Citizens of the Imperium

Citizens of the Imperium (http://www.travellerrpg.com/CotI/Discuss/index.php)
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-   -   Possible Supplement Ideas for T20 (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=2271)

hunter August 13th, 2001 11:57 PM

OK so we are hard at work refining out the core rules, what kind of supplements or adventures do you want to see us follow up with?

Here are some of the ideas already in mind:

Sector Quadrant Books
These books will cover a quadrant with a sector (4 subsectors) and detail 32 worlds within that area along with basic regional information and adventure material. 128 pages each expected.

The Zoological Survey
Basically a Creature/Monster manual for T20 describing and detailing beasts found around and near the Imperium.

Citizens of Gateway
More prestige classes, more detailed Prior Histories, etc...

What other ideas do you have?

Hunter

GypsyComet August 14th, 2001 12:11 AM

Being a gearhead by inclination, I'd love to see a ship/vehicle collection. The usefulness in other editions is assured if you include deckplans and pictures. Being the first broadly accurate collection (that didn't break design rules or be typo-ridden, or have truly awful layout) would be novel, but not necessary http://www.farfuture.net/ixs/biggrin.gif

If you feel more like spreading that stuff around (like GURPS:Trav has been doing) get a Safari ship into the Zoology book...

Spinward Scout August 14th, 2001 02:53 AM

Myself, I'm really psyched about the T20 game, but I wouldn't buy any other supplements unless it was something different from what I currently have. I have 41 Traveller "books" altogether - at least the main rulebook from every version, as well as the Classic Reprints, and a ton of supplements. All I really want are really good conversion rules. I have everything else I need. Although, the ones you've listed sound really cool.

Just my 2 credits,

Scout

Gallowglass August 14th, 2001 05:39 AM

<BLOCKQUOTE>quote:</font><HR>Originally posted by hunter:
[B]OK so we are hard at work refining out the core rules, what kind of supplements or adventures do you want to see us follow up with?

Here are some of the ideas already in mind:

Sector Quadrant Books
These books will cover a quadrant with a sector (4 subsectors) and detail 32 worlds within that area along with basic regional information and adventure material. 128 pages each expected. <HR></BLOCKQUOTE>

This is a definite winner I think, especially if the adventure material is good. I'd recommend at least a brief paragraph on every world, just to get people thinking. In CT terms, contrast the details on the Regina Sector worlds in Kinunir with the detail on the worlds in Aramis in the Traveller Adventure

<BLOCKQUOTE>quote:</font><HR>The Zoological Survey
Basically a Creature/Monster manual for T20 describing and detailing beasts found around and near the Imperium.<HR></BLOCKQUOTE>

*Yawn* This sort of D&D hangover is a bit lame really. A supplement examining creature design in more depth and then giving a half dozen (short)adventures as examples (from a single creature centre stage to peripheral but well done animal encounters) strikes me as having more mileage and commercial appeal.

<BLOCKQUOTE>quote:</font><HR>Citizens of Gateway
More prestige classes, more detailed Prior Histories, etc... <HR></BLOCKQUOTE>

Again, apart from adding chrome and taking up shelf space, don't see how it adds to the game as people play it. A supplement that examines some of the incidents in recent Gateway history in greater depth, along with adventure hooks to find out what really happened (or to doctor the evidence...) has possibilities. A 76 Patrons of Gateway, with a less criminal bent and greater depth to the NPC's and the jobs would be cool.

As a suggestion, how about a volume of Spacers Tales? A set of myths, apocryphal stories and rumuours from all over the sector (quadrant) from Alien /Ancient Sites to lost ships etc. And for each give a few options as to the truth and ideas about how to use them in a campaign (either as linked elements or as side shows to an ongoing campaign).

Having not been very enthusiastic about the Monster Manual idea, a guide to the Alien Races would be very useful (again with adventure ideas embedded).

Hmm, bit of theme here: "X, with adventure ideas." In my defence, I personally find (and have anecdotal evidence that it's quite common) that whilst a background supplement MAY inspire my own scenario ideas, one with at least some adventure hooks ALWAYS spurs me to come up with some ideas of my own. I also think that the market will be bigger (and will be built better) by material that expands and elaborates the setting in a way that helps peoples games (e.g. the Quadrant books) rather than simple catalogues of things (monsters, people, big guns, whatever).


[This message has been edited by Gallowglass (edited 14 August 2001).]

DrSkull August 14th, 2001 09:28 AM

I had an idea called "Mercenary Starship Claymore" it would be a combination adventure/sourcebook. 1 subsector (light to moderate detail), plans for a modified Merc Crusier, 2 10-page adventures, 2-3 pages of Patrons/Mercenary Tickets,(all the adventure material involving the given subsector and the merc cruiser) and the rest filled with rules for running mercenary games and additional weapons, vehicles and spacecraft.

------------------
Dave "Dr. Skull" Nelson

Gallowglass August 14th, 2001 10:13 AM

<BLOCKQUOTE>quote:</font><HR>Originally posted by DrSkull:
I had an idea called "Mercenary Starship Claymore" it would be a combination adventure/sourcebook. 1 subsector (light to moderate detail), plans for a modified Merc Crusier, 2 10-page adventures, 2-3 pages of Patrons/Mercenary Tickets,(all the adventure material involving the given subsector and the merc cruiser) and the rest filled with rules for running mercenary games and additional weapons, vehicles and spacecraft.

<HR></BLOCKQUOTE>

Hmm, possibly slightly specialist appeal, although with a little work you could make it appeal to non-merecnary orientated players (e.g. civilian specialist team attched to the Merc Company etc). And yet again it's that killer combo: useful general background, inspirational detail and solid material to get you started...

T. Foster August 14th, 2001 02:09 PM

<BLOCKQUOTE>quote:</font><HR>Originally posted by hunter:
Sector Quadrant Books
These books will cover a quadrant with a sector (4 subsectors) and detail 32 worlds within that area along with basic regional information and adventure material. 128 pages each expected.
<HR></BLOCKQUOTE>

This looks to be a great idea, but 128pp each seems a bit much (considering that Behind the Claw and Rim of Fire cover an entire sector in that much space). I'd prefer 64pp: with 1 page per world (like the world write-ups in Knightfall or Long Way Home) that leaves 32pp for general background and adventure material, which should be more than enough, and I know I'd be more likely to drop $12 for a 64pp book than $20 on a 128pp one (especially if you plan on releasing several of them).

<BLOCKQUOTE>quote:</font><HR>The Zoological Survey
Basically a Creature/Monster manual for T20 describing and detailing beasts found around and near the Imperium.
<HR></BLOCKQUOTE>

I agree with the others who've said that from a Traveller standpoint this sounds like a yawn and I seriously doubt I'd buy it. However, from a d20 standpoint it might work, giving DMs a bunch of new sf-flavored baddies to throw into their D&D campaigns, and potential sales to D&Ders is the whole point of T20 anyway, right?

<BLOCKQUOTE>quote:</font><HR>Citizens of Gateway
More prestige classes, more detailed Prior Histories, etc...
<HR></BLOCKQUOTE>

As described this sounds like a mostly d20-specific rulebook, which I'd almost certainly skip. A more interesting and generally useful concept IMO would be to keep the rules-stuff limited to 12pp or so and fill the rest with detailed Personality descriptions (a la JTAS Casual Encounters) and Patrons (12pp rules + 20 Personalities (@32pp) + 30 Patrons (@20pp) = 64pp book). Something like this could give lots of flavor and background color and give folks something to actually play as well.

Other things I'd like to see:
A big epic-style adventure. Patrons and hooks and mini-adventures are all well and good, and the more the better, but I also want a big honkin' 128pp Traveller Adventure style monster, something that's been sorely missing from the GT line. Except for canon-police screaming bloody murder, I'd be perfectly happy to see William Keith's 'Lords of Thunder' backdated, fleshed out, and adapted to T20 -- after all, it's in the right setting, and apparently its copyright reverted to FFE.

Of course, a catalog of starships including T20/HG stats (which are essenatially identical, right?), illustrations, deckplans, anecdotal/background info, etc. Something like what T4 Starships may have been had it been competently designed.

I'd also like to see a series of books expanding upon the various Traveller civilian careers - Scientists, Diplomats, Hunters, Belters, Rogues, Nobles, Agents, Entertainers, etc - giving expanded char-gen info and spot-rules (kept pretty light, though, since depending on its d20-specificity I'd likely skip it), catalogs of specialized ships and gear, and career-oriented patrons, hooks, and adventures. Such series were planned both for CT (by J. Andrew Keith) and T4 (announced titles from CORE) but neither really got off the ground, and so we're still stuck with scads of info on the military, scouts, and merchants but bare bones for everybody else, like we've had for the past 15 years.

Elliot August 14th, 2001 04:10 PM

How about a book on the sector economy and business scene - a merchant prince sourcebook with adventure hooks for a range of activities dealing with the economy. As a suggestion the themes could be:

(1) Section outlining the general economic organisation of the Gateway sector from trade connections, markets, fads and fashions and corporations (and rivalries).

(2) Free trader rules, free trader patrons, adventure hooks and random tables for cargo

(3) Corporations - including playing corporate execs, adventure hooks for corp sponsored adventures (mercenary missions, commercial espionage, sales missions) and patrons (again!)

(4) Mercantile ships - maybe a plan of a ship that hasn't appeared before in trav - (a high performance armoured frontier merchant is what us merchant prince campaigners are crying out for)

Elliot August 14th, 2001 04:13 PM

Something I forgot to add - how about a sourcebook on nobles, the gateway nobility and the noble player character campaign - plenty of political intrigue, patrons, adventure hooks and a Yacht schematic!

T. Foster August 14th, 2001 04:26 PM

<BLOCKQUOTE>quote:</font><HR>Originally posted by Elliot:
How about a book on the sector economy and business scene - a merchant prince sourcebook with adventure hooks for a range of activities dealing with the economy. &lt;snip&gt; <HR></BLOCKQUOTE>

This sounds like a great sourcebook to me, very high on the potential-buy-o-meter. And something like this would also be an ideal way to illustrate that in Traveller "adventures" don't necessarily involve murder, brigandage, or grave-robbery -- a lesson which will need to be taught well and often to the theoretical hordes of D&D munchkins that will soon begin descending on our nice little milieu http://www.farfuture.net/ixs/wink.gif.


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