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In Praise of GURPS Traveller

I rather liked the presentation of the materials, and I used the deck plans quite a bit. Behind the Claw is supposedly notoriously bad, and Ground Forces took a canonically questionable view of the Imperial Army, but Sword Worlds is apparently very well done (I don't own it).

Never got the chance to get into the actual GURPS system though.
 
Get "Sword Worlds" on PDF. It was a later book, released right before GURPS 4e came out. It's a fantastic look at the society of a single subsector.
 
I liked a lot of the GT books, and GURPS itself, but I just couldn't really get into the idea of running Traveller with GURPS rules. I liked GTISW so much I made an effort to try to learn the G4T system well enough to run it, but alas, no one in my group at the time had an interest in it, and now that I have a group which would be interested, I have lost all interest in learning the system.

I might, however, if I can find or make a simple enough RP system, still run it one day.
 
I used to play GURPS Traveller until around 2005. When Mongoose Traveller game out, I switched systems over-night. I have all the Traveller books for GURPS, but only use them as reference for my Mongoose gaming.
 
Seconded on Sword Worlds; it's about as close to a Golden Standard of Canon as you can get. Hans loved the Sword Worlds and it shows.
 
GURPS traveller was the right product at the right time. New full size books with colorful covers were well done, and compatibility with the larger GURPS system brought people in, I'm sure. A variety of great authors supported the line with relatively frequent releases.

I didn't try out the systems since I don't use the GURPS system, but the books were solid well written products.

The things I didn't like were some of the creative decisions/preferences that some of the authors sometimes took.

There was a judgmental tone in some of it toward the solomani and sword worlders that was an eyeroller, especially when most of the alien races in the Gt books had the same faults just as bad as if not worse (but they get a pass)

The attempts at humor didn't work for me, and I could've done without them. Astroburgers, brubeks, Anthony Winston peale, kamsii, all that should've gone up with ganulph. Porgs, the lot of it.

Some of the books also had a contemporary people in space vibe, which was also unwelcome.

The sword worlds book by Hans was an exellent book.
 
I don't like GURPS as a system... but the Traveller material is phenomenal. Tons of detail, great ideas, decent art. I've hunted all of the available stuff down simply for the fluff.
 
I really love GURPS in general as a resource. The supplements, for the most part, are extremely well researched. And I've mentioned this in other threads, but I'm surprised that people here haven't run GT using the sheer variety of GURPS supplements that are not Traveller oriented as source material … say you jump to a parallel Earth that's got an OGRE setting, or Yrth which is SJGames do-all generic fantasy world with orcs, goblins and what not.

Just my two-bits.
 
I don't like GURPS as a system... but the Traveller material is phenomenal. Tons of detail, great ideas, decent art. I've hunted all of the available stuff down simply for the fluff.

Pretty much where I stand - I have hard copies of stuff when Warehouse 23 was selling them (I just prefer a real book I can read w/o power or an internet connection. Although I do have most of the Traveller CDs and have them available online wherever I go if I have that Traveller itch and the books are not available).

The "fluff" was the best part, and I do use some parts of the rules for various things as they do bring in some fun ideas. But I never got into any of the GURPS actual game mechanics.
 
GT has its tin notes, at least in my opinion, but is generally excellent. The "designers notes" sidebars in the main book are worth the read, for example, while the Aliens were frequently problematic. Jarring additions to alien cultures, misfits and thematic repeats, and in at least one case, nothing new despite the golden opportunity.

I think I've mentioned it before, but my single biggest gripe is that GT is GURPS that happens to be Traveller, not Traveller that happens to be GURPS. I understand Steve's need to keep his own brand consistent, but I think it did GT no favors.
 
Some years back on a related thread someone stated that GT was more fleshed out in terms of background and setting, but otherwise was less defined by rules as its drawback. I have some of the GT stuff as references, but have never played.
 
Well, you are playing Traveller using GURPS Space after all. Best not to reference any non-GURPS Traveller books while playing, since GURPS has all the library data anyway.
 
Garden worlds might also have a restrictive immigration, populace policy.

In a multi system interstellar polity, it could be restricted to the elite.
 
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