Supplement Four
SOC-14 5K
The Traveller Universe isn't like most science fiction space opera. It's not Star Wars where one can jump into the family starship and simply jump across the galaxy.
In Traveller, space travel is expensive. I've described it before as being akin to one taking a one week trip in a shrimp boat at a cost of $8,000 one way.
Given the economics, "Travellers" are still rare on some worlds. Most people don't travel. They can't afford it. They stay on their homeworld their whole lives.
As expensive as space travel is, there will be a large cross-section of society that look at the people who do travel, the "Travellers", in a novel way.
In thinking about this, I thought it might make for a nice campaign--especially if the GM is introducing new players to the Traveller game--to take advantage of this idea.
The GM would limit character generations to those available on a single world. The world's tech level would be equivalent to today's tech (therefore, there's nothing for the new players to learn or un-learn). Any characters serviing in armed forces would serve in the homeworld's army (maybe a balkanized world would be best--each country with a different army).
The idea is have the new players play characters from a world akin to the real world today.
Their whole lives, the characters have wondered about about these "Travellers", these people who crew the ships and maintain the belt and never spend much time dirtside.
And, of course, during the first adventure, the player characters will become "Travellers", leaving their homeworld in the past.
Might be an interesting way to bring in new players to the game.
In Traveller, space travel is expensive. I've described it before as being akin to one taking a one week trip in a shrimp boat at a cost of $8,000 one way.
Given the economics, "Travellers" are still rare on some worlds. Most people don't travel. They can't afford it. They stay on their homeworld their whole lives.
As expensive as space travel is, there will be a large cross-section of society that look at the people who do travel, the "Travellers", in a novel way.
In thinking about this, I thought it might make for a nice campaign--especially if the GM is introducing new players to the Traveller game--to take advantage of this idea.
The GM would limit character generations to those available on a single world. The world's tech level would be equivalent to today's tech (therefore, there's nothing for the new players to learn or un-learn). Any characters serviing in armed forces would serve in the homeworld's army (maybe a balkanized world would be best--each country with a different army).
The idea is have the new players play characters from a world akin to the real world today.
Their whole lives, the characters have wondered about about these "Travellers", these people who crew the ships and maintain the belt and never spend much time dirtside.
And, of course, during the first adventure, the player characters will become "Travellers", leaving their homeworld in the past.
Might be an interesting way to bring in new players to the game.