The
Rule System |
First Campaign | The March Harrier |
Out of Time Campaign |
Traveller is a hard Science Fiction role
playing game. The basic concepts for role playing are the
same as D&D, but it is very different. It uses only
regular 6 sided dice and instead of magic, technology is
the fantasy element. The game has a vast galaxy the players can travel in and can provide almost any environment you can think of within its rules. I has lots of interesting alien races to play. I feel it's more suted to an episodic kind of campaign as opposed to a story based one. |
My first campaign was episodic as opposed
to a story based one. This used the original Traveller small books and d6 only. The players were guns for hire and would travel from one adventure to another based on what jobs they could find on the local jobs board. I have no records of these games as I didn't have a computer at that time and used paper only for both adventurers and game notes. Only one adventure really stands out from the first time I reffed this game. The players were hired as mercenary and cadre troops guarding a frontier outpost and training some of the backward local aliens in modern weapons. When the aliens attacked their fort with spears and clubs against their laser guns, some players rebelled! The adventure was intended to be Zulu with energy weapons. |
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The next time I reffed Traveller I used
the Traveller T20, a d20 version of the rules. This
used the standard set of D&D dice and a completely
rewritten rule book. I like this system better than the
original I intended this to be more story based and was called Out of Time. A mistake by a mad scientist passenger testing a more efficient FTL drive sent the party thousands of years in their future to find their civilization has been destroyed. They tried to find a planet that would allow them to fix their spaceship and find a better home in the stars. This had a ton of potential for me to play around in a well defined set of stars and planets, but all that was left on most were the remains of the ancient days. I abandon this campaign early when some of the player revolted against losing their holding from their origin setup in the transition to a universe that had no inter-system banking system. |
After playing AD&D for a long time, I wanted to try
role playing something with a completely different flavor.
The Traveller system was very popular and a ton of
material was released in its support. There was even a
monthly magazine and a couple of companies who were
writing adventures and rule expansions.
One of the biggest advantages of Traveller was it VAST
universe that was already mapped and hundreds of detailed
star systems.
The first edition used a number of small booklets rather
than a monolithic books used by most other systems. This
increased the complexity of running the adventurers as the
necessary information could get lost easily.
Another disadvantage was it's insistence that all the
characters come from a military or civil training system.
Also, the muster out that gave the characters their
beginning goods was wildly random creating inequality
between players.