Marc Miller's Traveller (T4)

Sigtrygg

Emperor Mongoose
I was going to post this under the announcement but the thread is locked?

T4 is often overlooked, but it is a great resource. There a four books in particular I consider to be must haves. If you are into empire building and the like then Pocket Empires and Imperial Squadrons are excellent.

For equipment and gun porn you can't go wrong with Emperor's Arsenal and Central Supply Catalogue.
 
I'd quite like to see the sophonts from the Aliens Archive make appearances in the standard (1100s) era. We have in-depth and often very interesting descriptions, but largely self-contained, under-utilised for the setting in general. Bringing these races forward a thousand years could be quite fulfilling.
 
T4 is often overlooked, but it is a great resource.

Yes it is.

For equipment and gun porn you can't go wrong with Emperor's Arsenal and Central Supply Catalogue.

Both are excellent resources. I also like Milieu 0: Campaign for the early history of the Imperium.

I am also a big fan of the T4 armour rules mechanic (damage-dice reduction).

Also, one of the things on the T4 CD from FFE that never made it to print (but was ready to go to print when Imperium Games folded) was Aliens Vol. 1 (NOTE: This is NOT Aliens Archive). Aliens Vol. 1 was the T4 expanded CharGen and background on the Aslan and Vargr (and also the "Graytch", who were less interesting). But there was improvement over the CT Alien Modules in the expanded CharGen in terms of making the procedure better fit the flavor and psychology of the races, and also one or two interesting pieces of new revealed historical background not revealed anywhere else, such as the fact that Kusyu originally had a somewhat different biosphere about 2 million years ago, and then there was an "abrupt" change or cataclysm of some sort, after which the proto-Aslan and related life began to evolve, and they don't seem to be directly related to the prior life or breathe the prior atmospheric mix of gases.

Aliens Vol. 1, p.8:

What is known about the Aslan is that they are clearly descended from quadrupedal carnivorous pouncer stock. Their bone structure, muscle density, joints and other physical characteristics make that extremely clear to any biologist who cares to research the subject. What isn't evident is whether they evolved naturally, or whether some outside force was responsible.

About 1.8 million years ago, Kusyu's climate shifted dramatically. No one is certain of the cause, but the archaeological and geological evidence is undeniable. Something happened; suddenly the atmospheric content changed from having a heavy sulphurous taint to having far more carbon dioxide. At the same time, the average temperature of the planet seems to have increased several degrees, the amount of rainfall decreased, the planet suddenly had a magnetic north pole, and the species diversity dramatically decreased.

Certainly, this is a tremendous change, and it is not clear that it all occurred naturally. Was there an intelligent, dominant race on the planet before the Aslan came on the scene? Did they somehow destroy themselves, their culture, and nearly their world? Or did some outsiders arrive and wreak havoc on the existing culture? These questions remain unanswered.

This time of transformation is important for another reason: no Aslan artifacts dating from prior to the climatic shift have ever been discovered. The only suggestion that anything like the Aslan lived before the great change comes from the fragmentary, fossilized remains of unintelligent carnivores dubbed "ealwokh".

There is also an "In Universe" sidebar discussion which is an excerpt from an academic discussion about the subject, as well as various views of both Aslan and outsiders' theories concerning the issue.
 
I love Fire, Fusion, & Steel -- I know it is an unpopular opinion, but having in-depth 'making' rules is an important part of building a believable universe. For folks who don't care; just don't bother -- there are plenty of weapons, ships, vehicles, armors, robots and other gadgets in the core and 'world' books.

But getting into the nitty-gritty allows gaming at other levels; Traveller also spun off Striker & Striker 2 for platoon to battalion sized conflicts; Snapshot, Azhanti High Lightning, & At Close Quarters for person to person & squad sized fights; Trillion Credit Squadron, Brilliant Lances, and Power Projection: Fleet for clashes between ships & fleets of ships; Imperium for theater-level interstellar wars, and so on.

T4 'Pocket Empires' is highly recommended, -- it allows players to play the decades- or centuries- long growth and conflict between interstellar empires. But it fell down in the transition between 'Now my character has gotten to be famous, important, and wealthy! Time to establish a dynasty to carry my legacy forward!' at the late stages of a long RPG campaign and actually carrying that character & their accomplishments forward into the empire-builder game.

What exactly is a 'Resource Unit'? How do you translate a 'Plankwell' -- or a player's favorite custom ship design - over? A mercenary, with an elite and lovingly built division of combined arms troops? How do the various designs of stuff that the players build perform in 'the big leagues'? That sector-wide trade line that a group of Traders started from nothing?

The key is to have an underlying system for how things work, where stuff can carry over -- from the smallest to largest scales -- in sensible ways. Mongoose has failed to do this so far; they have hand-waved some stuff for rule-of-cool or maybe because it seemed easier at the time. But this sort of approach leads to discrepancies -- like Strephon mysteriously not having a Personal Shield Generator when Dulinor shoots him with a small caliber handgun. And putting off creating a 'build system' makes it ever harder as time goes by -- more ships that could never work with the current rules; more vehicles with bizarre prices, capabilities, and limitations, more weapons which simply cannot exist within the rules. Don't get me wrong, other games -- and other editions of Traveller -- have also failed to get this right; so Mongoose is not alone. The difference is that Mongoose could still excel above all those others.

Even if the 'build system' is never published (and I strongly believe it should be) it should, at least, exist.

Publishing the build system allows people to build their own toys -- and that becomes a rich resource for others to mine for new encounters, adventures, and so on. So I recommend, warts and all, T4's 'Fire, Fusion, & Steel'.
 
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I love Fire, Fusion, & Steel -- I know it is an unpopular opinion, but having in-depth 'making' rules is an important part of building a believable universe. For folks who don't care; just don't bother -- there are plenty of weapons, ships, vehicles, armors, robots and other gadgets in the core and 'world' books.

But getting into the nitty-gritty allows gaming at other levels; Traveller also spun off Striker & Striker 2 for platoon to battalion sized conflicts; Snapshot, Azhanti High Lightning, & At Close Quarters for person to person & squad sized fights; Trillion Credit Squadron, Brilliant Lances, and Power Projection: Fleet for clashes between ships & fleets of ships; Imperium for theater-level interstellar wars, and so on.

T4 'Pocket Empires' is highly recommended, -- it allows players to play the decades- or centuries- long growth and conflict between interstellar empires. But it fell down in the transition between 'Now my character has gotten to be famous, important, and wealthy! Time to establish a dynasty to carry my legacy forward!' at the late stages of a long RPG campaign and actually carrying that character & their accomplishments forward into the empire-builder game.

What exactly is a 'Resource Unit'? How do you translate a 'Plankwell' -- or a player's favorite custom ship design - over? A mercenary, with an elite and lovingly built division of combined arms troops? How do the various designs of stuff that the players build perform in 'the big leagues'? That sector-wide trade line that a group of Traders started from nothing?

The key is to have an underlying system for how things work, where stuff can carry over -- from the smallest to largest scales -- in sensible ways. Mongoose has failed to do this so far; they have hand-waved some stuff for rule-of-cool or maybe because it seemed easier at the time. But this sort of approach leads to discrepancies -- like Strephon mysteriously not having a Personal Shield Generator when Dulinor shoots him with a small caliber handgun. And putting off creating a 'build system' makes it ever harder as time goes by -- more ships that could never work with the current rules; more vehicles with bizarre prices, capabilities, and limitations, more weapons which simply cannot exist within the rules. Don't get me wrong, other games -- and other editions of Traveller -- have also failed to get this right; so Mongoose is not alone. The difference is that Mongoose could still excel above all those others.

Even if the 'build system' is never published (and I strongly believe it should be) it should, at least, exist.

Publishing the build system allows people to build their own toys -- and that becomes a rich resource for others to mine for new encounters, adventures, and so on. So I recommend, warts and all, T4's 'Fire, Fusion, & Steel'.
I agree with this very, very much
 
I loved FFS when I was younger. It is amazing, but now trying to do all of the math gives Me a headache. lol
But spreadsheets removed all the headaches. It takes me less than 15 minutes to design a starship for TNE using a spreadsheet and FF&S. Less than five minutes for a vehicle. And I'm definitely not a maths major!
As JL Brown said, having a consistent underlying "build" system brings so many advantages its crazy not to do it. And with spreadsheets anyone can utilise it to design stuff for their game, or just as a solo Traveller activity.
 
But spreadsheets removed all the headaches. It takes me less than 15 minutes to design a starship for TNE using a spreadsheet and FF&S. Less than five minutes for a vehicle. And I'm definitely not a maths major!
As JL Brown said, having a consistent underlying "build" system brings so many advantages its crazy not to do it. And with spreadsheets anyone can utilise it to design stuff for their game, or just as a solo Traveller activity.
With good spreadsheets, yes, it would always be awesome! :) I do not have good spreadsheets and am crap at making them. :P
 
But spreadsheets removed all the headaches. It takes me less than 15 minutes to design a starship for TNE using a spreadsheet and FF&S. Less than five minutes for a vehicle. And I'm definitely not a maths major!
As JL Brown said, having a consistent underlying "build" system brings so many advantages its crazy not to do it. And with spreadsheets anyone can utilise it to design stuff for their game, or just as a solo Traveller activity.
MS Office did exist in the early 90s and personal computers were becoming commonplace, but I don't recall it being a time where you could reliably expect your playerbase to have and know how to use spreadsheets. TNE & T4 came out 30 years ago, don't forget.
 
This had my attention for a moment until I realized that this is actually a PDF, not an ebook. Still good for those who don't have this stuff in their library. It would be nice if there were actual ebooks. PDFs serve a purpose, but so does flowing text when reading.
 
MS Office did exist in the early 90s and personal computers were becoming commonplace, but I don't recall it being a time where you could reliably expect your playerbase to have and know how to use spreadsheets.
True, although MS did not have the market share then as they do now. In the MS-dos days, Lotus 1-2-3 and Word Perfect had the major market shares, and they were the sought after skills of the day.
 
With good spreadsheets, yes, it would always be awesome! :) I do not have good spreadsheets and am crap at making them. :p
My point would be that if Mongoose was to actually do a proper "build" system, the obvious thing would be to include a professionally designed spreadsheet (even if only for the use of their authors so as to avoid many of the errors we find starships have in published books)
 
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