Prime Directive Traveller

adm said:
What game systems do not have players like this?

True, but the Traveller version seems to be a mutant branch that are so vocal and relentless that they can seem like an army on the attack.

Still, the advise is to recognize them for the non-customers they are and ignore them is sound.
 
zero said:
Question - is this going to be a model-game or an actual Traveller rpg supplement, or a mix of the two?

As I understand it, there are 2 separate product lines planned - ACTA SF, which will be the miniatures game and Traveller PD, which will be the rpg supplement for traveller. As far as anyone has said, there probably won't be much crossover between the 2 (there wasn't between the B5 rpg and ACTA: B5 previously, anyway).
 
zero said:
Question - is this going to be a model-game or an actual Traveller rpg supplement, or a mix of the two?

My understanding is that ACTA will be the new SFU starship battle miniatures game.

Prime Directive:Traveller will present the SFU as a new Traveller setting. PD:Traveller looks like it will include a mapless starship combat system for (similar to the starship combat rules in the Traveller core book and a first for Prime Directive if it happens).

Edit: Ninja'd!

It has been mentioned that there may be guidelines for using the ACTA rules for starship combat in your PD:Traveller game. I think that would be a cool option and it would make sense to allow for crossover between the two games as a marketing tool.
 
Traveller Prime Directive will be a Traveller setting book (a la Universe of B5). It will be build to expect the use and knowledge of the Traveller core book. It will use as much of the core book as possible (which should be the vast majority), and will be intended to be reasonably compatible with the other books.

Careers, skills, and psionics should directly transfer with only minor notes. Anything additional needed for the SFU will, of course, be added. Psionics will probably be limited to only telepathy, and only a small handful of races will be able to use them. (Psionics is extremely limited in the SFU.)

World-building will have to be modified somewhat. One of the main differences is that, since the SFU covers such a ridiculously vast amount of space over the OTU, non-habitable planets are very rarely colonized. Therefore, most planets will have an atmosphere of 4-9.

Some iconic ships will be expressed in Traveller terms, such that it will be possible to use the Traveller abstract combat system. But, there probably will not be any deckplans for the bigger ships (e.g. Constitution and D7). It remains to be seen how many smaller ships and shuttles can be included.
 
I wanted to ask about the inclusion of a starter scenario in the book. I have both the D20 and Gurps 3rd versions of PD, and I believe i'm right in saying that both include the scenario Rescue On Roon. Not a bad adventure at all but as it's been around for a good few years now, is there any chance that this version of Prime Directive will have a new adventure included? I think that a good starter scenario will be very important in setting the scene for this universe and drawing in new converts. Anyone else have an opinion? Are these sort of adventures even required?
 
Renny said:
Are these sort of adventures even required?
While a game certainly can do without such an introductory adventure, it
is usually useful for the referee, both as an example of the setting and the
rules "in action" and as an option for the start of a campaign. Therefore I
think it would be nice to have one, preferably a new one which highlights
the use of the Traveller system for the setting, but I would not consider
it essential.
 
Generally, we don't include a new story/adventure for the rulebook/sourcebook for each game system. Our fans tend to be a bit unhappy at being told they have to spend a good chunk of money to buy a story they want to read when they don't play that game system -- and I cannot blame them for that. Right now, there are no plans to write a new story or adventure. We will adapt the existing one for Traveller.
 
Jean said:
Generally, we don't include a new story/adventure for the rulebook/sourcebook for each game system. Our fans tend to be a bit unhappy at being told they have to spend a good chunk of money to buy a story they want to read when they don't play that game system -- and I cannot blame them for that. Right now, there are no plans to write a new story or adventure. We will adapt the existing one for Traveller.
I think a TU rule book is the wrong place for an introductory adventure. Once its been played out it is just dead paper/wood to get carried around with minimum usefulness. I'd place such an adventure in Signs & Portents or the Mongoose website.
 
Re scenario - is it worth not including one in the book then and devote the pages to extra content. Then add a scenario as a free download on the website ala the Secrets of the Ancient campaign?
 
I think that removing the story and adventure would have to be a decision that the Fearless Leaders would have to agree on. It certainly isn't my decision to make all by my lonesome.

I'm hoping to gain new players for Traveller with this semi-familiar setting and the wider distribution to stores. One of the reasons we like including the scenario is that it lets said new players see sample characters and gain a better understanding of the end result of character creation. :D That way, both companies benefit.
 
Jean said:
I think that removing the story and adventure would have to be a decision that the Fearless Leaders would have to agree on. It certainly isn't my decision to make all by my lonesome.

I'm hoping to gain new players for Traveller with this semi-familiar setting and the wider distribution to stores. One of the reasons we like including the scenario is that it lets said new players see sample characters and gain a better understanding of the end result of character creation. :D That way, both companies benefit.
Please bear in mind that these days most people have access to an Internet connection and a printer. So you could "electronically" include scenarios and characters by having a website address in the dead tree edition for people to go to and print.

BTW, I'm one of the few people who doesn't have a printer and relies on printing stuff at a charity (Contact, Morpeth) that I do voluntary work for.
 
Another reason to keep the standard introductory adventure is to help highlight the differences between M-Traveller/GURPS/ and PD20 for those players that start in one system and then go to another one.
 
It is very hard to balance what experienced players (and that is most if not all of the folks here) need with what someone new needs. Many times having an adventure readily available teaches new people how to play the game and gives them a "quick start" into the world.

I have to think of the people who walk into their FLGS and say, "Ooooohhhhhhhhh! Star Trek!" and buy the book, not knowing what they will find. They may not want to have to go to a website and download an adventure in order to start play. :( I don't want unhappy customers.

And you know that Mongoose and ADB will support this game and you will thus forgive (I hope) the fact that there is an adventure, trading that off for a larger player-base.

Wish me luck in the balancing act! :D
 
Jean said:
Wish me luck in the balancing act! :D
Good luck. Given such a rationale, I can see why you would want to include a scenario in the new MgT PD book. I'll understand if that is what you want to do :)
 
The adventure is eight pages. I don't see it being any longer or shorter when using Traveller stats. (Really, the only changes are the NPC lists and a few off-hand comments in the color referencing game specific terms.)

Really, I have to agree with Jean. While everyone posting here is familiar with downloadable context and getting adjunct material from the company's website, we cannot assume all customers will know or do that. As a result, I would be extremely surprised if the sample adventure is removed (or even changed).
 
IanBruntlett said:
Good luck. Given such a rationale, I can see why you would want to include a scenario in the new MgT PD book. I'll understand if that is what you want to do :)
Just had a thought. Rather than making scenario(s) a part of the MgT PD book, consider offering a bundle of books.

Then you have to decide if the adventure would be an existing book (e.g. Crowded Hours) or a booklet (of Signs & Portents articles?)

Then you need to decide what to bundle!
For Star Trek fans : Core Book, MgT PD, Adventure(s)
For MgT fans : MgT PD and possibly the Adventure(s) if not already available in print.
 
<shudder>

The retailers would probably hate us. Honestly, they tend to want "a package" to sell to their customers -- each and every customer. They don't want to have to decide what kind of customer you are and what you know in order to sell a particular package to you.

:) It is a nice idea in theory, but one I fear that won't fly. Or will fly like a lead dirigible that is out of fuel. (Sorry, too much Victorian steampunk at Origins. :shock: )
 
I could well imagine an offer of different PDF bundles with different con-
tent once the game has been introduced into the market, but I agree that
this approach is almost certainly bound to fail when used with print pro-
ducts.

Apart from the reason mentioned by Jean, the shops usually hesitate to
keep more than a very small number of copies of a new game in stock,
and asking them to order double the usual number because there are two
different bundles of the game would mean to ask them to take double the
risk that some of their stock cannot be sold.
 
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