Hello! I've read here and there about folks using Traveller outside of the OTU to run games set in environments like Star Wars, Dune, or Flash Gordon. I am looking for a few pointers or ideas on how folks have tackled conversion in the past:
1. How did you (or would you) handle Luke Skywalker-esque character advancement in Traveller? It seems impossible to implement with the rules-as-written.
2. How did you (or would you) model younger, highly-skilled characters like Luke, or Captain Kirk in TOS being the youngest captain in Starfleet history? My ideas:
a) Have the terms be 1d4 years long instead of 4 years long
b) Allow players to shorten the length of the term by 1 or more years, and get +1 on advancement, in exchange for taking a penalty of 1 or more on your Survival roll
3. How did you (or would you) handle Star Wars/Star Trek-like energy shields on starships? Sandcasters make physical sense, but they simply aren't genre-appropriate for the sort of setting I imagine.
4. How did you (or would you) model Flash Gordon dodging through laser fire, or Han Solo avoiding Stormtrooper blasts? Traveller is a very rare RPG in that highly developed characters become neither harder to hit nor do they gain additional hit-points. That makes good sense within hard sci-fi but makes it hard to emulate certain genres. I know that most Traveller gamers avoid combat; our group likes combat. Has anyone experimented with house rules to help the highly-skilled survive? Some ideas I've had:
a) "Gun Combat" includes training in dodging as well as shooting (like Equilibrium's Gun Kata), so when you dodge you apply your Gun Combat skill as a negative DM to the attacker
b) As above, but Athletics
c) Allow an "Active Dodge" where you roll a skill (Athletics?) 8+, applying the Effect as a negative DM
d) Some sort of "Toughness" skill that subtracts from all damage (like innate armor?)
I'd like to avoid any sort of "Hero Point" system as I find that simply creates a resource-management subgame with a Hero Point economy. I'm looking for a solution that works within the existing ability scores and framework.
I know that Traveller is not a perfect fit for this genre, but it's such a superior set of rules with such breadth of material that I'd like to use it if I can. Thanks for any advice.
1. How did you (or would you) handle Luke Skywalker-esque character advancement in Traveller? It seems impossible to implement with the rules-as-written.
2. How did you (or would you) model younger, highly-skilled characters like Luke, or Captain Kirk in TOS being the youngest captain in Starfleet history? My ideas:
a) Have the terms be 1d4 years long instead of 4 years long
b) Allow players to shorten the length of the term by 1 or more years, and get +1 on advancement, in exchange for taking a penalty of 1 or more on your Survival roll
3. How did you (or would you) handle Star Wars/Star Trek-like energy shields on starships? Sandcasters make physical sense, but they simply aren't genre-appropriate for the sort of setting I imagine.
4. How did you (or would you) model Flash Gordon dodging through laser fire, or Han Solo avoiding Stormtrooper blasts? Traveller is a very rare RPG in that highly developed characters become neither harder to hit nor do they gain additional hit-points. That makes good sense within hard sci-fi but makes it hard to emulate certain genres. I know that most Traveller gamers avoid combat; our group likes combat. Has anyone experimented with house rules to help the highly-skilled survive? Some ideas I've had:
a) "Gun Combat" includes training in dodging as well as shooting (like Equilibrium's Gun Kata), so when you dodge you apply your Gun Combat skill as a negative DM to the attacker
b) As above, but Athletics
c) Allow an "Active Dodge" where you roll a skill (Athletics?) 8+, applying the Effect as a negative DM
d) Some sort of "Toughness" skill that subtracts from all damage (like innate armor?)
I'd like to avoid any sort of "Hero Point" system as I find that simply creates a resource-management subgame with a Hero Point economy. I'm looking for a solution that works within the existing ability scores and framework.
I know that Traveller is not a perfect fit for this genre, but it's such a superior set of rules with such breadth of material that I'd like to use it if I can. Thanks for any advice.