I agree that I would like a book that relates to the citizen and scholar careers (scholars in particular could benefit from improved event and mishap tables and further specialization). For citizens perhaps a method of creating civilian specialists might be in order, or an expanded role for the trade skill. Also the colonist specialization has a lot of intriguing possibilities too. I would also love a more detailed world building guide; not quite as complicated as the one created for megatraveller, just something to help the ref flesh out their worlds if they are having trouble.
I would also love a more detailed world building guide; not quite as complicated as the one created for megatraveller, just something to help the ref flesh out their worlds if they are having trouble.
That's good news. If I can make a suggestion, astrophysical detail is all very well - particularly if it's not constrained to only make 'realistic' systems - but just as interesting and perhaps more useful are the kind of details that the Stars Without Number world generation system focussed on.
This is a book that I am really excited about, especially if it takes into account some of the cool exoplanets discovered over the past decade. It's sobering to remember that when Traveller was originally published the existence of solar systems beyond our own was unproven and our knowledge of what they might be like was entirely theoretical. And yet, now we have identified no fewer than 846 planets beyond our own solar system - some of them very bizarre indeed!
However, I do agree with torus that a tight emphasis on how to use the information generated in your games is desirable.
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