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Geeklists for Traveller

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William Hostman
United States
Eagle River
Alaska
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Gaming in Greater Anchorage area, Alaska since 1978. Looking for Indy-willing RPG players in Eagle River (or willing to drive to Eagle River). Geekmail me if interested.
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Traveller edition change is so bad that each edition is a wholly separate RPG entry... And most materials require conversions to work in other editions - but aside from rules, were not converted, just replaced.

A very few items survive across editions:
The UWP - Universal World Profile - survives all editions except GT.
Merchant Prince Trade System - originally an expansion to CT - was used in MT, TNE, and T4. Only the skill effects were ported to the various systems.
The Bk3 trade System was used in CT, and the Merchant Prince one was a later add-on. An expanded version of it was used in T20 with some additional options pulled from Merchant Prince.
The Tech Level system is used with only minor changes in all editions except GT.
The Jump Drive: 168±16 hours in jump to go up to drive rating parsecs, using (drive rating +1)% of hull for the drive and (drive rating x 10)% of the ship's hull in jump fuel of Hydrogen. Used in all editions, and thee formulae were established in CT Bk5, but MT used a different fuel formula (5x drive tonnage) tons, and CT Bk2 used roughly 2.5% + 5 Tons for the drive size, rounded to the next whole 5T.
None of these made it into 2300, and many of these really are considered core to what traveller is..

Traveller (Classic), aka CT, was my 3rd RPG to play, and 2nd to run. I loved it. I played in 1983-84, and ran it in 84-86. The setting was pretty schematic, but rich with places to make it your own. I had The Traveller Book (aka TTB), which had some of the OTU setting in the back.

There are two CT editions, and the 1st edition has multiple minor revisions - if your copyright dates are pre-1981, you have 1E. I've always had 2E.

But for play purposes, adding Supplement 4 and bks 4-8 changed your game radically. Each did things to alter the game.

Traveller: 2300 came out in mid 1986. I bought it a few months on. It was billed originally as the early history of the OTU in some 3rd party reviews, but it wasn't. It was, however, a sibling game mechanically, of the next "Real Traveller" edition. It established clearly that the market had linked the OTU to the Traveller name, and Traveller was no longer a generic game, because GDW was flooded with hate mail.

MegaTraveller, aka MT, was the second major edition of "real" Traveller. It was very similar to CT in many ways, and CT materials could be used right off. Ships, however, were very VERY different. Also, it added vehicle design. It also moved the setting out of the supplements (and appendixes of TTB) and into the core rules. Further, it used the same basic task mechanics as 2300... It generally incorporated the Striker minis game's design mechanics and combat ratings with CT Bks 1-7... and it also advanced the timeline 10 years, and thrust a civil war that ripped the imperium apart. Eventually, they showed the hard slide into darkness of an extended civil war with Hard Times.

I loved MT. I'm not so thrilled with it any more, but it's far and away better than CT, TNE, T4, T20, or T5... I even loved Hard Times, despite seldom playing the rebellion setting.

2300 AD was the revised edition of Traveller: 2300. Mechanically almost identical to T:2300. (The changes are errata items.) But it was explained that the name change was due to the fan hate upon not finding the OTU's key elements of the era... including the different jump drive. GDW had thought that Traveller was still generic, but realized it wasn't with the fan hate. So, in 1988, they rereleased it with errata, and dropped the Traveller name. And they made it clear this time it was supposed to be the future of the Twilight 2000 setting... but that wasn't a good idea, either.

Collectively, T:2300 & 2300AD generally called are called 2300.

Traveller: The New Era, TNE to Traveller fans since the early internet days, was a near-reboot. Almost unrelated rules mechanics for characters, modified from the Twilight:2000 second ed rules. Characters weren't compatible with Traveller nor 2300, and the compatible mechanics were system generation and trade. Everything else was different. Including ship design and tasks.

Traveller T4: Marc Miller's Traveller, more commonly just T4, was what happened when GDW closed. Marc Miller wrote this travesty of bad rules, and still swears it is a good game. (I like Marc, really, for as little as I know him -online only- but this game was a dog.) Characters are incompatible with the prior editions (CT, MT, TNE) and with 2300. It's a dice-by-difficulty, roll stat+skill or less, 1 skill level per year, att increases cost 1 skill level issue. Oh, and the editing was absolute utter crap... Marc's early drafts are better edited than the game was... and that's really NOT Marc's fault. It also rolled the setting back by 1100 years, to the dawn of the Imperium. Then F*d up the world listings in the M0 setting.

It's also the only edition to use the same design system as a prior edition... but of course, it rates things differently, so you have to redesign published ships from other editions if they didn't include the design worksheets. But it did include 4 different design systems derived from the TNE FF&S system... subsets, really, save for FF&S2, which added a lot, but had the worst editing of any T4 product.

GURPS Traveller, aka GT, was released about the same time as T4. It takes the CT setting, eliminates the Rebellion setting of MT, but does advance the timeline. I bought it, and realized it was "Not My Kind of Traveller" - Loren altered the setting in some curious ways that many (but not all) fans had rejected when he tried it in the 80's with an article in JTAS.

Traveller T20, Usually just T20 or T20 THB. This is the first edition my name appears in. Yes, I AM that Aramis. This is also the edition that made me into a canonista. (Which is a derogatory term, BTW, for someone who argues from canon even when canon is clearly broken.) It's a pretty good adaptation of the D20 SRD to do Traveller. As for why it didn't use D20M? The SRD wouldn't be released until after T20 was en route to the press. There are a dozen rules elements that are in fact my ideas, and a few that are still pretty much as I originally worded them. The Broker mechanics, the 3d6 actual value table, the Airframe rules - blame me. This is the only CT compatible ship design system - and only with Bk 5. changes the setting to about 100 years before the CT setting.

Traveller (Mongoose), aka MGT, is the current edition. My name appears in it, too. I had less impact in this one, but got better credit. I wound up corresponding with Gareth through the open playtest, and not via the BBS. The Open Playtest was, BTW, a bad thing in terms of the game, but a great marketing move. The Core rules are pretty good, but major changes were made between the last public playtest and the published rules, and many of them not for the better. Playtest Draft 3.2 was really a different-but-compatible edition entirely - it's that different.

Like MT, CT characters can be used easily, and everything else needs conversions... but it is also the same level with MT. Probably the best character generation of any edition... worth porting to MT... but it works differently and, of course, has another ship design system. CT designs usually convert with no fuss, but not the other direction.

Traveller5, aka T5, is really T4 on steroids. And like so many steroid users, it's bulked out, and suffers from holes in the head, as well as having 'roid rage issues. It's almost-but-not-quite character compatible with T4, and uses a very close variant of the same task mechanics. As for the 'roid rage, it only hurts those who try to love it. It's still in development. And yes, a new ship design system.

2320 AD was an adaptation of the 2300 setting to the T20 mechanics, and the T20 mechanics to the 2300 setting. I don't know if my name appears in it, but I got a copy of the PDF for my few efforts in the playtest.

Coming soon is MGT's 2300 sourcebook... by the same Colin Dunn who wrote 2320. Should be good.

And then, the editions that never were:

For a while, there was work of ACT: Avenger Classic Traveller. Their license got pulled before it came out. It was suppsed to be MT's task system, T20's design system, and otherwise, CT Bk's 1-8 integrated.

There were also rumors of a 2300 edition for GURPS. It didn't happen.

There were, a long time ago, rumors of 2300 being ported to TNE mechanics. This was fueled by the inclusion of the 2300 drives in FF&S.

There was supposed to be a print edition of 2320. Never happened.

and the unofficial ones
The first GURPS Traveller - a fan adaptation that was, in some ways, better than the released one. It was on SJG's io.com BBS for years.

WoD Traveller - porting the traveller setting to the World Of Darkness mechanics - uses VTM 1E as the basis. My work. Enjoy.

All editions are available except CT 1E... tho only GT and MGT are in print. So the edition wars are fueled even higher than ever, and a small but really obnoxiously vocal crew who think that Traveller is "just a ruleset, not a setting"... mostly CT1E and TNE fans.
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Lowell Francis
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Holy Cow! Thanks for the extensive overview. I'd only seen the early part of that from a distance- up through MT & 2300- I had no real sense of the genealogy of the later editions.
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  • Posted Wed Oct 26, 2011 4:13 am
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William Hostman
United States
Eagle River
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Gaming in Greater Anchorage area, Alaska since 1978. Looking for Indy-willing RPG players in Eagle River (or willing to drive to Eagle River). Geekmail me if interested.
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edige23 wrote:
Holy Cow! Thanks for the extensive overview. I'd only seen the early part of that from a distance- up through MT & 2300- I had no real sense of the genealogy of the later editions.
Oh, just wait... there's MORE.... But it's called the GDW House System...
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  • Posted Wed Oct 26, 2011 5:10 am
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Eric M. Aldrich I
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What is the general opinion of Traveller: The New Era? Over the years I've picked up a bit of Traveller stuff (mostly CT2 and GT), but have picked up some of this stuff cheap, and no one seems to regret letting it go (unlike GT where I've heard several tales of woe at flea market tables as to why they had to sell)
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  • Posted Fri Oct 28, 2011 7:05 am
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William Hostman
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Eagle River
Alaska
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Gaming in Greater Anchorage area, Alaska since 1978. Looking for Indy-willing RPG players in Eagle River (or willing to drive to Eagle River). Geekmail me if interested.
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ealdrich wrote:
What is the general opinion of Traveller: The New Era? Over the years I've picked up a bit of Traveller stuff (mostly CT2 and GT), but have picked up some of this stuff cheap, and no one seems to regret letting it go (unlike GT where I've heard several tales of woe at flea market tables as to why they had to sell)


It's mediocre (Core rules, FF&S) to absolute drekh.

They completely destroy the setting in 2 books... TNE and Regency Source Book.

Plus, it has the single most annoying introduction faux pas of any game, IMO, in Hiver & Ithklur. Dave (the author) explains that, since we're men, there's no point in trying to make the aliens seem like anything more than men in suits. And then, the last half of the book is written as a parody of a CT style alien module, with ithklur in red fur with white trim san*clas (the * is pronounced as a click) hats, and eating "corn dogs"... And the Hiver side is not even as well done as the CT one, either - a straight reprint would have been better treatment.

Dave's still getting flak over it 15 years later. He was the TNE line handler, and he broke GDW's promises repeatedly within the TNE line. So...

On it's own, TNE core + FF&S is a decent game with a few major flaws (combat is lethal to NPC's, but it's bloody impossible to kill a PC with a .22... Strong elite troops can kill tanks with their bare hands...).

As Traveller, it's the least popular setting, and the 2nd least popular rules. Only T4 is liked less from what I've seen.

Most of its current fans don't seem to run in the OTU anyway, so it's a non-issue for them.

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  • Posted Fri Oct 28, 2011 9:34 am
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Eric Dodd
New Zealand
Martinborough
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Character generation, star-system and planet generation and ship and vehicle construction are all fun games and a good way of learning the system as a GM. As a player you have choice over your career paths, though the dice will determine just how successful you are. The random determinations of Planetary profiles should kick-start some interesting thoughts about how the planet could be this way, what type of people live there and more/
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Art Gorski
United States
Prescott
Arizona
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Get my Mac software for Classic Traveller at http://naasirka.weebly.com/
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I've written Mac apps for the Classic Traveller advanced chargen systems (see my overtext): Mercenary, High Guard, Scouts, and Merchant Prince. Since it's easy to 'roll up' new characters with these apps, it's a lot of fun to generate interesting characters.

These systems give tons of career choices and the results give you great ideas for character motivation (flunking out of flight school makes the girl bitter as all hell about pilots in general).
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  • Posted Thu Apr 28, 2011 5:27 am
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Charles Donnell
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Probably my all time favorite CharGen system. Gives a realistic character for the setting, provides plenty of mechanical options to help inspire role-playing / back story details, and even allows the possibility of dying. Just awesome.
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  • Posted Thu Apr 28, 2011 5:52 pm
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Hans Messersmith
Canada
Hamilton
Ontario
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One thing I still find interesting about Traveller is that the characters are, almost by definition, not going to be "balanced" in any way. If the character happens to survive longer, and keeps successfully reenlisting, that character will start with more stuff (skills, etc.) than other characters. With all the effort spend in more modern games ensuring characters are "balanced" in some way, it's sort of refreshing to accept that not everyone is equal, and be ok with that.
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  • Posted Fri Oct 21, 2011 6:25 pm
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The Man Unmasked
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Every time I watch the TV show Firefly or the follow-up movie Serenity, I long to play Traveller. I want to get out into the stars running goods, avoiding pirates and imperials, smuggling, making shady deals...

Yes, I realize there's an actual RPG for this show. I haven't had the chance to play it yet. But with Traveller letting me do it just the same (long travel times, money worries...). If I cut out the aliens, the Spinward Marches may as well be the outer worlds.
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Bossko B.
England
Brierley Hill
The Black Country
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I'm a fan of Blake's 7. And since someone here mentioned Traveller is perfect for a Blake's 7 style game I've wanted to play it. The pocket rulebook is is on my bedside table right now, it's just finding time to fit in a agame of Traveller over all the other RPGs I want to play.
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  • Posted Fri Aug 6, 2010 12:29 pm
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Jordi B. V.
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Ever been in outer space? Have you ever travelled faster than light? Would you like to visit unexplored worlds, pilot starships, or use a gauss rifle?

Well, first time I did was in Traveller! Just a classic one, I've tried the old one and the Mongoose version. Maybe the mechanics are a little rusty, but there's plenty of space for adventuring and fun!
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Kerry Harrison
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Katy
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One of my all time favorite RPGs, regardless of edition or setting.
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  • Posted Fri Jul 2, 2010 3:56 pm
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Bossko B.
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Brierley Hill
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On my list of games to play.
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  • Posted Fri Jul 2, 2010 3:59 pm
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-=] Deroan [=-
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I agree, an amazing game and well worth the time to play it, even just to try it out and get a feel for it. In High School it was D&D, Traveller and we played RuneQuest for a bit as well, it was a lot of fun time with these games.

D.
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  • Posted Mon Jul 5, 2010 1:34 am
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GeekList: RPGs in Music
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Slough Feg, previously known as The Lord Weird Slough Feg, created a full album called Traveller in 2003, inspired by the RPG.

See some details of it on Wikpedia here.
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omnicrondelicious
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For the record, Slough Feg kicks ass live. You can catch them fairly regularly at one of the clubs that host metal concerts in the SF Bay Area.
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  • Posted Sun Jan 17, 2010 2:18 am
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Shanya Almafeta
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The classic Traveller series of roleplaying games has also spawned several board games - that's a given, considering this is GDW Games we're talking about, and that "Traveller" is a name that has spanned over a dozen systems and companies. Not bad.

(More games added thanks to Agorski. I feel embarassed - I've played at least two of the games he mentioned that I left out!)

Azhanti High Lightning
Battle Rider
Brilliant Lances
Dark Nebula
Fifth Frontier War
Imperium
Invasion: Earth
Mayday
Snapshot
Striker
Striker II
Trillion Credit Squadron
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Art Gorski
United States
Prescott
Arizona
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Get my Mac software for Classic Traveller at http://naasirka.weebly.com/
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There's also space combat, man-to-man, and miniature games:

Brilliant Lances
Battle Rider
Azhanti High Lightning
Adventure 05: Trillion Credit Squadron
Mayday
Snapshot
Striker
Striker II

Some of these are for later versions of the Traveller RPG.
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  • Posted Mon Dec 21, 2009 3:18 am
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Camelorn
Germany
Koblenz
Rheinland-Pfalz
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Read a few books and was a player in a couple of sessions.
 
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Paul Boos
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Falls Church
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This is my favorite on your list... I love the way Marc Miller put this universe + simple system together; you could add more as your taste desired.

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  • Posted Tue Nov 24, 2009 11:14 pm
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Pete Hall
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Graham
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Traveller—Science Fiction Adventure in the Far Future. Contains three rulebooks for playing Traveller, plus Supplement 1—1001 Characters, and Supplement 3—The Spinward Marches.

50 cents at the yard sale.
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Brad Miller
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This one, however, got lost somewhere in the journey.
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  • Posted Thu Sep 24, 2009 5:49 am
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Paul Boos
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Ahhh - and you did indeed pick up Traveller. If I was forced to ditch all my RPG stuff, but one; this would be the one I would keep. Plus, FASA made some awesome add-ons.

I personally give this (along with Snapshot since it is basically an add-on) FOTW.
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  • Edited Thu Sep 24, 2009 11:20 am
  • Posted Thu Sep 24, 2009 11:19 am
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Windopaene wrote:
This one, however, got lost somewhere in the journey.


+1

I tried playing a Traveler campaign when it first came out, but found the whole game system clunky and cumbersome to use. Extremely disappointing. My feeling is that Traveler got big and popular for the same reason D&D did: It was the first of its genre' and if you wanted to do an RPG of that type you only had one choice.

Years later I doscovered Space Opera, and felt it was much more versatile and could be easily adapted to play in any universe you had read about or could make up. It was just a better thought-out game all the way around. Unfortunately, people got turned off by the amount of time it took to roll-up a character: up to 30 minutes your first time through, but it could be done in less than 10 once you got the hang of it.

Similarly, I thought the Dragonquest system was far superior to D&D, but D&D was well-entrenched, and anyone else who came along had to deal with the fact that they were the biggest franchise around. Much like Linux or Apple trying to compete with Microsoft and its products.....
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  • Posted Thu Sep 24, 2009 2:26 pm
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Hello Acme... Two Words - Product Liability!!
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I have been slowly aquiring the Far Future Enterprise reprints. They have about 10 or so volumnes of all the classic Traveller stuff out there.

One day I will find Fifth Froniter War!
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  • Posted Thu Sep 24, 2009 3:19 pm
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Paul Boos
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Quote:
Years later I doscovered Space Opera, and felt it was much more versatile and could be easily adapted to play in any universe you had read about or could make up.


Really; I thought the exact opposite; although I did run across other RPGers aht didn't like the fact that Traveller used nothing but d6s. I thought it was far more elegant than any other system I ever ran across until Reve de Dragon.
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  • Posted Fri Sep 25, 2009 2:02 am
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