GypsyComet said:F33D said:GypsyComet said:Not quite. Those are "crunch", or rules influenced by setting.
The published 3I setting came after these rules.
Eight editions ago.
Correct. Those rules above came before the published setting.
GypsyComet said:F33D said:GypsyComet said:Not quite. Those are "crunch", or rules influenced by setting.
The published 3I setting came after these rules.
Eight editions ago.
Sigtrygg said:Pick up a copy of CT circa '77.
In the rules of the game a setting is presented - it isn't named but there are various assumptions.
Characters are going to serve in the military, scouts, merchants or other:
ships jump from system to system and it takes a week, traders make money by speculation;
psionics exist but are rare and socially unacceptable.
F33D said:The published 3I setting came after these rules.
dragoner said:Star Wars is just a redux of Buck Rodgers, ie space princesses and all that.
Infojunky said:Travellers key Trope as stated by Loren Wiseman in the august pages of the Journal defines the core aspect of Traveller as the Communication speed is only as fast as the fastest ship.
The Babylon 5 setting of Traveller did not use that trope, and some ofInfojunky said:Travellers key Trope as stated by Loren Wiseman in the august pages of the Journal defines the core aspect of Traveller as the Communication speed is only as fast as the fastest ship.
Wil Mireu said:Infojunky said:Travellers key Trope as stated by Loren Wiseman in the august pages of the Journal defines the core aspect of Traveller as the Communication speed is only as fast as the fastest ship.
I'd say that's probably true of the Third Imperium setting, but that's certainly doesn't have to be a core aspect of Traveller as a Scifi ruleset.
simonh said:Well, for most of Traveller's history it realy hasn't been intended to be a generic scifi rules set. It presented a set of integrated rules systems (ship design, world generation, trade, role playing) with a single set of technological and sociological assumptions built into all of them. One of those is that worlds right next to each other can be radically different in technology, which at least in part is a consequence of the transport assumptions. The only propulsion systems were manoeuvre and jump. One suite of mutually balanced weapons systems. World generation rules that produce worlds with scout and naval bases. Character generation rules that produce scout, navy, marines, noble, etc characters. Want to run a game which uses warp drives, no pervasive government to have navy or scout bases, and in which the military and noble careers don't make any sense? Tough. You're on your own. The tech and social assumptions are deeply ingrained into the game.
Wil Mireu said:Certainly though, I've made settings that just used some elements from the Traveller ruleset (changing the tech and worldgen rules) and they don't look or feel anything like the OTU.
alex_greene said:A combat-light setting centered around roguery and scoundrels, a la the hate Harry Harrison's The Stainless Steel Rat series, would be welcomed. It'd give me a chance to go back to Book 5: Agent and Book 6: Scoundrel.
The tech tables would have to be amended to include commonplace technologies not allowed in the OTU below TL 17 - and then there would be the inevitable outrage chorus of "That's not allowed at that Tech Level in the 3I setting!"simonh said:What's stopping you doing that in the OTU? I don't have those books, but if they don't already facilitate a campaign exactly like that, then I'm not sure what they're for.alex_greene said:A combat-light setting centered around roguery and scoundrels, a la the late Harry Harrison's The Stainless Steel Rat series, would be welcomed. It'd give me a chance to go back to Book 5: Agent and Book 6: Scoundrel.