Travellers Needed - The Future of Traveller

Interesting. Has there been a review of this PDF, yet? My players are busy and reluctant to read Traveller books. I'd like to know quite a bit more before considering buying this.
Not sure if there have been 'official' reviews (on the website), but there is a thread for it here :)
 
Maybe this will be covered by World Builder's Handbook or could be a topic for JTAS, but I could use more random starport/urban/rural/patron/quirks/encounter tables. Meeting a smuggler in a curio shop who shows you pictures of his children starts to get a little familiar.

It's a lot of work to flesh out a world and starport in a way that will get Travellers to stay for very long.
 
Seconding a book (and linked set of adventures) looking at the intelligence agencies, spycraft, diplomacy, and the subtler side of interstellar conflict, as well as how to play and run adventurers and adventurers of that ilk.
 
FWIW, from a logistical and bibliotechnical standpoint, I would far prefer to have an HC collection of 5 or so adventures (as in THE MARCHES ADVENTURES 1-5) than a collection of 5 TPs with the same adventures, even if I only expect to use 2 of the 5 adventures.
 
Something I would like to see - and even if it doesn't come out officially I am going to run this at some point...

The further adventures of RSS Deepnight Revelation.

The survivors of the final events of the campaign find themselves in a desperate situation.

Imagine the scope for adventure trying to found a new civilization with only the resources onboard.

Repairing the ship, searching for resources, scouting out the local space, trying to find a habitable planet, the chance of life out here...
 
As a continuation of that last post.

An exploration/colonisation based campaign would have obvious tie ins with Sector Construction Guide and World Builder's Handbook.

The new hook would be something borrowed from T4's Pocket Empires - a way to quantify the level of development of your colonies, resource extraction, resource units to allocate for improvement, tech tree requirements,
 
I think we need a proper ref's guide. Get a book together with explanations of different styles of play, structuring adventures and campaigns, how to keep players interesting, adding personal stories, making the grand campaigns about the player characters rather than grinding the players' gears with Grandfather Monologues or Poochies, and running grand scale campaigns over the characters' heads yet still involving the Travellers in the pivotal moments in your settings' history.
Oh. Settings.
Any ref's guide needs to be able to grab the Referee, with ideas on techniques you can use to extract effective games and campaigns out of the major sector books, from the Solomani Rim to the Spinward Marches. There are all those big players, huge polities, major political tensions ... how does the Referee bring that tension down to the Travellers' level? And how can their actions and activities scale up to the setting and campaign?
That does include a referee's guide to creating non-player characters who aren't just banks of stats to be fought and killed, and bosses to be fought and killed in boss level battles.
 
A book on adapting the core Traveller rules to different settings, different tech paradigms, different tech progression, different interstellar polity models - that sort of thing.
 
A book on adapting the core Traveller rules to different settings, different tech paradigms, different tech progression, different interstellar polity models - that sort of thing.
Well, Pioneer is probably getting released sometime next year and there 2300ad. So there two.
 
I think we need a proper ref's guide. Get a book together with explanations of different styles of play, structuring adventures and campaigns, how to keep players interesting, adding personal stories, making the grand campaigns about the player characters rather than grinding the players' gears with Grandfather Monologues or Poochies, and running grand scale campaigns over the characters' heads yet still involving the Travellers in the pivotal moments in your settings' history.
Oh. Settings.
Any ref's guide needs to be able to grab the Referee, with ideas on techniques you can use to extract effective games and campaigns out of the major sector books, from the Solomani Rim to the Spinward Marches. There are all those big players, huge polities, major political tensions ... how does the Referee bring that tension down to the Travellers' level? And how can their actions and activities scale up to the setting and campaign?
That does include a referee's guide to creating non-player characters who aren't just banks of stats to be fought and killed, and bosses to be fought and killed in boss level battles.
Here are some books I have found useful whilst being a Traveller referee.
1. Traveller Companion
2. Gamemastering by Brian Jamison
3. Gamemastering by Dominic Wasch
4. How to write Adventure Modules that Don't Suck - Goodman Games
5. Kobold Guide to Combat.
6. Kobold Guide to Gamemastering.
7. My Guide to RPG Storytelling - Aron Christensen.
8. Play Unsafe - Graham Walsley
9. Robin's Laws of Good Gamemastering
10 Gnome Stew's Accidental Trilogy - Focal Point, Never Unprepared, Odyssey
11. Gnome Stew - Eureka (501 Adventure Plots)
12. Gnome Stew - Masks (1000 Memorable NPCs).
I haven't touched them for a while. I've read them fairly intensely except for 7 and 8.
 
Having bit the bullet and bought the pdf of the Traveller Companion I can't help but comment that there are glaring omissions, a variant technology chapter or two for a start. It reads more like a collection of house rules for a Third Imperium setting than a guide to using Traveller for bespoke settings.

Also the rules that have been put out in supplements should be collected in a future companion.

Which leads me to suggest there should be a second Companion volume....
 
Is there any chance you will re-imagine The Traveller Adventure for 2e? Please do a re-write of the intro adventure.

Or at least make the deck plans available for download again.
 
What would you have them do differently than they did with Aramis: The Traveller Adventure? That's a MgT1e adventure, but I don't know that it makes much difference.
 
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