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RPG: Traveller

  • Nov 11, 2013 · 6:00 PM
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Phase II

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  • Scott G.

    I am not going to make it to tomorrow's session. sorry.

    November 10, 2013

    • A former member
      A former member

      I'll be about 15 - 30 minutes late due to soccer practice. This is the last week of practice.

      November 11, 2013

    • Blanton B.

      The player count is now down to five. Mathhew B. has let me know that he is not going to continue with the campaign. Thanks, Matthew for playing. I'll see at the Risk table.

      November 11, 2013

  • Dustin H.

    Well team, what do we want to do? Pillage? Fight? Political domination? Speculative trade? What say you!

    October 31, 2013

    • A former member
      A former member

      I'm about to roll up a character and it would be great to see where we have skill gaps so I can try and plug them. Please let me know what you have thus far.

      November 8, 2013

    • Steven

      I'm torn between wanting to either be a spy or a commando. Since combat isn't terribly rewarding, I suppose I'm leaning towards the former.

      November 9, 2013

  • Blanton B.

    Let's start the discussion.

    October 29, 2013

    • Steven

      Matthew, obviously, not every game appeals to every gamer. No harm there. I hope you find a game that is more to your liking, if you haven't already.

      Dustin, back in the early days of RPGs, one would generate a character and then flesh out the character to play it. You could liken it to getting a part in a movie as an actor. Traveller's system in particular is excellent at creating that story for you with each roll, when you examine it. It pretty much writes itself. Modern RPG sensibilities, however, are quite different. Most players now expect to think up a whole idea of a character and then build it on a character sheet. Either method can be fulfilling, but neither is universally better.

      October 31, 2013

    • Meghan P.

      I too like the randomness of the encounters. Do we face pirates? Is there trouble at port? receive an emergency call? Maybe, maybe not. All in Blanton's rolls

      November 1, 2013

  • Blanton B.

    Ok. One last idea about character generation. This is how we will do it. Only option. This will give everyone control over their characters path. It tinkers with the system by taking out most of the randomness.
    Everyone will start with a new character. Reuse the old character name and concept you if you want. Only the career tracks and books I stated in the earlier email. You will roll stats. You can rearrange their order as you like. Choose your career(automatic success). You can choose any skill from any table in your list. Your limit on number of skills as stated in rules. You can take any commission and promotion available. You must roll for aging effects and benefits.

    October 30, 2013

    • Scott G.

      Can I make a suggestion? The careers in Citizens that do not have ranks are going to be extremely limited in the number of skills you can get. I think it might be a good idea to allow those careers to have the 2 skills per term rule like the Scouts. Just an idea.

      November 1, 2013

    • Blanton B.

      I like that idea. I hadn't considered that. Ok. If the career track doesn't have a way to get extra skills through promotions, then they can get two per turn. Any skills that they get for starting a career do not count towards the two per turn.

      November 1, 2013

  • Steven

    Blanton, you are doing an excellent job as GM. Thank you.

    I'm all for reigning in the characters, if it helps the game run better and last longer. I'd caution anyone from getting too wrapped up in having what may be perceived as a low skill total. Thinking and narrating what your character is trying to accomplish can supplement or even entirely replace dice rolls. That is a decidedly 'old school RPG' convention that is absent from most modern games. There are published adventures with pre-generated characters with only a single skill, that failed to reenlist after just one or two terms, and they are no less playable. A good RPG isn't entirely about character sheets and dice rolls.

    October 31, 2013

  • bblackmoor

    I will be dropping out. Between my classes and doing the programming for Mysticon, my free time in the evenings is going to be pretty scarce for the next few months.

    Feel free to run Dr. Tillinghast as a NPC puttering in his lab, wherever that lab may be.

    October 30, 2013

    • Blanton B.

      Thanks for playing, Brandon. If you find the time later, let us know.

      October 30, 2013

    • Steven

      Brandon, it was fun playing with you, even if it was briefly.

      October 31, 2013

  • Scott G.

    I'm a little concerned with the number of skills to which the characters are limited. If I read your description correctly, my character would be reduced to six skill levels (5 terms plus 1). Honetly, in real life, I think I have more than six skills in my repetoire at thiis point in my life.

    I thought the limit in classic Traveller was INT+EDU? If it is, I would not have to change my character at all; he has 17 skills levels and his limit is 23

    October 29, 2013

    • Blanton B.

      You could get more than the number of terms +1 in skill points depending on career tracks. Some events during character generation gives you more skills. That's ok.

      October 30, 2013

    • Blanton B.

      Refer to page 10 in the Starter Traveller book under skills and training. It explains how additional skills are obtained beyond the number I gave. The additional skills are dependent upon service branch and promotions.

      October 30, 2013

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