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DGP and all that

Who needs it? With the CT reprints, T4, GT and the hopefully to be T5 the DGP stuff can stay where it is. I mean, there's really nothing there that didn't see an incarnation in some other publication. The only thing I can think of would be the actual MT vehicle stats, otherwise the adventures and char-gen stuff is already covered. To create a Vargr or Aslan or whatever all you have to do is roll up its stats, then put it through one of the schools in the already published material.

The starship opertor's guide just expands on what was already published. The Beowulf, last I checked, was from CT, so the ship itself in the book doesn't belong to him. It all belongs to MWM. A T5 Beowulf ship, complete with operator's guide/manual, to my way of thinking, isn't reliant on the DGP material.

Again, just my 0.02cr
 
You`ve never read them, I gather? The DGP Aliens books went far beyond what any of the other books gave us in describing the races they covered. There is still oads of material in them that is not rehashed anywhere else.
The adventue Flaming Eye is excellent.
The World Builders Guidebook still gives the most detailed descriptions of systems and worlds.
The SOM took an established ship-type, but gave it life! It had ancedotes, Interesting bits of information that I found nowhere else.
The Travellers Digest Series and the MT Journal had some good and some great articles.
The MTJ 4 contained a full campaign set in Gateway, making it a perfect companion piece to QLI`s Gateway sector book (at least I hope so, if QLI´s Gateway is not compatible with the MTJ Gateway, I am going to be officially pissed)
 
You`ve never read them, I gather? The DGP Aliens books went far beyond what any of the other books gave us in describing the races they covered. There is still oads of material in them that is not rehashed anywhere else.
The adventue Flaming Eye is excellent.
The World Builders Guidebook still gives the most detailed descriptions of systems and worlds.
The SOM took an established ship-type, but gave it life! It had ancedotes, Interesting bits of information that I found nowhere else.
The Travellers Digest Series and the MT Journal had some good and some great articles.
The MTJ 4 contained a full campaign set in Gateway, making it a perfect companion piece to QLI`s Gateway sector book (at least I hope so, if QLI´s Gateway is not compatible with the MTJ Gateway, I am going to be officially pissed)
 
You`ve never read them, I gather? The DGP Aliens books went far beyond what any of the other books gave us in describing the races they covered. There is still oads of material in them that is not rehashed anywhere else.
The adventue Flaming Eye is excellent.
The World Builders Guidebook still gives the most detailed descriptions of systems and worlds.
The SOM took an established ship-type, but gave it life! It had ancedotes, Interesting bits of information that I found nowhere else.
The Travellers Digest Series and the MT Journal had some good and some great articles.
The MTJ 4 contained a full campaign set in Gateway, making it a perfect companion piece to QLI`s Gateway sector book (at least I hope so, if QLI´s Gateway is not compatible with the MTJ Gateway, I am going to be officially pissed)
 
And the TD had workable Cybernetics rules that weren't over the top - made great play if people lost limbs in a game.

The Imperium took real shape TD - what we know of it outside the Spinward Marches and Sol Rim happened in TD.
 
And the TD had workable Cybernetics rules that weren't over the top - made great play if people lost limbs in a game.

The Imperium took real shape TD - what we know of it outside the Spinward Marches and Sol Rim happened in TD.
 
And the TD had workable Cybernetics rules that weren't over the top - made great play if people lost limbs in a game.

The Imperium took real shape TD - what we know of it outside the Spinward Marches and Sol Rim happened in TD.
 
I agree. I think that if someone could come up with a great idea for another Grand Tour style mega-adventure, I'd love to see QLI okay a book that gives us that level of insight into the Third Imperium (or even other Eras, such as the TNE 1248 milieu). I think it'd be cool to see a 256 page mega-adventure, complete with four to eight sectors worth of data and maps, and an adventure to span it all.

Shoot, do it in three volumes, and cover perhaps all the remaining Imperial domains, two domains to a book. ;)

If we're going to have to leave DGP as the 'unspoken canon', this seems like a good way to add the shape and form to the overall milieu that TD brought to the game.

But it is a lot of work,
Flynn
 
I agree. I think that if someone could come up with a great idea for another Grand Tour style mega-adventure, I'd love to see QLI okay a book that gives us that level of insight into the Third Imperium (or even other Eras, such as the TNE 1248 milieu). I think it'd be cool to see a 256 page mega-adventure, complete with four to eight sectors worth of data and maps, and an adventure to span it all.

Shoot, do it in three volumes, and cover perhaps all the remaining Imperial domains, two domains to a book. ;)

If we're going to have to leave DGP as the 'unspoken canon', this seems like a good way to add the shape and form to the overall milieu that TD brought to the game.

But it is a lot of work,
Flynn
 
I agree. I think that if someone could come up with a great idea for another Grand Tour style mega-adventure, I'd love to see QLI okay a book that gives us that level of insight into the Third Imperium (or even other Eras, such as the TNE 1248 milieu). I think it'd be cool to see a 256 page mega-adventure, complete with four to eight sectors worth of data and maps, and an adventure to span it all.

Shoot, do it in three volumes, and cover perhaps all the remaining Imperial domains, two domains to a book. ;)

If we're going to have to leave DGP as the 'unspoken canon', this seems like a good way to add the shape and form to the overall milieu that TD brought to the game.

But it is a lot of work,
Flynn
 
Call DGP material 'Apocryphal' perhaps?

What would be an adventure rationale behind a Grand Tour? Would it be like Arrival Vengeance, a large ship hugging the Rift in an attempt to establish a consensus among beseiged domains? Whatever it is, it would have to justify traipsing around the Imperium.

I think there's room for one adventure of this scope per milieu.

I think an exploration of worlds along the Rift might set an interesting stage.

Another adventure I think there's room for is one akin to the Odyssey (or 'Long Way Home').
 
Call DGP material 'Apocryphal' perhaps?

What would be an adventure rationale behind a Grand Tour? Would it be like Arrival Vengeance, a large ship hugging the Rift in an attempt to establish a consensus among beseiged domains? Whatever it is, it would have to justify traipsing around the Imperium.

I think there's room for one adventure of this scope per milieu.

I think an exploration of worlds along the Rift might set an interesting stage.

Another adventure I think there's room for is one akin to the Odyssey (or 'Long Way Home').
 
Call DGP material 'Apocryphal' perhaps?

What would be an adventure rationale behind a Grand Tour? Would it be like Arrival Vengeance, a large ship hugging the Rift in an attempt to establish a consensus among beseiged domains? Whatever it is, it would have to justify traipsing around the Imperium.

I think there's room for one adventure of this scope per milieu.

I think an exploration of worlds along the Rift might set an interesting stage.

Another adventure I think there's room for is one akin to the Odyssey (or 'Long Way Home').
 
Originally posted by Greimann:
The MTJ 4 contained a full campaign set in Gateway, making it a perfect companion piece to QLI`s Gateway sector book (at least I hope so, if QLI´s Gateway is not compatible with the MTJ Gateway, I am going to be officially pissed)
Fortunately MTJ #4 was copyright GDW and does not fall under the DGP material (A fact that, alas, no one was aware of back when we playtested the K'Kree for GT :( ).


Hans
 
Originally posted by Greimann:
The MTJ 4 contained a full campaign set in Gateway, making it a perfect companion piece to QLI`s Gateway sector book (at least I hope so, if QLI´s Gateway is not compatible with the MTJ Gateway, I am going to be officially pissed)
Fortunately MTJ #4 was copyright GDW and does not fall under the DGP material (A fact that, alas, no one was aware of back when we playtested the K'Kree for GT :( ).


Hans
 
Originally posted by Greimann:
The MTJ 4 contained a full campaign set in Gateway, making it a perfect companion piece to QLI`s Gateway sector book (at least I hope so, if QLI´s Gateway is not compatible with the MTJ Gateway, I am going to be officially pissed)
Fortunately MTJ #4 was copyright GDW and does not fall under the DGP material (A fact that, alas, no one was aware of back when we playtested the K'Kree for GT :( ).


Hans
 
Greimann; I have the Vargr-Vilani aliens modual. For myself that book is almost too much reading. I could appreciate some of the detail from a purely fiction standpoint, but our gaming sessions didn't delve to the level of reading the nuances of Vilani/Vargr interpersonel communications. Ditto with the Vargr.

As for the Starship Operator's Manual, again, there I felt like I was reading a text book. The old timer's anecdotes added a touch of realism, but with all the details of starship operations laid out for the players and GM, again for myself, it's a wonder any group managed to leave orbit in their gaming session. :eek: That was just my impression of the book. It was interesting, but there seemed to be too much detail.

Of course our group was more focused on infiltration and exploration; get from point A to point B, get the lay of the land, rescue the princess, go back to point A again and get paid.
There was flavor in between, but starship operations and Vargr/Vilani psychologies and linguistics were kept to a minimum (however highlighted).

I guess what I'm saying is that if all else fails then new material could be created based on the CT stuff, but set apart from anything DGP created.

Just my 0.02cr
 
Greimann; I have the Vargr-Vilani aliens modual. For myself that book is almost too much reading. I could appreciate some of the detail from a purely fiction standpoint, but our gaming sessions didn't delve to the level of reading the nuances of Vilani/Vargr interpersonel communications. Ditto with the Vargr.

As for the Starship Operator's Manual, again, there I felt like I was reading a text book. The old timer's anecdotes added a touch of realism, but with all the details of starship operations laid out for the players and GM, again for myself, it's a wonder any group managed to leave orbit in their gaming session. :eek: That was just my impression of the book. It was interesting, but there seemed to be too much detail.

Of course our group was more focused on infiltration and exploration; get from point A to point B, get the lay of the land, rescue the princess, go back to point A again and get paid.
There was flavor in between, but starship operations and Vargr/Vilani psychologies and linguistics were kept to a minimum (however highlighted).

I guess what I'm saying is that if all else fails then new material could be created based on the CT stuff, but set apart from anything DGP created.

Just my 0.02cr
 
Greimann; I have the Vargr-Vilani aliens modual. For myself that book is almost too much reading. I could appreciate some of the detail from a purely fiction standpoint, but our gaming sessions didn't delve to the level of reading the nuances of Vilani/Vargr interpersonel communications. Ditto with the Vargr.

As for the Starship Operator's Manual, again, there I felt like I was reading a text book. The old timer's anecdotes added a touch of realism, but with all the details of starship operations laid out for the players and GM, again for myself, it's a wonder any group managed to leave orbit in their gaming session. :eek: That was just my impression of the book. It was interesting, but there seemed to be too much detail.

Of course our group was more focused on infiltration and exploration; get from point A to point B, get the lay of the land, rescue the princess, go back to point A again and get paid.
There was flavor in between, but starship operations and Vargr/Vilani psychologies and linguistics were kept to a minimum (however highlighted).

I guess what I'm saying is that if all else fails then new material could be created based on the CT stuff, but set apart from anything DGP created.

Just my 0.02cr
 
Originally posted by Blue Ghost:
..., but our gaming sessions didn't delve to the level of reading the nuances of Vilani/Vargr interpersonel communications. Ditto with the Vargr.
Well, being as much a Traveller reader as a GM (maybe more), that level of detail made those races really come to life in my eyes. Even if not using every nuance, it still helps flesh out what makes them special without stereotyping them. I feel that more detail is always preferrable to mere fluff, or bare bones descriptions (to go to both extremes). The information in DGPs alien books was so helpful and valuable because it was so detailed.

As for the Starship Operator's Manual, again, there I felt like I was reading a text book.
Try reading the owners manual to your car, that`s a textbook... ;)
Again, it had all kinds of stuff that made life aboard a starship that much more realistic. To know how and why stuff works allowed for better descritions, less handwaving on the side of the GM and a perfect backdrop for shipboard adventures. You`ll never use it all, but your players will feel the difference.
 
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