Traveller Release Schedule 2026

Well, it was going to be the next subject I was going to comment on.

Figure out exactly how many tonnes a cockpit actually can control, single or double.

Fifty, ninety nine, two hundred, and/or two kilotonnes?

I think Twenty Three Hundred has triple cockpits.
 
Consider the Anniversary Edition to be an 'Update'. Full re-layout and new art throughout, but we have also set aside a considerable amount of time for re-writes.

We'll have more details on what is changing early-ish next year.

Cluster Truck is set Rimward of the Solomani Confederation. It can be integrated into the rest of Charted Space (obviously), but is remote enough that you can treat it as its own setting if you wish.
I am looking forward to both of these.
 
Can we get some more info on those four please?
*Messiahs of the World Ocean* is, no doubt, a new take on a classic adventure (many others have found their way into the modern age, especially if you recognize the plot elements):

 
Not a revision as such - just any needed corrections and FAQ integrations. The biggest change will be the front cover. In other words, if you already have High Guard 2022, you will not need this one (there I go again, telling people not to buy our books...).
Well we already know of one big change because of the CRB change the bridge sizes or is HG going to reverse it back. There’s also continuing confusion on what can be done in refits.

Sorry to sound snarky but game companies are notorious about downplaying rule changes. Look at One D&D to Pathfinder 2 Remastered.
 
Really looking forward to Messiahs of the World Ocean among the new announcements. It's my favorite essentially unplayable adventure of all time. Love the daghadasi and that ecosystem.
I hope we get more about the Vegan influence on the planet, since Bellerophon is technically a Vegan world, although the vast majority of its population are Human.

The original adventure has a good depiction of a native Human culture (Turkish-descended), the Dunyacan Aramakilar, and of the key corporate power (Seaharvester) but the "mainstream" non-nomad settlers -- Vegan-influenced Solomani -- could be fleshed out too.
 
Traveller Rules Compendium: Losing gaming time to tracking down that obscure little rule in a supplement? The Traveller Rules Compendium, headed by Geir Lanesskog, compiles all those rules systems from across two editions of Traveller, updates them, adds some more, and then lets you browse for the perfect rule at the perfect moment during your campaign!

One of my favorite books is the D&D4E rules compendium and if this is half as good as that it will be a very worthy purchase.
 
This leaves it sort of ambiguous whether you want them to make it playable or not...
Making it playable is always going to come down to the DM anyway. It's rare that players actually do what a published adventure thinks they are going to do. Nomads is just exceedingly unlikely the players will actually do anything like what the adventure expects.

I do want to see more about Bellerophon, its cultures, and conflicts. Likewise, I am interested in the Infinity Suite, not because I think it's very likely I'd run that particular adventure, but because it will give another person's perspective on the Islands Subsector, which is my favorite place to set Charted Space campaigns.
 
Making it playable is always going to come down to the DM anyway. It's rare that players actually do what a published adventure thinks they are going to do. Nomads is just exceedingly unlikely the players will actually do anything like what the adventure expects.

I do want to see more about Bellerophon, its cultures, and conflicts. Likewise, I am interested in the Infinity Suite, not because I think it's very likely I'd run that particular adventure, but because it will give another person's perspective on the Islands Subsector, which is my favorite place to set Charted Space campaigns.
The only reason I buy adventures is if they further flesh out a setting, not with rules, but with fluff. (As long as the fluff does not violate the rules). I have almost never actual run a published adventure even remotely near how it was designed.
 
The only reason I buy adventures is if they further flesh out a setting, not with rules, but with fluff. (As long as the fluff does not violate the rules). I have almost never actual run a published adventure even remotely near how it was designed.
I think it's inevitable that with an adventure that features new discoveries or experiences that there is a good chance of a specialized mechanic, even one that is different than the established core. Most of these are of localized interest and not general applicability. I don't want the campaign/adventure/one-shot writers unnecessarily hemmed in.
 
I think it's inevitable that with an adventure that features new discoveries or experiences that there is a good chance of a specialized mechanic, even one that is different than the established core. Most of these are of localized interest and not general applicability. I don't want the campaign/adventure/one-shot writers unnecessarily hemmed in.
Fair enough, but if enough adventures have such mechanics it's not a terrible idea to see if a least squares regression would be appropriate for 3.0, or at least the next Companion.
 
I think it's inevitable that with an adventure that features new discoveries or experiences that there is a good chance of a specialized mechanic, even one that is different than the established core. Most of these are of localized interest and not general applicability. I don't want the campaign/adventure/one-shot writers unnecessarily hemmed in.
You don't want the writers hemmed in? They aren't. Do you not want laws of physics as well in real life or does that hem in your puny creativity? I don't seem to recall the Wright Brothers whining about the laws of physics hemming them in when they made their airplane. Or Euclid, or Newton, or Einstein. They discovered new laws that further refined our knowledge and built upon what came before them. Do that with game rules. Build on what came before you. Further explore concepts, don't just make up a new rule.

I heard this same whiny crap from people writing Star Wars after Disney bought it and destroyed Canon. "Oh no! I have no creativity! I must change everything in order to fit My vision!"

Basically, if you have to break the rules to tell a story, you are not a very good storyteller.

Unless you all want to have a rules mess that needs cleaned up every 10 years or so? Unless you want rules that are not designed to work together? Want rules that are contradictory? Want there to be so many rules scatted in so many places that writers and players and Referees can't possibly know where all of them are printed?

All of this so some writer, who isn't creative enough to figure out a creative solution without having to write new rules, can "not have their creativity hemmed in". That is some serious participation trophy crap right there.

Just like AI Artists. If you aren't a good enough writer to write within the rules, then you are not a good enough writer to write material for an RPG game. Go write a novel or short stories where there are no rules, but don't keep screwing up the rules in an RPG just so a writer of material can feel special. This is why I do not write material for RPGs. I am not a good enough writer to create high enough quality work that works within the rules. So, I don't do it. Same way I do not try and make art professionally. I recognize my limits. Maybe one day I will be good enough, but after 20 years of working to improve, I kind of doubt I will improve much further in these areas, but I do try.
 
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