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What's your T20 universe going to be like?

While I'm waiting for my T20 book to arrive, I'm trying to decide what my universe is going to be like. I'm pondering several ideas, but I'm currently stuck between a free wheeling CT-style or non-canon grim and gritty hint of WH40K feel...

So, how about you? What are you going to use? Are you going to use one already in service? Create a homebrew? Or are you gonna do Traveller canon set in Gateway, Spinward, Solomani, or somewhere else?
 
when you seriously think about what you said, it bring a good question to mind....is t20 going to change your play style?? is it truly going to change your way of thinking!! or is it just another way of EXTENDING your classic thinking??
is t20 just another different type of mechanics for clasic traveller?? i dont have the lite set yet but with what others have written i am starting to wonder again if its worth it?? (here we go again}!
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I think the main differences that the d20 system will cause are mainly combat related. The combat system, I've always thought, resembles a skirmish wargaming system. It's harder just to wing a quick fire-fight.
 
Is it worth it? I donno. I'll tell you this though, thanks to actaully running about 3 small Traveller campaigns last year I'd thought I'd eased my addiction somewhat and was ready to be more rational.

T20 got me all excited again though.

As for my universe: hmmm.

Probably either CT spinward or whatever era/region the new books document. One is an old and well known playground. the other is a well written and interesting new place to play. (judging from the Postings on the main site.(linkworlds) )

Playstyle? essentially unchanged. This is TRAVELLER. if it doesn't feel like TRAVELLER it aint going to play. Not with me.
 
Myself......I'll be running a WH40k campaign. I've never really liked the traditional Traveller setting and prefer 40k. It's been around almost as long.

I've always wanted some nice d20 rules for this and Traveller seems like it will fit it best. Dragonstar and Fading Suns just do not have the depth necessary for a full blown WH40k RPG setting.
 
interesting.....unusual.....sounds like you are trying to use the best of all worlds(no pun intended). i try to be open about mixing systems, and i am courios how and what you are going to use.......would like to watch!!! also sounds like you have the experience to pull it off!!
 
I'm really torn between using the Gateway setting official to T20 or working up something new.

If I did something new, it would probably be something that was closer to the earliest CT.

I would not use the standard Traveller Charted Space Map. Instead I'd have an empire of confederation of some sort, centered on Earth. There'd be a subsector or so of "Core Planets" around Earth and they'd be the only High Population planets. All the serious military and commercial focus of the Central government. would be among the Core Planets.

Beyond this core would be small settlements of pioneers, separatists and cranks. The central government has little interest in the outer worlds and so there is only a nominal naval, military and corporate presence out there. Perhpas Earth is now dominated by eco-freaks who refuse to spend any money on out-world projects or on any new settlements.

I've been looking at the "Bug Eyed Monsters" and "Shiny Robots" by Ground Zero Games and I think I'd use them for the evil invaders that the players would encounter out in the Rim.

I'd also limit starships to being about 5000 d-tons, and probably stick to Tech 12 or so.
 
drskull - i really like....sounds like something a game company tried but failed - yours has possiabilitys.....tell me more about the "core worlds" the setting has a nice tight feel to it...
lower teck level...yes...more can go wrong....
its all closer to "home" you can itentify with it...interested.
 
I prefer a darker less benevolent Imperium, more like the British Empire of the 19th century.

Also IMTU there will be a heavier emphasis on cybernetics and computers. Not cyberpunk, military/espionage usages! Complete with a heavily cyborged nobilty (subtle implants only). There will be Imperial Guard units with heavy emphasis on cybertechnology, including behavioural modification so that there are no Praetorian Guards choosing Emperors etc..

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LordRhys: I've had similar thoughts for MTU. My players and I like Cyberpunk, so I'm looking for a way to do a sort of Cyberpunk in space campaign. But I've never been a big fan of the heavy, obvious cyberenhancements. Subtle is better.

I'm also looking to do something that is more about stealth and corporate intrigue and silent intrusion more than going in with guns and laser turrents blasting. I was thinking about a team of specialists who hire themselves out for black and grey ops. I also like the idea of using a space station/orbital space port as their home base, similar to "Star Trek: Deep Space Nine."

I've checked out the Link Worlds stuff here on COTI, and that might work out as a starting point. If not there, I've always liked the Spinward Marches and could easily make that type of campaign work there.
 
Originally posted by trader jim:
drskull - i really like....sounds like something a game company tried but failed - yours has possiabilitys.....tell me more about the "core worlds" the setting has a nice tight feel to it...
lower teck level...yes...more can go wrong....
its all closer to "home" you can itentify with it...interested.
The idea is to keep large fleets well away from the players. If they are on a naval patrol ship it will be the one of the few in the area, so they have to handle problems themselves. If they have an armed merchant vessel, it will actually be a significant asset in the universe.

I'd make the history relatively free of space wars, so he navy is small and getting smaller. So when the aliens arrive, there's little help to be had.

Of course all the colonists are independent-minded and uncooperative, and the higher authorities back home are useless.
 
TNE era. As dark has it gets. Lots of dangerous, high level tech left sitting around. Some mutated by virus. (think Vernor Vinge's Fire Upon The Deep.) Players are part of a space naval force based off an old, big, warship that has been converted to a space station of sorts with a renegade commander trying to fight the good fight and bring back the imperium. Rescue missions, alien invasions and espionage will be the typical adventures. Probably off in the Hinterworlds somewhere.

-S.
:cool:
 
I have a supplemental question...

Do you prefer the players to be free-ranging adventurers or directed agents of an organization/patron or maybe a bit of both?
 
I'd like the players to be a little of both -- directed and free to choose.

If you give them too much freedom, they're only going to get themselves into trouble. They're like children, or Vargr, that way. ;)

But if you give them too much direction, it feels like you are forcing them into a plot. Which you usually are, but it should be more subtle; it shouldn't feel like you are railroading them.

I like to develop several plots, and throw them out there as rumors, job offers, etc. Let the players choose which one they want to persue. If they finish with one, the others can still be in play; just drop some more rumors. They'll eventually get the hint. :D

Even if they are working for some agency, I try to let them choose assignements now and then. Maybe give them an assignement one time, then have their boss give them a choice. Or let them choose to persue something on their own time.
 
I had an idea I was toying with for alternity, thought about using it for CT, or Hero 5th....may work for t20...

it's an isolated cluster (or supercluster) of systems trailing the orion arm (just out of the usuall jump range) inhabited by an ancients modified human strain....and several indiginous species....
 
Toying with the idea of a PC group, all gene modified. DNA crossover from different spieces crossed to human stock. Their goal is to find the planet of their creation before as programmed virus slowly debilitates them. When they find the lab, they can find the cure. Leave a mass of clues for them to find. Some clues, of course, will be wrong. Throw in a nemisis, Hunter class, who wants the heads for his trophy wall.
To make it interesting, they might just find a vampire ship with the momma complex.
Nothing like making life a bit interesting.
 
IMTU, I will build upon my version of the Post collapse era. Mr Dougherty's vison eclipses mine (he has better horizon-limit than myself, down amongst the trees. I'll allow him to shape the forest.).
My New Era has far more Lower tech ships (all those hard Times era MT TL-7-9 stuff still about. Jump shuttles and Lighters make dandy Wagon trains for the poor Pocket empire. As for Dark, well, The dead don't smell any better; The lines between good and evil get blurry when the plasma cartidges are gone, and The skipper's brains are all over your suit. Guess the natives don't wanna chat your lingo.
"The Coalition doesn't have all the answers, the Hivers have their agendas, and Solee isn't as dumb as they make 'em out. And its on the backs of those with strong stomachs to salvage the Relics of eld through the mass boneyard former Hi pop worlds that an economy grows. Gritty? Gruesome? Yeppurs."
"Salvagers get namecalled, but everyone lines up to buy their hauls. In the end, it's your line of credits that matters. Just don't go mad out there, sifting through the ruins on some vaccuum world where several billions snuffed out in a matter of hours or minutes. They're dead, and you're not..Remember that."
"And there are monsters out there, some of them walk up right and call themselves men. There are places to make a stand, and places to cut and run when the bottom line means a unmarked grave.
And whatever you do, whomever you serve, remember, no one looks after your back better than yourself sometimes."
---Lessons 1-5, Sean "Lucky-Dice" Eagan, retired salvager, Aubaine/Aubaine to the new employees of Jumping Jack Flash Interstellar & Mercantile. Ltd (formerly known as Majestic Relic Survey, Ltd. Nike Nimbus), circa 1203.

Sleinte!
Liam Devlin
Arkansas Skunk werkes
319th Gaming Squadron
 
Hhmmm...probably fighters; Imperial Marines with Gauss & Plasma weapons, not revolvers and autorifles; thruster plates; pirates; and...female Aslan wearing plaid shirts and comfortable shoes. :)
 
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