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Traveller General
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Traveller is a classic science fiction system first released in 1976. In its original release it was a general purpose SF system, but a setting was soon developed called The Third Imperium, based on classic space opera tropes of the 60s, 70s, and 80s, with a slight noir tint.

Though it can support a wide range of game types, the classic campaign involves a group of retired veterans tooling around in a spaceship, taking whatever jobs they can find in a desperate bid to stay in business, a la Firefly or Cowboy Bebop.

Master Folders:

Galactic Maps:


Music to Explosively Decompress to:
>Old Timey Space music
>Slough Feg
>Goldsmith - Alien Soundtrack
>Herrmann - The Day the Earth Stood Still
>Jean Michel Jarre - Oxygene
>Tangerine Dream - Hyberborea
>Brian Bennett - Voyage
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You have my full support OP.
PDF related guide for running Traveller Solo

A link to the T5 edition (if you dare):

Thanks anon
These things usually last as long as a Human in a Type C atmosphere, but we always have fun
Hory shet, I was just thinking about traveler! I don't know jack shit about it other than the outline, where to start...
Thanks, Anon!
Start with the Mongoose Core rules, and everything will fall into place

Oh my god i so missed this thread.
If anyone's running a non-standard traveller campaign.... i've been looking for one for years. Literally.
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Solomani Rim best sector
Don't deny it, you're from there
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Just skip most of the supplements unless you're dying for something from one of them, they're variable.
So anyway, now that SJ Games have lost the rights and GURPS Traveller is gone (until someone works out a way to reissue the line), what books did people like? 4e core had the hilarious reasoning behind the names Solomani gave to Type As, Free Trader was terrifying, but for me the best book was GURPS Traveller: Modular Cutter.

Yes, GURPS Traveller: Modular Cutter.

It was 128 pages long.

It was magnificent, even for someone who mostly plays small-ship classic traveller with book 2 starships.
Seriously, 128 pages of cutter modules, with deckplans. Mostly 30dT modules, some variants. Standard modules, modules designed to be dropped off and used on their own, modules designed to link together into a station, firebase modules, modules that could be dumped into orbit and basically operate as a primitive orbital infrastructure for a planet, modules that could be dumped on a shitty dirtball next to a concrete pad and upgrade it to a shitty dirtball with a functional minimal starport...

The stats are GURPS Trav, but you really don't need to bother with them to use the modules. The definition of a dTon hasn't changed, although they are using 1 yard hexes instead of 1.5 metre squares. And cubic feet. Fucking GURPS.

But hey, hydroponics modules! Intense hydroponics modules - 2-4 gardeners supporting _400_ people with food and life support, or 100 people if you downgrade it so it also functions as a shitty little pseudogarden for morale. Traveller's always had lenient life-support, though.
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You know what Traveller really needs? An index somewhere of what modules and things reference a given star system. So when my players are headed towards Jewell, say, I can look it up in the index and see if any old Traveller stuff was set there and pull the relevant book out and skim it for stuff to use or not when the players hit that planet.
Is any of those links the new Mongoose Traveller?
I'm setting building for a pre-FTL to early FTL experiments sol system game, wondering what books I need to grab for that, and what edition has the best support for low tech levels and corporate intrigue.
I already have a copy of "Orbital", and I'm hoping for stuff I can use to augment the info in there, like ship design tools or adventure seeds I can rip off.
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