The Traveller Adventure (old school)

apoc527

Mongoose
Anyone run this before using any system (I think it's CT)?

Anyone see any major issues I'd run into trying to run it with MGT? I would suspect not, the two games are very similar.

Thanks!
 
Ha! To be fair, I started using this screen name as a short version of Apocalypse for reasons I'm embarrassed to even call up from memory. I was a junior in high school and it was 1998. I plead the
Fifth.

But you aren't wrong; once the Matrix came out, I started saying the screen name was based on the character from the movie. It was less silly. :-)
 
;) AFAIK The Traveller Adventure can be run pretty much as-is with Mongoose Traveller, although there might be small changes in the economics of the trading business, but I don't think it matters. I have it, but have not run it myself....
 
I've been running the opening stages of the Adventure recently; there's no major problems as my group have adapted to the new rules well...
When you get to the chapter "wolf at the door", though, it'll pay to work out the differences in tech level between forces on the planet Aramanx. It may well turn shades of Halo Meets Spanish Revolution. :twisted:
 
For those that know CT well, perhaps you can answer a few questions for me:

Why is the maintenance cost of a fat trader in CT/The Trav Adventure roughly half of what it should be in MGT? In the adventure, it's listed as Cr4,402 per "trip." Wait...actually I think I just figured it out. If a "trip" is 1/2 month, then I believe it works out. In MGT, the fat trader costs roughly Cr97,182,000 and .1% of this is Cr97,182 annually. Per month, it's Cr8,099, so per "trip" it's Cr4,049, which is close enough to the Traveller Adventure/CT (in fact, it's off by Cr7--pretty good). Ok, so I figured that one out.

Second then, is a question about passenger prices. In The Traveller Adventure, it's clear that you can make Cr10,000 per high passenger and Cr8,000 per middle passenger. In MGT, for 1 parsec, it's only Cr6000 for High and Cr3000 for middle. That seems pretty low, but maybe it's balanced in MGT? Does anyone have a feel for that? I saw on the COTI forums that someone had made alternate prices for freight and passengers (freight appears to be the same between CT and MGT), so perhaps I'll use those and see if they work out.

Finally, can anyone tell me what the equivalent ship software is in MGT terms for the following programs referenced in the Traveller Adventure?

selective-3 and predict-3 (I can figure out maneuver/evade-1 myself :-) ).

Last thing: does MGT have any kind of "Reaction" rules in it for NPCs upon first meeting the PCs? The Traveller Adventure references "reaction rolls" a number of times including starting "Attitude." I can find nothing like this in MGT, unless I'm being blind.

Thanks!
 
apoc527 said:
Finally, can anyone tell me what the equivalent ship software is in MGT terms for the following programs referenced in the Traveller Adventure?

selective-3 and predict-3 (I can figure out maneuver/evade-1 myself :-) ).

Thanks!

Book 2 Starships said:
Predict is a series of five programs which predict the future position of the target and allow insertion of lead into laser fire. Predict applies only to laser fire, and allows an advantageous DM to hit.

Select allows a gunner to attempt to choose the part of the target ship he hits. Select-1 and select-2 insert DMs against the probability of hitting the target, but all three allow teh gunner a one-third chance of hitting the exact area of the target he chooses. If the weapon does hit.
 
Interesting. As far as I know, there aren't any equivalents to either of those in MGT (yet). Unless I failed to notice it in HG.

Thanks!
 
apoc527 said:
Interesting. As far as I know, there aren't any equivalents to either of those in MGT (yet). Unless I failed to notice it in HG.

Thanks!

You could substitute Fire Control for a positive DM. Computer software is covered in the core rulebook so there's nothing to notice in High Guard.
 
I ran it using GURPS (pre GURPS Traveller!) in about 1990. It was a success, as it was basically a good story.

Our group at that time were familiar with traveller but didn't like the mechanics, and were bored with D and D (due, as we percieved it, to the general low quality of how games tended to be run, allied to silly scenarios and rubbish mechanics).

We went through various systems, including home grown ones, till we settled on GURPs as at least a reasonable way to run games (mind you that system is now so complicated it looks virtually unusable).

We ran GURPs in various genres and as I had always liked the traveller mileau I ran the traveller Adventure; it was successful and our Traveller game ran, off and on, for some years. It is probably the best CT product.
 
There are more than a few things not the same between CT and MonT.

Under CT life support etc was paid every 2 weeks to represent supplies used on a single jump.

Prices were also not the same for passengers.

It is a great adventure though, well worth running and needing only a few changes. Get it it you can, read it to note the changes you need and get the drinks in for the gaming night :D

Use streetwise, diplomacy, negotiate, admin to get the NPCs talking to you, use whichever seems correct based on the NPC.
 
Classic Traveller assumed a "one week in jump space, one week in port". The week in port covered travel to and fro, sourcing passengers and cargo etc. However, even with that simplification, you'd often just jump into a gas giant and jump out immediately, or spend more than a week in port due to an adventure or something.
 
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