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Official Setting verse Generic

Blue Ghost

SOC-14 5K
Knight
Will T5 have the option of a generic neutral setting as per the original rules, or is the OTU required for T5?
 
Will T5 have the option of a generic neutral setting as per the original rules, or is the OTU required for T5?

You can always use T5 for your own setting or preferred environment.

The OTU is the default setting for those who like it or do not want to construct their own setting.

Shalom,
Maksim-Smelchak.
 
I should rephrase, are there tools in T5 to help you setup your own universe?

There are tools for world creation, star system creation, creature creation, sophont creation, relative tech levels, etc.

So, yes, there are tools that you can use to create your own setting.
 
I thought that the Galaxiad was the OTU of Traveller 5.10.

As for making up your own universe, I would say that it can be done, it will just take a while like any of the other rule sets. Then you would have to decide how much or how little of the rules you plan to use.
 
I ask because there seems to be a revival of sorts about the games original setting and intent on other threads. As much as I had fun playing in the third Imperium, tackling other setting and themes with the rules with the evolution of the setting, seemed like a lost opportunity. And I was wondering if perhaps the game might get back to its roots, so to speak. I'm wondering what everyone's opinion is.
 
I ask because there seems to be a revival of sorts about the games original setting and intent on other threads. As much as I had fun playing in the third Imperium, tackling other setting and themes with the rules with the evolution of the setting, seemed like a lost opportunity. And I was wondering if perhaps the game might get back to its roots, so to speak. I'm wondering what everyone's opinion is.

I will be creating my own setting using the T5.10 rules. I am leaning towards something inspired by the original Alternity RPG's Stardrive setting, but won't know for sure until I start generating systems and see how my imagination is tickled. Surprises await!
 
I will be creating my own setting using the T5.10 rules. I am leaning towards something inspired by the original Alternity RPG's Stardrive setting, but won't know for sure until I start generating systems and see how my imagination is tickled. Surprises await!

That's interesting. I've not heard of Alternity until now. I glanced at the website and it seemed interesting. I'm reluctant to purchase another game, but it would be nice to have another alternative (so to speak) scifi RPG.
 
That's interesting. I've not heard of Alternity until now. I glanced at the website and it seemed interesting. I'm reluctant to purchase another game, but it would be nice to have another alternative (so to speak) scifi RPG.

it was an attempt by TSR to add modern/sci-fi to their catalog. It used an interesting dice mechanic in which one rolls a D20 "control die" and accounts for difficulty levels by rolling an additional Dx (i.e., d4, d6, d8, d10, d12, d20) situation die and adding (for more difficult) or subtracting (for easier) the value of the situation die. It has had a loyal following since publication and a new updated version was recently published by the folks who obtained the rights.

It originally had two settings: "Stardrive" for Sci/Fi and "Dark Matter" for something more along the lines of the X-Files.

The new version is pretty much like the original except that they changed the dice mechanics so that one adds the situation die for easier tasks and subtracts it for more difficult tasks.

If you can find a copy of the Stardrive setting book, it may offer some interesting ideas to you. I particularly like the alien Fraal. They are the "Greys" of popular UFO conspiracy theory. After centuries of studying Earth, their massive starship broke down out around Jupiter orbit and they had to "come out of the closet" and begin openly interacting with humanity (if I recall correctly*). Human star faring cultures included a corporate culture from which one "retires" only by death.

Wizards of the Coast killed the line a few years after it was introduced, probably due to the popularity of the StarWars rpg.

* I didn't remember correctly. /laughing after rereading some of the Stardrive book/
 
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I use T5 to run my own firm sci-ft 24th century near-earth setting. Think like a very cynical Star Trek with unique and limited FTL capabilities, most of which is based on gravity anchored jump points between known systems. The first two games in the setting revolved around the players stealing (or salvaging) the only known true jump drive in the galaxy. Being able to circumvent the existing network of jump points while crammed in a century old, dinky, 100 ton, refitted freighter with a prototype jump-drive (prone to failure) led to all kinds of awesome storytelling potential.

I have even adapted the Social Standing system to a non-imperial setting, votes and all. T5 is a very versatile rules set. I recommend using what you find useful and chucking the rest.
 
Alternity also took a crack at a Gamma World sourcebook. I don't know what Alternity fans thought of it, but it was too serious (and combat was too deadly) for the usual wild-and-wahoo mood of Gamma World. It featured the Seattle area for its locale.
 
Alternity also took a crack at a Gamma World sourcebook. I don't know what Alternity fans thought of it, but it was too serious (and combat was too deadly) for the usual wild-and-wahoo mood of Gamma World. It featured the Seattle area for its locale.

Oh that's interesting as w3ll. When I played Gamma World back in the day I couldn't take it all that seriously, even though I tried to take my Traveller group though a couple of their adventures. I imagine the same result occurred :D
 
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