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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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Old November 22nd, 2009, 10:32 AM
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Default Star Wars Universe

So I've got a bunch of Traveller books (Mongoose, its the only thing in my FLGS), but couldn't find anyone to play after an aborted start of a campaign. Then my friend says he wants to play a Star Wars campaign. So while going through with someone else all the systems I could use (d6 Star Wars, d20 Star Wars, SAGA Star Wars, d6 Space) I realized with a little modification, Traveller could work too.

And since I've been wanting to run another Traveller campaign I thought, "Why the hell not?". So I've been trying to find out what people expect from Star Wars (character types, equipment, starships, Jedi, epicness) so I can modify Traveller to it, and so far the Mongoose rules have most things covered, like rules for hyperspace travel in the Core Rulebook, Bounty Hunters in Agent, Smugglers in Scoundrel, Force Users in Psionics (probably will have the most work here trying to decide what to use and what to not use, though time and dimensional manipulation are right out).

So I was wondering and wanted to ask 3 questions:

1. What do you expect from Star Wars?
2. Is there any problems you might see in porting Star Wars over to Traveller?
3. Any advice you can give me on modifying the system to fit Star Wars, and modifying Star Wars to fit the system?
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Old November 22nd, 2009, 11:23 AM
PathfinderAP PathfinderAP is offline
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Quote:
Originally Posted by Cthulhuvong View Post
1. What do you expect from Star Wars?
Well outside of the tech (blasters are bad, armour not so good ask a stormtrooper) I expect PULP!, it is a pulp adventure,


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Originally Posted by Cthulhuvong View Post
2. Is there any problems you might see in porting Star Wars over to Traveller?
Fighter combat, Traveller doesn't do small ships well enough for Star Wars,


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Originally Posted by Cthulhuvong View Post
3. Any advice you can give me on modifying the system to fit Star Wars, and modifying Star Wars to fit the system?
Yeah, if you have Star Wars WEG D6 (2nd Ed, Rev) use that instead
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Old November 22nd, 2009, 11:37 AM
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<dons flak jacket, changes mind, opts for battledress instead>

Hi Cthuluvong, welcome to CotI.
Prepare for some rants from the 'Traveller = OTU' purists. You may find they're the majority here, or at least the vocal majority.

I think the Traveller rules (any edition) can be used to play any sci fi. The only limitation to conversion is your imagination. The more 'rules-lite' you play, the easier the conversion will be. Simple renaming will go a long way, eg laser pistol = blaster.

What I would do is use the recruitment thread and/or the PbP thread and try to get a group together who want to play your game, then ask them what they want from the game. Your players are the only ones whose opinions matter.

If you have specific questions thrown up by the group that you can't resolve internally, then ask them here, but the tighter you make the question, the more likely you'll be to get a useful answer.

I hope everyone gives you lots of useful advice to set up your game.
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Old November 22nd, 2009, 12:01 PM
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I've done this and it can work. I particularly like using Traveller rules as they drastically reduce the scope of play by discouraging long range hyperspace travel. It keeps the activity very localized, which is good thing IMHO, creating a richer game setting.

And the real beauty is that, unlike Star Wars, when players devise an insane plan to assault an Imperial cruiser straight on with clunky freighters and antique fighters, things tend to turn out badly, very badly.
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Old November 22nd, 2009, 12:11 PM
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Thanks guys for the quick comments. I don't have access to d6 star wars, though I know where to find PDFs in less than legal ways... >_>

But I think I can make it work for Traveller. For items I just need to pick up the Central Supply Catalog, as I've seen some armor that would work as stormtrooper armor and other items such as the Arc-Field Sword which is just a lightsaber with a fancy name.

One thing I'm having trouble figuring out is, how do you translate damage from say vehicles to starships? In the Civilian Vehicles book theres a gun that does 28d6 damage (TL14 Fusion Z Gun) in ground combat and how would that compare to damage against say a Pulse Laser which does 1d6 damage in space combat?
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Old November 22nd, 2009, 12:12 PM
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Quote:
Originally Posted by Ran Targas View Post
I've done this and it can work. I particularly like using Traveller rules as they drastically reduce the scope of play by discouraging long range hyperspace travel. It keeps the activity very localized, creating a richer game setting, which is good thing IMHO.

And the real beauty is that, unlike Star Wars, when players are dumb enough to attack an Imperial cruiser straight on with freighters and fighters, they tend to lose badly.
Any tips you can give a relative newbie to this Star Wars/Traveller hybrid stuff?
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Old November 22nd, 2009, 01:05 PM
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Quote:
Originally Posted by Cthulhuvong View Post
...One thing I'm having trouble figuring out is, how do you translate damage from say vehicles to starships? In the Civilian Vehicles book theres a gun that does 28d6 damage (TL14 Fusion Z Gun) in ground combat and how would that compare to damage against say a Pulse Laser which does 1d6 damage in space combat?
Not sure it'll work though it looks like it might, presuming that 28d6 damage is character/personnel level damage.

A quick and dirty rule of thumb is use a 10x (or 5x) multiplier between personnel/vehicles/ships.

So the TL14 Fusion Z gun above does:

28d6 to personnel

3d6 to vehicles (rounding 2.8d6) or 7d6 (rounding 5.6d6)

0d6 to ships (rounding 0.28d6) or 1d6 (rounding 0.56d6)

Let common sense be your guide in choosing the multiplier but be (or aim for) consistency. No need to work things out to 6 decimal places And of course feel free to make exceptions for special cases. Llike Luke using his light saber to take out an AT-AT by slicing it's soft belly armor and tossing in an explosive.
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Old November 22nd, 2009, 01:58 PM
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My first ever Star Wars campaign was done with Traveller (before any Star Wars rules such as WEG ever existed). Around 1983?

My memory is poor, but here are a few things I do recall:
  • Stormtrooper armor was a very weakened form of combat armor with reflec added. Reflec defenses were above other defenses. I treated blasters as lasers although I know Star Wars purists will argue this point.
  • I tweaked Psionics, removed some abilities, added others, to make the Force. I recall it working much better then I thought it would.
  • I had to expand the starship creation tables to allow hyper/jump drives on small craft. I then reduced greatly the use of jump fuel while adding to the sizes of power plants, MDs, and jump drives to compensate.
  • I don't recall using much of a starmap. Star Wars galaxy is huge and hyperdrives can bring you across it easily compared to Traveller. I recall stating out important worlds my players might or would visit before play.
  • I made it very "heroic", not the usual Traveller trader campaign. It was set in a near Star Wars future (long before expanded universe came along) in which the fallen Empire lived in a fragmented state, Luke Skywalker was old and mysteriously disappeared (later to be found as a hermit by players), etc. I was around 13 years old sorry. .
It worked quite well from what I recall. One thing I would consider is some sort of "hero" pool or options to make them able to do the heroic things in the movies while not being killed easily.
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Old November 22nd, 2009, 04:56 PM
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Cool Quick Nerd Note.

IIRC, Blasters should be easy to port, as they are nothing more than LASER initiated plasma bolt firing weapons, treat them as Traveller Plasma weapons for the Hand and Carbine style blasters and fusion weapons for the big guns.

Laterness,
Mr. I prefer Tech to Magic Powers,
Magnus.
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Old November 22nd, 2009, 05:26 PM
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Are you kidding? This is pure pulp SF.

Treat blaster pistols as autopistols, Stormtrooper carbines as carbines, etc, etc. Assume they fire a plasma kinetic bolt.

That's how they do so little damage and have so poor a range

Since you are never going to meet an autopistol, what does t matter????

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Originally Posted by Magnus Thornwood View Post
IIRC, Blasters should be easy to port, as they are nothing more than LASER initiated plasma bolt firing weapons, treat them as Traveller Plasma weapons for the Hand and Carbine style blasters and fusion weapons for the big guns.

Laterness,
Mr. I prefer Tech to Magic Powers,
Magnus.
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