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Ok, instead of the perennial "What's Traveller" Question; What is your Traveller.

infojunky

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Peer of the Realm
Usually around this tie of year I trot out the What's Traveller? question.

This year why don't we do; What is Your Traveller?

Right now my Traveller group has just stumbled into post TNE after finishing MT's Man Hunt. It's a very talky game with more emphasis on meeting the natives instead of shooting them. (note we are using MgT1ed as out base rules set)

My personal game is a offshoot of the Five Parsecs from Home (Please note this is a Miniatures based rules set) , which is a wandering from Planet to Planet in search of Cash or other nebulous goals. My current crew is 3 baseline humans, a pair of bickering Droyne and somewhat batter SecUnit (bot, ) Lots of MurderBot vibes, (Hint the Novels are Higher tech than regular Traveller, but are still Traveller)).

So while I have two active games, most of my Traveller time recently has been 3d modeling for 15mm Traveller goodness.

So this year, What's Your Traveller?
 
Our current Traveller campaign is Pretty Soldier Sailor Darrian, a group of magical-girl-themed psi's just finishing Psi school and on our extended senior project/graduation exercise. (Ostensibly first-career students hoping to roll success for our first term, but played as a campaign rather than a die roll). We have uncovered rogue Darrian factions trying to loot Ancients sites before we can and are zooming over Sector 268 up until last adventure under the rather loose rein of our faculty advisor. But she has just departed, so we are now on our own.
 
My long-running Traveller campaign (35+ years) is currently run using the Cephesus Engine rules with some homebrew elements, and using Full Thrust (the normal rules not the Power Projection Traveller adaptation) as the ship design and combat system (I have vacillated between 1 Mass = 10 or 20 dtons over the years). The setting is a loose adaptation of canon, but also using the Paranoia Press, Judges Guild, and FASA sectors and Proto-Traveller-esque in that it is a very Dark Imperium. The style is very "space opera" - a Lensman would not feel out of place nor would a telepath of the House of November or a refugee from Galifrey - and deals with issues of colonialism, social class, anthropology, and transhumanism - the game itself is very talky and characters (with a couple of notable exceptions) tend to be people with a fair degree of rank and privilege confronted with the idea that the systems that they have benefitted from are much darker than they realized combined with a large dose of "my G-d it's full of stars" or the realization that there are much bigger and older things in the universe that outclass anything the Imperium can offer (see G'kar's quote about Sigma 957).

D.
 
My “Traveller” is never normal. I live to push boundaries and test edge cases. My current campaign is called “CLANSMEN” and covers a TL 0 … starting with the task of surviving as a hunter-gatherer, growing your band into a semi-permanent Nomadic community, and developing the skills, technology and specialization to create a permanent Agrarian Settlement.
 
My current Traveller uses GURPS 4e, and is set in the RCES in 1228, with the PCs doing cross-dimensional exploration after they managed to make holes in the universe whilst monkeying around with an attempt to break the Jump-6 limit. So it doesn't use a Traveller system, and barely uses a Traveller setting.
 
My Traveller has been mostly an intellectual exercise of late, mostly converting back and forth from one version of the game to another. I long ago overcame "the game and the setting are inseperable" in the '80s. My favorite ruleset is mostly MgT2e now, but I still like MgT1e animals and "Special Techniques". Regarding the OTU, I like filling in the gaps of time and space (less documented eras) favoring the Virus years thru 1248 (1129-1248) and the trials of My Little Ponies of Death (The GODS of Thunder)...
 
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