Noob questions.

Tyrant

Mongoose
Hi guys,
just a few quick questions concerning the Traveller universe, as I've been hearing about it for years, but have never played.

In all my years of gaming, the one thing I've always had a hard time time finding is a sci-fi game with all of the following elements:

1- Aliens,
2- Power armour
3- Starship contruction and combat rules (AKA: The Han Solo effect; get a junker, go adventuring, make money, upgrade said junker into a super cool ship)
4- Psionics
5- Cybernetics.

I was just wondering how many of the elements above does the default Traveller universe support?
Will the rules set cover a few of the above?

Thanks.
 
Traveller has always had 1-4, though with minor caveats.

1. tend to have been of the 'rubber suit' variety.

2. hasn't always been fully detailed.

3. has been often slightly flawed, given that it is actually just a bit too hard to make a profit.

4. always there.

5. computers in general have been a major cause of controversy in Traveller. However, MGT seems to sidestep the controversial elements and also manages to add simple and useful cybernetics.
 
Klaus Kipling said:
3. has been often slightly flawed, given that it is actually just a bit too hard to make a profit.

Couldn't this be avoided relatively easily? Looking at speculative trade biggest issue in making profit seems to be...Startup cash.

Good freighter with decent cargo space(75+ tons) and good starting capital and you should be able to make decent enough profit.

Dunno but having generated sub sector and looking at possible trade runs I could find several interesting options...If I had enough cash to begin with! Think players have to settle for marginal profits in beginning(but the profit can be used to upgrade items carried. More expensive cargo, more profit) and/or haul illegal cargo(especially appropriate for Han Solo-wannabe's ;-). Or figure out some other way to get hands on some of the pricier cargoes ;-)
 
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