[Mass Effect] I figure, Traveller's gotta fit, right?

PoppySeed45

Banded Mongoose
Right?

I've got the Core Book, High Guard, and Mercenary. Between the three, I can cobble together a Mass Effect-esque game, surely? I mean, I hollow out the light mention of the 3rd Imperium, and let each character contineu with there terms (i.e. there's no "failing" to stay in your career - you merely suffer the injury and the consequences of such).

Anyone else think this is doable and have advice? My major idea is to use the rules as-is, but to limit careers to certain ones (mostly the Navy and Marines, maybe Scholar? Scouts?). I'm using Mass Effect style adventures as the model, with a bit of Special Circumstances from the Culture novels for flavor.

Thoughts? Advice? I'll have more ideas later, but it's only occurred to me recently (as I started ME3 yesterday, see?). I also happen to be reading The Player of Games, so, the two ideas collided in my mind.
 
Some factors to consider would include how you'll handle unconventional abilities (tech and biotic) and aliens. For the most part friendly aliens seem not very alien, short of the Hanar perhaps, and essentially humans with some quirks and traits however different they may look.

Two products I might look at are Psion, for some other ideas about how to handle biotics and a couple more Mass Effect style careers for psion/biotic characters, and Flynn's Guide to Alien Creation for a handy system for recreating "known" alien races as well as generating new ones from scratch.

Space combat is very well detailed in the Codex for ME2, Amazon hasn't seen fit to deliver my copy of ME3 yet, and I get the sense it may feel more like Star Wars, big space opera combat with waves of fighters and light ships skirmishing before the big ships close - WWII style naval combat, than Traveller. Stealth, sensors, and electronic countermeasures will be very important for the Normandy in particular. It's essentially a stealth reconnaissance craft on steroids or to work with the naval analogy: a sneaky submarine. You'd have to decide for yourself if the current computer and programs system does a good job representing an AI like EDI too. Treating EDI, instead, perhaps like a Psionic pilot that simply lacks a physical form and taking advantage of those rules from Psion might be a different way to go.

That's off the top of my head. Much of this can be fudged if you don't want to go too deep into homebrewing a solution. Many players won't have read the Codex entries on space combat, might not be too picky about Biotics and Tech working like they do in the game, get all fussed about the precise statistical attributes that differentiate aliens from humans and so on. Others will be asking about it from the moment you suggest the idea.
 
Thanks for that. It's interesting. There are other systems that I'm considering, but Trav is the one that jumped to mind as I was thinking on it. Thanks!
 
I used Traveler for HALO a couple of years ago. I used the animal rules to create the various Covenant races (after all, their basic function is to get shot or blown up).
 
I've been playing Mass Effect 3 yesterday evening for about two hours (pre-ordered it on Origin and got it at the European release date then had other stuff to do until yesterday's evening) and it's putting me again into a space-opera mood. Grand scope, alien politics, ancient alien ruins and artifacts - I'm starting to like the genre once again and might want to do something about it in either Traveller or Stars Without Number.

However, I'm not sure that the Mass Effect universe would work well with the Traveller rules, especially if you'd like to replicate the Biotics and Tech powers of the games. I think that Stars Without Number's Psionics system might work better for it, or even Savage Worlds (which is quite suited to space-opera high-adventure IMHO).

You might consider creating your own Traveller setting, heavily inspired by the ME saga but also taking into account how the Traveller system works in terms of psionics and space combat.
 
I think that's probably the best bet for Traveller. Borrow the grand scope, theatrical flair and narrative style of Mass Effect but retool it to fit the system.

The problem with highly structured campaigns remains, the tendency for players to want to buck off in their own directions and bust up any attempt at a "path" oriented approach, which is normally handled in Traveller by designing a sandbox for just that kind of player to play in. But if you're entertaining enough and your players are happy to cooperate in the right spirit it can work.

Mass Effect tries to create the illusion of a sandbox, multiple optional side missions and the ability to roam about at will, but ultimately there's a straight line through the major plot points the players must encounter. ME3 is rather interesting for the conceit that you're building up a big alliance to take on the Reapers so wandering around and discovering new resources gets a thumbs up. But that's a purely gameplay device. In reality I suspect most players would keep their eyes on big picture stuff and not want to go haring off to scan random sectors in hopes of finding some indefinite reward. Pure exploration made a bit more sense in ME1 because you are exploring regions somewhat new to humanity. In ME3 and ME2 it really was never a great fit but players like that illusion of freedom, myself included, so they had to leave it tacked on.

For me the most important feature, the most important aspect, of the ME series is memorable NPCs. You're going to want to build not only allies and enemies but whole chunks of the universe that revolve around them. Draw the players into the world through the interaction with NPCs and ones drawn more colorfully than the usual Traveller Patron contact. If you have creative players get them talking about their character's pasts during chargen and make sure their NPC contacts might well end up driving the story. If you already have crucial NPCs that might fight the role suggest them to the player (and keep in mind this potential while designing the NPCs).

Fit as much story as you can into the context of something coming out of an NPC's mouth. Play down computer libraries or generic rumors. If an investigation roll turns something up put have an NPC in mind that this might lead to rather than just a handful of facts and leads. Most of these NPCs will probably want something in return for the information. Some will become recurring characters, some might even become crew, while others will remain more in the background (Shadow Broker, Illusive Man, etc.).

Dramatic scenes will be harder to plan as you can't really script a player's behavior, and dialogue, the way cutscenes in Mass Effect do. All you can do is figure out where something very dramatic is going to take place and describe it as vividly as possible: the surface of an asteroid hurtling towards certain doom, a concealed base in a dense jungle or under a volcano, etc. Think ridiculously big and don't let Traveller's inherently sober nature hold you back.

Pull all kinds of little tricks to keep players on their toes like flashbacks or dreams but with no warning - especially with psionic characters. Just turn to a player and start in on it. By the time it's over they'll know what's going on. Have them stumble across situations that are already in progress and make them pick sides based on limited information and under pressure. Mistakes, even forced ones, are opportunities for good roleplaying. Characters in Mass Effect often carry around regrets, misconceptions, and second guess themselves. That creates opportunity for redemption and surprise twists if handled correctly.

The beauty of Mass Effect is that it gets a player, even someone who might not be a natural roleplayer, into the mindset of the character and gives them strong local settings and vivid NPCs to form associations with. Traveller games tend to be less over-the-top and more grounded. That's not at all a bad thing, that's Firefly and I love me some Firefly, but it's not where Traveller necessarily shines. Traveller's combat alone tends to be much more deadly than Mass Effects and "save/resume" isn't an option. Doesn't mean you can't do it though.
 
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