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The d6 universe

parmasson

SOC-14 1K
Put this in your fusion reactor.

Something to compete with d20 OGL

How about the Traveller based D6 OGL-like sci-fi universe?

For all its flaws CT was very close to a “universal” system already.

Again, most likely brought up already but I have a limited access internet connection here at the school and in school suspension duty today. So quiet in this room for seven hours. . . .
:rolleyes:
 
I rather liked original traveller. I thought that the characvter generatio could have had more options and when Citizens of the Imperium was released it improved everything dramatcally. I liked the year-by year options that the class books (i.e. Mercenary, High Guard, Merchant Prince and Scouts) had because characters had more chances to larn something useful in a shorter time as opposed to being 44 years old and having five skills. But most of the traveller books that I have are Classic Traveller.

For all its flaws CT was very close to a “universal” system already.
I have a copy of Chaosium's Theives World setting and all of the chaacter's stats were given for Classic Traveller. The only thing that wasn't covered was Magic (since it doesn't exist in Traveller) But as an all-around game system it still worked.
 
2d6?

Lol.

I've played d6 Star Wars by WEG for many years.

It's too soft to compete with Traveller, when CT is run as it should be, I think. If how CT "should be run" can even be identified as the Big Bang Background noise out of the current Galactic Expansion phase of gaming.

Looking at GURPS Traveller, if you want generic, but still Traveller, it's pretty damn good (if a bit complicated) and gives it the background disads and hooks that I used to only get with CT and Heroes for Tomorrow by Task Force Games.

d20 has just too much of a market share lead...sci-fi RPGs are just not as popular as 3rd ed or 3.5.

Truth be told, Traveller has too much science for the average non-gearheaded gamer to enjoy it, even when proselytized by the most ardent supporter...at least 'round these here parts.

Luckily, I have a very small group of players that doesn't care what we play, as long as the story is good, and we don't get too lost in Trade Charts, and don't bother with FF&S.

They don't care about the 1/2 die, either.

I'm sure that someone out there has ported Traveller over to d6 in some kind of homebrew campaign, but I just play and run T4, generally.
 
I've been planning on a WEG D6 conversion of Traveller for ages, on account of I can't stand any rule system for Traveller I've ever seen. Trouble is, it requires sitting down and, you know, actually doing some work.

Mr Thrash of this parish wrote an excellent conversion to BESM which you can find on JTAS

Crow
 
I have a series of MegaTraveller to D6 conversion notes I obtained off the web a few years ago. The author is unknown and the link is dead, but if you want them e-mail me at:

chipjamieson@yahoo.com

They are quite good - including sensors rules based on MT ranges (close, far, stellar, etc.) weapons, ship equipment, and some conversions of vehicles from DGP's 101 Vehicles into D6 system terms...
 
Greetings everyone! I irregularly read this forum and when I saw this topic I decided I needed to register and post. I was a regular reader of the TML many years ago but left that mailing list shortly after I finished with college.

I have always found the D6 system to be my system of choice for actual role-playing. Many years ago when I ran Traveller on a regular basis I wrote a fairly compehensive D6 Traveller ruleset.

There was a very detailed character creation that retained the spirit of the LBB Traveller system while ditching the random generation. It also included a rewrite of the standard combat WEG/D6 combat system. As the main strength of the D6 system was flexability I left a lot of the starship and vehicle rules vague, but I did start to work on a new starship construction system based around High Guard.

I can see from the few posts here that there may be outside interest in this ruleset, but to be honest I'm not sure of my standing when it comes to distributing it. I seem to remember some problem with posting Traveller written for non-licensed rules.

If I could get some possible feedback on what my options are I'd love to provide my rules to the Traveller community.

Anthony
 
To say the truth, CT was already semi-universal: Give it a solid task system (I prefer UGM, see the link in my sig) and a vehicle system (I use), and you could easily play it in a non-scifi modern setting (WWI to today) with mere modifications to the career tables (and those are easy to make; just remove the "future" skills such as Vacc suit and Air/Raft).

The Animal system (LBB3) is VERY useful in all settings, Fantasy included.

Medieval/Ancient Times requires a few more rules (primitive medicine and animal-mounted combat come to mind), different skills and some more career tables.

For fantasy/superhero you'd need to create a magic system, just modify the PSI system to suit your desires.

But the core is the same:
1) 7 Characteristics (Strength, Dexterity, Endurance, Intelligence, Education, Social-Standing and Psi-Strength (or Magic-Power in a fantasy setting).
2) Skill-based; no real "classes"; skills usually go from 1 to 5 with very rare exceptions.
3) Semi-random, Career-based CharGen; characters typically start out old and experienced.
4) UGM task system (roll 8+ on 2D with DMs for skill, characteristic and difficulty).
5) Semi-realistic but simple combat (based on UGM) that damages characteristics directly. To reduce lethality, just allow characters to absorb some of the dice of damage even without army.
 
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