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T4 - Marc Miller's Traveller Discussion of T4 - Marc Miller's Traveller from Imperium Games and the Milieu 0 setting.

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  #21  
Old December 2nd, 2012, 09:12 PM
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I am getting ready to run a Milieu 0 campaign featuring young Nobles looking to expand their families influence while trouble follows them all around the universe.
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  #22  
Old February 9th, 2014, 07:11 AM
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Quote:
Originally Posted by AndreaV View Post
The maps are one of the things you need to throw away
The only real problem I found with them was the inconsistancy between the obviously randomly generated world data in First Survey`s Core sector with the near term history write-up in Milieu 0.

I mean, dumping the world of Santry in Dunea subsector right next to the Chanestin Kingdom was a bit stupid as was the fact that the key Chanestin world of Keshi seems to have cloned itself in Sanches subsector!
(That one is probably where Santry is SUPPOSED to be!)
Two pocket empires that the Syleans were fighting major wars with just prior to the formation of the Third Imperium just happen to be within five Parsec`s of each other? Come On!
Trouble is this error seems to have perpetuated itself into later versions of the game in mapping Core sector.

P.S did anybody ever publish the deck plans for the Scout Cruiser which has stats and a deck plan key printed on page 86 of Milieu 0 but no deck plan.


The Maps themselves and the world locations are ok, deriving from the much older 1984 published Atlas of the Imperium from GDW.
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  #23  
Old February 11th, 2014, 05:55 PM
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Have not looked too closely at M:0 lately, but I would suggest from what I remember that at that time with at most TL 12 in play, a five parsec distance is two jumps since TL 12 provides at best Jump 3. Makes for a buffer zone of sorts...
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  #24  
Old February 12th, 2014, 02:46 PM
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Originally Posted by Nathan Brazil View Post
Have not looked too closely at M:0 lately, but I would suggest from what I remember that at that time with at most TL 12 in play, a five parsec distance is two jumps since TL 12 provides at best Jump 3. Makes for a buffer zone of sorts...
The specific problem with Santry`s location though is that its only 5 parsecs from Keshi with worlds in all the hexes in between.
Given that both pocket empires are supposed to have each had that sort of range its unlikely that they would be unaware of each others exisistance and most likely the Chanestins would have absorbed the Santry/Cordova cluster into their kingdom long before the Syleans ran into either of them.

Instead, according to the write up the Syleans became aware of the Santry/Cordovans towards the end of the Chanestin War.
Argueing that the location of the cluster is in a different and less travelled direction from the Chanestins.

Now according to the Core Sector map there is another world called Keshi located in the trailing edge of Sanches Subsector at the spinward end of a small cluster of worlds extending back into Mekee Subsector.
There are also noticable rifts of a couple parsecs between this cluster and Sylean space so I`m guessing the name Keshi is a misprint and this world is the real Santry.

Just to confuse things further there are some subsector maps of Dunea out there that rename the "official" Santry as Mished, clearly other people out there found a need to "fix" the maps.
Hmm... perhaps it might be worthwhile to scan my old hand-drawn sector map of core in year Zero and post it on-line since I cant find a copy elsewhere.

Last edited by Rabbit 3; February 13th, 2014 at 02:30 AM..
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Old September 18th, 2014, 04:27 AM
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Quote:
Originally Posted by AndreaV View Post
Like it says on the can, is anybody still running games set in M0 (regardless of ruleset)?

I still run a game set in the Ley/Fornast sectors (and yes I still use T4 rules too).
as do I. run T4 M0
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Old September 18th, 2014, 04:57 AM
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  #27  
Old September 19th, 2014, 05:27 AM
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I don't run M0. I didn't do T4. But I have M0 and I want to read it since the whole idea appealed to me greatly. I probably could just ignore the problems you're all describing.

I like the idea, and the alternative would be to use the TNE setting, even if I might find the rationale for a it a bit wonky, it has the same Asimovian appeal.

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Old September 19th, 2014, 09:23 AM
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M0 as a setting has a lot of potential, mainly because of the big 'ol setting hardback made for it. It's been awhile since I've read it, and it may need some repackaging, but it could be a handy product to have around.
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Old July 21st, 2015, 02:38 PM
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Quote:
Originally Posted by aramis View Post
The blurb read that way. The maps didn't.
Can you explain further? I just picked up T4 and Milieu 0 for cheap on ebay, and am unfamiliar with this edition beyond the idea that it's set in Imperial Year 0.
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Old July 21st, 2015, 08:21 PM
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Can you explain further? I just picked up T4 and Milieu 0 for cheap on ebay, and am unfamiliar with this edition beyond the idea that it's set in Imperial Year 0.
The M0 maps are essentially unchanged from the CT ones. The populations weren't regressed/rerolled. The Gov't & LL are blanked in the world lists.

Theoretically, some of the tainted woulds shouldn't have been. (Note - CT presumes that taint on populated worlds is like linked to industry. Thus if a world was Tainted and Industrial, there should be a chance that, 1000 years prior, it wasn't either.

Plus, by Year 60, (IIRC, the default starting point for M0), most of the 3I is, in fact, canonically, already in the 3I. But none of the data in First Survey lists, mentions, nor even maps out the various originating pocket empires that were absorbed.

It's the same issue as I have with M1200 - less than a century to integrate should leave strong cultural ties regions.
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