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Must have more trading cards...

Yesterday I arrived home from work to find a letter from FFE. Inside the letter there were these cool little planetary system trading cards! Very cool!

I got one card for Reference, Depot and Regina.

All I can say is: I WANT MORE!

The letter stated that they were just an Alpha release of the cards, but I think they are a great idea. I would love to have a stack of these for a subsector the players were travelling in, rather than paging through a book.

Does anybody know how to read the info on the back? Most of it is obvious, but some is not.

-David
 
The back carries info on the world's location (ring/ray), previous names from previous eras (RoM = rule of man, ZS = Ziru Sirka, etc), trade codes (some of which are new and express potentials rather than actuals), the Economic Extension (from T4?) and Cultural Extension, and NIL data (Native Intelligent Life).
 
A very useful question would be: what cards would be the most meaningful to you?

Supposing there could be cards for personalities, worlds, aliens, megacorps, particular starships, vehicles, equipment, and firearms. Which would be most useful?

Take the worlds question. Which worlds are worth profiling? Which are simply not useful enough, i.e. would add more noise than signal?

For example, though I might like a card for Treece, its significance in the Traveller universe is insignificant.

So here's what I'm thinking. I hand seven or eight cards to a brand new Traveller player and say "here are the most important entities for you to know about at this time".

For my campaigns, the results would most often be:

Regina.
A Far Trader (the Toronto Blizzard or whatever).
The Vargr.
The Droyne.
The X-Boat.
A Traveller's Aid Society membership card.
Oberlindes Lines "high passage" card.
Ling Standard corporate profile ("for all your small arms and survival needs")


Armed with the above information, a newbie could theoretically know how local government is organized, how to send interstellar messages, how to travel, where to buy weapons, where to spend the night and where to eat, and what to expect with aliens.
 
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