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Advice on traveler Anonymous 18/03/21(Wed)10:23 No. 131219

File 152162418278.jpg - (16.81KB , 232x346 , Traveller-rpg.jpg )

Me and my playgroup are interested in trying out traveler, however we are also rather new to the system and know very little about it. I know the publishing history and looked into it, and I know that midway through the life cycle of "the new era" GDW went under so it is less complete then either classic or mega traveler; as well, from what I understand, if you wish to use the default setting in classic traveler you have to read a lot of the supplements and JTAS articles given that a lot of it was made ad-hoc while other editions are betting about letting you play in the setting out of the box. Beyond this I don't really know that much.

I would like to know a few things before I decide which edition we use:

1) Is there any edition I absolute must avoid like the plague

2) How difficult is classic for players not used to classic RPGs

3) How different is each GDW edition from each other in terms of mechanics

4)How is the mongoose publishing version

5)How is the far future enterprise version

6)Are some editions better for space combat and are some better for more conventional combat

To give you an idea of what the playgroup wants, they seem to want a mix of having a more exploratory focused game combined with a bit of space trucking and space questing and would be alright with a larger overarching quest line.

Bear in mind, while some of my players have been playing for years and have experience in several different systems, one of them hasn't really played anything other then D&D and is doing this mostly because he wants to test new waters.

Anonymous 18/03/27(Tue)21:57 No. 131229

1 ) T5. Its a bloat fest of a sandbox.

2) It is not difficult, it just takes a mindset change; Traveller characters are middle aged with experience and skills. They are not Level 1. You also don't experience as well. Combat can be deadly.

3) Quite! But they are not all GDW editions. Classic and Mega are 2d6, TNE is d20 (not *that* d20). But there are d20, GURPS, HERO and other official versions. Mongoose 1e is close to Classic, Mongoose 2e is also, but a bit different.

4) Mongoose 1e is good and probably the better of the two in that it is more complete. 2e changes things a lot. The systems are solid, but Mongoose is Mongoose, so just stick with the rules and nothing else. All the supplements are compatible.

5) See 1. Complicated, a million pages, it's a sandbox and supposedly good at it, but not many can get through it.

6) No.

Personally, I, like a lot of people, would recommend either the Mongoose 1e version or the Cerepheus <sic> version, which is effectively Mongoose 1e without the licensing. Both are consistent versions of Classic, can use all the Classic supplements, so you're sorted.

Just bear in mind, Traveller is NOT d20 (unless you use the T20 version). So your D&D player will have issues unless they are willing to go in open minded and able to change their mind set. The rules are a lot simpler and less bloaty, but you won't level up, you won't get tougher, you won't get more hit points etc.

Hope that helps,

Anonymous 18/03/27(Tue)22:09 No. 131230

So yes, if your group can only deal with d&d, then you could try the Traveller 20 (T20) version which I hear is quite popular. It's based on d20 Modern and has a number of supplements for it. I've never played it as I loathe d20, but I have heard good things.

Personally, I'm a Classic, Mongose, GURPS and HERO version player myself. ;-)

Looking for HiRes original DnD 5d art Anonymous 18/03/28(Wed)11:34 No. 131231

There's a source (or trove) of 5e books art in a good resolution to be used for cards, modules, etc?
Looking for Races and Classes, and at least the common, low level monsters....


Anonymous 18/03/28(Wed)19:11 No. 131233

I think you're in the wrong thread.

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