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In My Traveller Universe Detail what parts of Traveller you do (or don't) use in your campaign.

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  #31  
Old November 24th, 2013, 06:18 PM
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I had always thought the a one off adventure centred on Lone Star Planet would have been a load of fun to either referee or be a player in. Quick substitution for the s'Srauff to Vagr would be all that was needed.
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Old December 6th, 2013, 12:56 AM
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Originally Posted by madmike View Post
I had always thought the a one off adventure centred on Lone Star Planet would have been a load of fun to either referee or be a player in. Quick substitution for the s'Srauff to Vagr would be all that was needed.
I do keep wondering if Marc got the idea for the Vargr from the s'Srauff. Although Howard Pyle wrote and illustrated a lot of stories in the early 1900s with Foxes that remind me of the Vargr.

I am still picking and choosing Piper's worlds, as some do not work in a sort of Traveller universe. A lot of Norton's do, and Witch World physics would be fun. Piper really does not have psionics, while Norton has a range of possibilities.
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  #33  
Old December 6th, 2013, 01:15 AM
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I do keep wondering if Marc got the idea for the Vargr from the s'Srauff. Although Howard Pyle wrote and illustrated a lot of stories in the early 1900s with Foxes that remind me of the Vargr.
Or he could have gotten the idea from A.B. Chandler or from someone else who had written about wolf- or dog-people.

Or he could have gotten the idea all on his own. People do get original ideas that other people have had before, you know.


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Old December 6th, 2013, 02:00 AM
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Or he could have gotten the idea from A.B. Chandler or from someone else who had written about wolf- or dog-people.

Or he could have gotten the idea all on his own. People do get original ideas that other people have had before, you know.


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Hans, I am not particularly interested in getting into an argument with you, as those tend to go on for a long time. I am aware that people have original ideas. I even get them sometimes. Not often, but occasionally I do get them.
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Old December 7th, 2013, 01:17 AM
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Originally Posted by timerover51 View Post
I am still picking and choosing Piper's worlds, as some do not work in a sort of Traveller universe. A lot of Norton's do, and Witch World physics would be fun. Piper really does not have psionics, while Norton has a range of possibilities.
I've incorporated the Zacathans, multiple Forerunner civilizations (while throwing out the OTU Ancients and "god-father... er... grandfather" completely), and several other things.

I also wrote up a Hyperdrive as an alternate drive to Jump... it is slower, but requires less fuel, a H-drive is larger per number than a J-drive, along with a few other differences. For example, range is the same if the fuel % onboard is the same... all engine size determines is how fast you cover that distance, not how far you go before returning to normal space. A H-1 drive moves you along at 10 days per parsec, using 7.5%Xship's displacement fuel per parsec. You enter hyper and stay in hyper for as long as you have fuel, or until your preset flight program drops you out, whichever comes first (Hyper does not require presence of a mass-point for drop-out, but drop-out can be altered by the presence of a mass at or very near to the drop-out point). A H-2 drive does the same, but at 7 days per parsec, and H-3 = 4 days. H-3 is normally the fastest developed, as H-drives are usually replaced by J-drives by TL12-13 at the latest (H-drives appear at TL9, with H2 at TL 10 & H-1 at TL 11).
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  #36  
Old December 7th, 2013, 02:14 AM
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Not sure about picking up the Zacathans, but it is a thought for consideration. I would have to go over Star Rangers a bit. As for other earlier space-faring races, the Forerunners and the Bald Space Rovers are in, along with the ancient computer/planetary controller in Star Hunter and the ruins in Catseye.

As Mongoose Traveller has a hyperdrive, I suspect that I am going to use that, as I want the planets spread out to allow for travel time, although that means reworking some of the starship economics. I need to break out some of my game design hex sheets and start figuring out distances.

One thing about Piper's and Norton's planets is that they are all pretty much inhabitable without major problems, except maybe Uller and a couple in Cosmic Computer. One could argue over Fenris. So I probably will add some other star systems that are not as attractive, but provide possible exploration adventures, and of course, the obligatory pirate hangout.

Right now, I am leaning towards putting this to Rimward of the Solomani Sphere, as that is less charted, plus I could pull in A. Bertram Chandler's concept of odd things happen at the Rim. Then I could pull Witch World in. Need to debate including High Halleck as part of Witch World.
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They that go down to the sea in ships,
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  #37  
Old June 5th, 2021, 03:40 AM
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I have finally started reading the Retief stories by Keith Laumer, and he does have some good planets, and I now know who the Groaci are. I am just not sure about working some of them in. They are good stories and a number of the can be found on Project Gutenberg.

I have settled on a variant of Cepheus Engine to use for the basic rules system, and have figured out a way to balance Jump Drive with a couple of modified versions of Piper's hyperdrive. There are Space Vikings, but they have a much wider range of ships that in the Piper book, with some being around 400 to 800 tons, and some of the big planetary supported groups having much larger ships, with longer range using my Hyperdrive-2, covering a parsec a week, but with life support for several months if needed.

There are also traces of the Krell around, along with the Bald Space Rovers. aka Baldies, from Norton's Time Trader series. They collected groups of humans for use as low-tech workers so there are some abandoned or died-off colonies of humans as well as a few where the humans are still around, with no sense of how they got to the planet. The Krell collected a lot of Terran creatures and stocked some worlds with them, so Terran creatures are not unusual, except the Krell did their collecting about 200,000 years ago, so mammoths, mastodons, giant ground slothes, Dire wolves, and sabertooths can be found. Ditto with respect to Tasmanian wolves and Quagga and some other now extinct creatures. The University of Baldur loves to conduct studies of them and makes a ton of money on Terran biologists coming to study the Ice Age creatures.
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I march to my own set of bagpipes. Caution: This individual thinks that studying logistics is FUN.

They that go down to the sea in ships,
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  #38  
Old September 5th, 2021, 12:02 AM
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Well, after going through the online Library of Congress copyright data base, it looks like James Schmitz's Witches of Karres is out of copyright and is now public domain. Several writers have written follow-on books to Witches of Karres recently. So it looks like, when it comes to the Iverdahl system, I can use the description of Karres given in the book as a starting point.

Quote:
After a brief study Karres could be distinguished easily enough by the fact that it moved counterclockwise to all the other planets of the Iverdahl System.

Well, it would, the captain thought.

No communicator signals reached them, and no other ships showed up to look them over. Karres, in fact, had the appearance of a completely uninhabited world. There were a large number of seas, too big to be called lakes and too small to be oceans, scattered over its surface. There was one enormously towering ridge of mountains which ran from pole to pole, and any number of lesser chains. There were two good-sized ice caps; and the southern section of the planet was speckled with intermittent stretches of snow. Almost all of it seemed to be dense forest.
Then add in some of the species of wildlife, and the question of whether or not it is there at all, could make for a fun planet. I need to go back to my sector planning sheet and do some work.
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I march to my own set of bagpipes. Caution: This individual thinks that studying logistics is FUN.

They that go down to the sea in ships,
that do business in great waters;
These see the works of the LORD,
and his wonders in the deep.
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