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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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  #11  
Old February 4th, 2009, 11:29 PM
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I started a 1889 campaign using CT rules years ago. Game died with most of my usual gamers departing or getting transferred. Left down to two PC's. One was my wife's character: Rich Texas cattlebaron's mechanically inclined tomboyish only daughter who made the mistake of marrying a wannabe rail baron who went bust & shot himself. Her hook was she was trying to find a new direction for her dead husband's rolling stock. A human sharper working for a native martian Prince advanced her money to transport several small steam engines to Mars to build a railroad. Didn't know the lack of metal on Mars or that the Prince really wanted steam engines (& the techs to run them)for his aerial warships. So off she went to Mars.

The other player (she plays the Aslan in my Traveller campaign) ran a Scottish madam returning to the human bordello she established in the same Martian city the widow was travelling to.

Only got slightly into the kite jouney on Mars. Would have been interesting, with of the Brits getting wind of the widow's cargo & trying to stop it as well as Martian pirates. And the fact that the two players given their different social classes, the widow would have never associated socially with the madam.
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Old February 5th, 2009, 08:13 PM
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Random Outbust: Cross Space 1889 with Jovian Chronicles and see what you get.

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Old February 5th, 2009, 08:36 PM
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Due to circumstances beyond my control, I have yet to play MGT. Until I rectify that I may conduct some MGT practice combat using my old Space 1889 deckplans and various Wargames Foundry miniatures.
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Old February 20th, 2009, 07:05 PM
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Quote:
Originally Posted by Darkhstarr View Post
I started a 1889 campaign using CT rules years ago. Game died with most of my usual gamers departing or getting transferred. Left down to two PC's. One was my wife's character: Rich Texas cattlebaron's mechanically inclined tomboyish only daughter who made the mistake of marrying a wannabe rail baron who went bust & shot himself. Her hook was she was trying to find a new direction for her dead husband's rolling stock. A human sharper working for a native martian Prince advanced her money to transport several small steam engines to Mars to build a railroad. Didn't know the lack of metal on Mars or that the Prince really wanted steam engines (& the techs to run them)for his aerial warships. So off she went to Mars.

The other player (she plays the Aslan in my Traveller campaign) ran a Scottish madam returning to the human bordello she established in the same Martian city the widow was travelling to.

Only got slightly into the kite jouney on Mars. Would have been interesting, with of the Brits getting wind of the widow's cargo & trying to stop it as well as Martian pirates. And the fact that the two players given their different social classes, the widow would have never associated socially with the madam.
Sounds like one of those "situations make good partners" situations. Ship crashes, need to survive, they learn to rely and trust each other... etc...
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Old February 22nd, 2009, 02:01 AM
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Quote:
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Random Outbust: Cross Space 1889 with Jovian Chronicles and see what you get.

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My nervous tick just returned at the thought of what my players would do.
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Old February 27th, 2009, 09:05 PM
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Good idea. Probably the only way to make the player mix work.

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Sounds like one of those "situations make good partners" situations. Ship crashes, need to survive, they learn to rely and trust each other... etc...
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Old March 2nd, 2009, 04:37 PM
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Good idea. Probably the only way to make the player mix work.
In nearly every game I ran every player picked an interesting character that meant they'd never integrate or befriend their fellow players. I alwasy ended up having to come up with some mechanism for thrusting them into a solution where they'd end up relying on each other and building a trust bond....
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Old June 23rd, 2020, 02:37 AM
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Some major thread resurrection, but has anyone considered or tried to port Space: 1889 to the Cepheus Engine? Probably the biggest issue would be the Invention System, but aside from that, going from 1D6 to 2D6 should not be that great an issue. Basically, set it up as an Alternative Universe where things work a bit differently.

Not a lot of space combat, but plenty of planetary exploration and conflict. Between the Belgians, the Germans, and the British, an American player should be able to have a lot of fun. I already have worked up a modified character generation sequence for an American player for my old Space: 1889 campaign.
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Old June 23rd, 2020, 08:22 PM
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I have a invention system for Cepheus (well actually pre-Cepheus), but it uses previously published materials which might not be helpful if you are actually writing a supplement.
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