Using Traveller for contemporary modern gaming

lastbesthope

Mongoose
Has anyonw tried this, I mean obviously you'd scrap all the higher TL stuff and spaceships would go largely out the window, but it could work I think.

ANyhone got any comments or suggestions.

LBH
Looking for the midpoint, somewhere between Contrmporary Traveller and B5 Traveller lies Traveller : A:2089 :lol:
 
I've done it. It was a long time ago, back in the Eighties. I was running a scenario based on an investigation into some shenanigans down at Dover docks. Customs officials were involved, and police and Interpol agents from across the Channel, and the player characters were caught up in the mix. It ran kind of like an action thriller, with Hitchcockian overtones.

A more recent adventure I sent off to S & P as an exemplar had the characters stranded on a TL 7 world. Amid the chaos and mayhem that was happening there (some trouble at an archaeological dig), the technology was pure TL 7: no mobile phones, walkie talkies the size of house bricks, television and the press were the Internet of the day, along with radio and a fledgling Teletext, and the only concession to more modern tech was an imported retrotech TL 9 computer designed by a TL 11 and flogged to one of the natives, allowing him to hook into the nascent internet that was only forming there.

The characters would have had to get used to cars that ran along the road under manual control, supported on doughnut-shaped pressurised balloons of Vulcanised latex rubber. But the feel of the tech was contemporary with the era in question.

Even back then, I could see the potential for Cold War-era tales and 30s noir adventure, as well as the usual space opera hijinks we get up to.
 
Hmm, mayhap I'll have to look into this a little more then.

It was the preview of Central Supply Catalogue that got me thinking along these lines. Well that and my desire for A:2089 to be resurrected :lol:

LBH
 
All you need do is immerse yourself in Quincy, Life on Mars and Ashes to Ashes to get a feel for the slightly retro equipment, and a life without the contemporary tools of the internet and mobile phones.

Then slowly, bring yourself back up into the modern day and watch some CSI and any news programmes, really.
 
I did it just fine in the 90s with T:NE. Of course, it didn't hurt that a lot of the Twilight 2000 stuff was mostly compatible with T:NE.


I don't see any reason that it couldn't be done with MgT. It would be a lot better than d20 Modern, IMO. Sounds like a good subject for a third party OGL supplement.
 
Oh I know there are lots of other contemporary game engines out there, but since I have Trav I thought, how useable for it would it be.

@Alex, if I want a retro feel I'll watch genuine old VCop shows, how dare you put Quincy next to Life on Mars and Ashes to Ashes when The Professionals and Dempsey & Makepeace would do the same job? :lol:

LBH
 
I didn't have the space to list them all, otherwise I'd have thrown in fantasies like Jason King and Department S, The Avengers and Danger Man.

Otherwise there was also The Sweeney.
 
Well I am looking at knocking up a homebrew "Stargate" setting where I am oscillating between Traveller and GURPS, I'm leaning towards Traveller simply because running a firefight with 4 player on one side and 10-20 bad guys can take quite some time in GURPS, on the other hand the higher detail level can come in handy, this being the difference between "You were hit in the leg and lose 4 HP" verses "You were hit and lost 6 point of endurance"

Chris D-W
 
chrisdw said:
Well I am looking at knocking up a homebrew "Stargate" setting where I am oscillating between Traveller and GURPS, I'm leaning towards Traveller simply because running a firefight with 4 player on one side and 10-20 bad guys can take quite some time in GURPS, on the other hand the higher detail level can come in handy, this being the difference between "You were hit in the leg and lose 4 HP" verses "You were hit and lost 6 point of endurance"

Chris D-W

I am running a Stargate game now with Traveller, and a few home rules but the biggest is taking the three physical stats adding them up and those become your lifepoints. Divide by three and now you can use the same breakdowns that are used in the rulebook for effects.
 
What about the Era leading up to First Contact with the Vilani? Here I have run a game that is a mixture of the following elements: James Bond, Cyberpunk 2020, and Terradyne with a splash of Transhuman Space & 2300 Earth Sourcebook (but pushing elements of the timeline back). I am currently looking at Flaming Cobra's Corporation RPG for more inspiration. The biggest challenge is keeping Traveller's low tech/high tech feeling. The best advise is watch things like 2001 or Star*Cops and get a feel for a plausible future and adjust Traveller on the lower grade TL 7-A accordingly.
 
Mostly I would be "worried" about careers. How much work you have to do to make them compatable to this setting?

Lack of hit locations and how damage is being handled is another thing...
 
In the scenario that I just outlined careers can be mapped virtually one to one. Instead of Imperial you have something like a UNSCA or similar agency. When a decision has to be made like having a Frontier Fleet, it becomes national/supranational (eg. the European Union through the ESA command a small space fleet) and planetary just becomes the small powers. Anything that pertains to higher than TL B then just downsize to TL A in the skills list.

Hit Locations? There are plenty of those that can be cribbed from other games or the Internet.

Transform starships into more durable longer haul spaceships that might use greater use of cryotubes or low berths to sustain a miminal crew. Some of the space devoted over to jump drives would be converted over to life support. I would make Zero G the rule for most ships with Gravatics only on the big Capital Ships.
 
kafka said:
What about the Era leading up to First Contact with the Vilani? Here I have run a game that is a mixture of the following elements: James Bond, Cyberpunk 2020, and Terradyne with a splash of Transhuman Space & 2300 Earth Sourcebook (but pushing elements of the timeline back). I am currently looking at Flaming Cobra's Corporation RPG for more inspiration. The biggest challenge is keeping Traveller's low tech/high tech feeling. The best advise is watch things like 2001 or Star*Cops and get a feel for a plausible future and adjust Traveller on the lower grade TL 7-A accordingly.

Or for a similar game theme, a low-tech planet that's slowly becoming aware of the Imperium or other interstellar government. Hell, you could even set it in The Long Night or the post-Virus era.
 
SnowDog said:
Mostly I would be "worried" about careers. How much work you have to do to make them compatable to this setting?

Lack of hit locations and how damage is being handled is another thing...

I don't worry about careers too much using the point buy system, I use the careers from the book as a guideline. There are usually a few skills that a career needs, I identify those and then move on.

Damage, as I said above:

Take the three physical stats adding them up and those become your lifepoints. Divide by three and now you can use the same breakdowns that are used in the rulebook for effects
 
kafka said:
In the scenario that I just outlined careers can be mapped virtually one to one. Instead of Imperial you have something like a UNSCA or similar agency. When a decision has to be made like having a Frontier Fleet, it becomes national/supranational (eg. the European Union through the ESA command a small space fleet) and planetary just becomes the small powers. Anything that pertains to higher than TL B then just downsize to TL A in the skills list.
Sounds pretty simple. What have you done to ship shares etc.?

kafka said:
Hit Locations? There are plenty of those that can be cribbed from other games or the Internet.
Actually hit location charts are simple. For quite some time I have decided to use 1d6 to generate hit locations for humanoids, so that's not a problem. My problem comes from the fact that I didn't find any mention on called shots and what their effects are. For example, should I double head hits and halve limb hits? Or are these too severe modifications? I don't wan't much more complications to the existing system but since I want to know if an armored location was hit or not I also want to know if there is any other effects for hitting other than armored location.

kafka said:
Transform starships into more durable longer haul spaceships that might use greater use of cryotubes or low berths to sustain a miminal crew. Some of the space devoted over to jump drives would be converted over to life support. I would make Zero G the rule for most ships with Gravatics only on the big Capital Ships.
And/or limit this to Solar system.

Ronin84 said:
I don't worry about careers too much using the point buy system, I use the careers from the book as a guideline. There are usually a few skills that a career needs, I identify those and then move on.
So you let your players simply choose which skills/stat raises they take on the chosen term? That could work in other cases, too.

Ronin84 said:
Take the three physical stats adding them up and those become your lifepoints. Divide by three and now you can use the same breakdowns that are used in the rulebook for effects.
So, after every full 3 points of damage you loose one point of Endurance, Strength and Agility (and related effects)?
 
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