.
2. After getting together with a player to show him the character generation system, he wound up owning two ships, a small boat he got from his navy career and a huge science vessel from his scholar career. I hadn't really wanted the players to start off with this much wealth... it seems odd that they could sell their ships and have a combined wealth of millions and millions of credits.
Thanks for any insight!