GURPS: Interstellar Wars

Mithras

Banded Mongoose
I've always loved the low-tech side of Traveller, and SF in general. Give me Space: Above & Beyond and Aliens rather than Star Trek.

G: IW looks appealing, small scale, and complete. I think the 3I is too big for my players to fully grasp, the history too dense.

Has anyone begun using MGTrav with GURPS IW? I'm not a fan of GURPS, I have 3rd edition, Space and a few other books, but the setting sounds just my cup of tea.

I'm itching to buy - but it ain't cheap!
 
The PDF at SJG's e23 is 24,95 USD, not exactly expensive (unless you
have the bad luck to live in the USA, that is).

While I do not own GT:IW myself, from what I have seen it really is a
very interesting and useful setting, and the reviews I did read usually
came to the same conclusion.
 
I do have a copy of GT:IW. I found it well worth the full price I paid for the hard cover. The background material on earth in the future alone is worth the price of the PDF. Even if you change the Vilani to some other unknown alien race (the bad guys from 2300AD work well i've been told), you have three or four campaigns worth of material.

My only suggestion would be to get the (free) GURPS lite for 4th edition. The number of rule changes between 3rd and 4th edition is pervasive and in some cases subtle.
 
Thanks. I'm not a fan of PDFs, though if it were my only option I would go for that format. I've found Leisure Games selling G:IW for £24 which is morethan I payed for MongooseTrav. Of course its that rules-set that I want to use.

I can imagine Teran Confed marines as the Colonial Space Marines and the TC Navy kitted out like the cast of Enterprise in NASA-style jumpsuits with plenty of zip pockets. I could get away with modern ranks etc, it would really come alive for my players.

But I don't want to pay for 100 pages of rules I can't use.
 
Mithras said:
But I don't want to pay for 100 pages of rules I can't use.

I think it is not that bad. While I do not remember the rules part of
GT:IW right now, with most of the GURPS sourcebooks the rules of-
ten contain a number of useful informations and ideas.

Character templates give an impression which skills typical people
in the setting are expected to have, advantages and disadvantages
give an insight into the personality types of the setting's people, de-
scriptions of the technology can be adapted, and so on.

So, while the rules may not be an attractive part of the book for some-
one who uses another rules system, they are at least not completely
useless, I think.
 
That's true - I am familiar with GURPS (I wrote GURPS Atomic Horror), so I suppose any rules information will not be incomprehensible waste to me.

I may just fork out for the book - I think a small-Traveller setting is calling me...
 
Mithras said:
I've always loved the low-tech side of Traveller, and SF in general. Give me Space: Above & Beyond and Aliens rather than Star Trek.

G: IW looks appealing, small scale, and complete. I think the 3I is too big for my players to fully grasp, the history too dense.

Has anyone begun using MGTrav with GURPS IW? I'm not a fan of GURPS, I have 3rd edition, Space and a few other books, but the setting sounds just my cup of tea.

I'm itching to buy - but it ain't cheap!
I have IW and it's a good book. the GT books always have lots and lots of fluff to go with the crunchy-game-mechanic bits. I'm glad I got it when it first released.
 
I'm loving GT:IW. It's just chock-full of background info on the era and campaign ideas, and lots of cultural stuff too. I think it's well worth getting, and I don't even play GURPS 4e.
 
GT:IW is a very nice small universe, small ship Traveller setting with less crazy species around and where Humans from Earth are not Stalinist Racist LooniesTM. It's set closer to now so snaps fewer suspenders of disbelief. The default campaign is small ship out of luck traders between wars between factions. Very playable and I've folded in setting and adventure bits from MT, TNE and 1248 with no problem.

The book is very well done in full color. Does need a (free on pdf) copy of GURPS Lite for 4e to fully understand but that's ok.

MGT core should handle the lack of stats for personal weapons and armor. If you need more hack CT Book 4 or the QLI book on personal weapons (which has CT stats for a lot of stuff). Or just pick up a copy of Mercenary for MGT once it's out.
 
I've always thought there should be some physical distinction between the human races in Traveller, and I think my players will like that. I might just give the Vilani that Vulcan or Romulan look (my sons have seen a little Star Trek).

Essentially human, with a telling difference. Plus some distinctine clothing and architecture styles. I guess I'm jumping ahead of myself here. I'm waiting for E23 to mail me my download confirmation. Yes, I have been convinced :lol:
 
Mithras said:
I've always thought there should be some physical distinction between the human races in Traveller, and I think my players will like that. I might just give the Vilani that Vulcan or Romulan look (my sons have seen a little Star Trek).

Essentially human, with a telling difference. Plus some distinctine clothing and architecture styles. I guess I'm jumping ahead of myself here. I'm waiting for E23 to mail me my download confirmation. Yes, I have been convinced :lol:

Apparently Vilani have gold or violet eyes (if I'm remembering my old DGP V&V book correctly). And they're generally shown in the IW book as wearing flowing robes.
 
EDG said:
Mithras said:
I've always thought there should be some physical distinction between the human races in Traveller, and I think my players will like that. I might just give the Vilani that Vulcan or Romulan look (my sons have seen a little Star Trek).

Essentially human, with a telling difference. Plus some distinctine clothing and architecture styles. I guess I'm jumping ahead of myself here. I'm waiting for E23 to mail me my download confirmation. Yes, I have been convinced :lol:

Apparently Vilani have gold or violet eyes (if I'm remembering my old DGP V&V book correctly). And they're generally shown in the IW book as wearing flowing robes.

V&V shows flowing robes, big hoods, and large mittens for nobles.
overlapping double breasted overshirts (similar to a loose command wraparound from ST:TOS) over a more form fitting undershirt with either stand-up or crew collar for non-nobles. Or Tailored Vacc Suits like everyone else in imperial naval & scout service... (cover)
 
Ah nice and decadent. I always pictured Vilani culture like the Vulcans - I might even go with the pointy ears, too.

I use alot of photos to illustrate my games on laptop, movie stills of spaceship interiors, vehicles and planet surfaces ... in the same vein I'd then be able to tap into all that ST Vulcan imagery from the movies to give my players an immediate idea of what Vilani look like.

Note: this works for me! I'm not saying your regular Traveller Vilani have pointed ears!!!
 
Mithras said:
Note: this works for me! I'm not saying your regular Traveller Vilani have pointed ears!!!
That's right, because in the OTU it's the Darrians who have pointy ears ... :wink:
 
Hey now that could get complicated! Luckily, Darrians are not going to suddenly turn up in Terran space I presume!

When Vargr turned up in an adventure with my sons, I gave them a bit more 'flash' too, making them wolves, not dogs: rapacious, feral, dark, untrustworthy Reaver-like pirates, 'wolfmen'. More to scare the hell out of my players and have this scary alien force out there, worse than pirates (who just usually just ordered you to dump your cargo).
 
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