So what do you add that isn't "Traveller" to your

Infojunky

Mongoose
I have added all sorts of silliness over the years to my games.

AI and or vehicle cyborgs have wandered in, as well as lower damage/profile energy weapons.

I have always had a strong Cyber/bio punk flavor in my games as well.
 
Cybe and Bio have bean out their since day dot. 1001 Characters had a Biogenetically enhanced character example and there have bean examples of Cybe since JTAS #1 (if I rember back that far).

But the LBB's where orignaly fairly open alowing you to do "Imperial" of Home Brew Sic-Fi.

I say when doing Trav "If it Works and you engoy it, run with it"

Glad you've found somthing in Trav that works for you.
 
I am almost ashamed to admit it, but....giant robots.

I enjoy anime and some manga, and dig the more "realistic" giant robot shows - like Patlabor, for instance. So I tried kitbashing giant piloted robots into games way back when I was about 16 (23 years ago, Oh God I'm Old!), and it kinda works.

Even though they are impractical, I've always liked how a giant robot with a pilot is kinda like how the Greek gods were imagined (very powerful and capable, but falliable in ways that humans are).
 
In my setting the jump drive is outdated, all modern starships use hyper-
drives, and hyperspace drones are possible (although extremely expen-
sive).

Apart from this, I only added a lot of marine and underwater stuff, but as
far as I know it is just stuff not mentioned anywhere in Traveller, not any-
thing that would contradict Traveller technology.

Overall, the technology of my setting is probably a bit lower tech than in
an average Traveller setting.
 
I use photonic computers that are developed fairly early on in the TL scale. After all, they are currently in real world development. So extremely fast, distributed but small computers that use very little energy.
 
Jeff Hopper said:
I am almost ashamed to admit it, but....giant robots.

Same, and I was building them with FF&S1 + Vampire Fleets. We tried to replicate Battlemechs. It's doable, but strange.
 
I use Wormholes or formally Einstein-Rosen Bridges.

These are naturally occuring and connect two specific points in space. Most are relatively short (1d6x1d6 parsecs - hum, where have I seen that before...???). It is my explanation for how humans got to my part of the universe.

Travel in the wormhole still takes 1 week, no matter how long it is. I don't over do it. There are currently only 4 known wormholes in my Sector (but 2 more that are not known about yet).
 
Oops, right, I use wormholes, too - but I thought they were part of the
Traveller universe. :oops:

Seems I mistook some White Dwarf article or something for official ma-
terial.
 
I think the only connection my SF games have with Traveller is that they used FF&S (to design new techs) and a heavily modified UWP generation system.
 
I ask guys as I would like the general Traveller population to see how much variation can exists under the same banner and to mine y'all for any good ideas I missed.

I am a huge Shirow fan, so I understand the urge for robots, though I have generally limited it to Landmates and other 3 meter robots. An have built them under both Gurps:Vehicles and FF&S.
 
Lots more cyber. Much of it stolen straight from cyberpunk chrome books.

IJ have you ever used maximum metal? Great section on PA that adds well to battledress.
 
I think you can mix in almost anything and it still being recognisably Traveller or even OTU. Anything that sticks to 1 week jump is pretty much there, giant robots or not.

I tend to emphasise more cybernetics and near AI stuff, routine genetic manipulation, less grav (I like wheels! and choppers!). More extinct civilisations - the Precursors - and the Ancients are not super-Droyne, and Grandfather does not, never did, exist (tho the Droyne are connected...). Oh, I also change any UWP that is impossible to one that is feasible, tho trying to keep the rest of it as close as poss with the published material.

I'd actually like to see a super high tech sourcebook. I tried running a campaign set in Bank's The Culture (based on Consider Phelbas), using Spacemaster at the time, but it became very hard to keep to with all the ultra-tech stuff. I ended up doing a version of a misjump and putting the PCs in the default Spacemaster setting (which was like a cross between the OTU and Dune). A companion tome dealing with how to run a super high tech campaign would be very useful.

Be even helpful for OTU games, as it'd help in the design of Ancient artefacts.
 
The Ancients in my Trav. games are based on the Lovecraft works (Cthulu). Cthulutech has been avery interesting addition to this effort. No giant 'mechs, though.

I also had a serial killer as an NPC in one game, leaving a victim in every port. The PC's didn't figure it out until they started returning to worlds they'd previously visited. And he started killing THEM.
 
I removed all j-drives and p-plants with warp drives and anti-matter plants (included in the book, I know). I also changed the world-mapping/creating system, making gov./law level universal to a nation of systems, and replace TL with A (in-on-the-latest-tech) B (slightly outdated/behind the times) C (anywhere between reaaallly outdated and just making warp drives), and D (no warp drives). I also put in interstellar high ways, or trade routes where all ships travelled 1 parasec per day, or less depending on the number of Warp factories (giant ongoing motion less warp drives that drag ships along the route).
I also put in mechs and my own weapons. But I'm still working on cybernetics and advanced biotech (body warping, ie jacking up strength), and rules for mech combat (hit a wall there)
 
BenTOGS said:
The Ancients in my Trav. games are based on the Lovecraft works (Cthulu).

While I do not use the Great Old Ones, I borrow freely from the Cthulhu
mythos. I have just recently introduced the Deep Ones into my universe,
as a race of genetically modified humans, created by a (currently) dis-
appeared "Builder" race that replaces the Ancients in my setting. :)
 
Yes I use Jump Gates (like from B5), Star Gates (like from GS-1), and Hyper Space Fold Engines (from Robotech)...BUT Warp Speed does not exist.

I also use Sheilds, but the Shield Generator uses alot of energy and requires a huge fuel reserve to opperate. Really only military ships and Para-millitary ships have shields at all. Players tend not to be able to obtain or afford that tech.

Penn
 
Hey this is great guys.... Thanks.

Right now I am considering adding the economic extensions to UWP from T4s Pocket Empires book. Which will goes a long way to broaden out why people are where they are at.
 
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