Categories
Tabletop RPGs Traveller

Space Pirates of Drinax: a gorgeous Traveller sandbox

Space pirates!

I buy 99% of my RPGs only in PDF these days, but when a product as special as the Pirates of Drinax (paid link) (PDF)campaign for Mongoose Traveller (paid link) comes along, my heart goes pitter-patter and I have to make an exception.

It’s a sandbox campaign with a fantastic hook: The ruler of once-great Drinax, now a stellar backwater between two great powers, gives the PCs an old ship and a letter of marque, and asks that they secure the allegiance of the nearby worlds.

But, you know, they’re motherfucking space pirates: They can do whatever the hell they want, and the campaign supports it. There’s a neat system for tracking (and changing) how every important planet feels about the PCs, with real consequences waiting in the wings.

Need a bit more structure? The core is 10 adventures that can be run more or less in any order, anywhere. Some are opportunities signalled by rumors, while others are driven by outside forces. All adjustable to your game, of course, with copious notes about how to do just that.

Plus all the great tools I expect in an old school space sandbox: NPCs with motivations and roleplaying tips, ships, planets, deck plans, a gorgeous poster map, tons of info about the Aslan (who are key players in the region) and more. Its roughly 600 pages of material.

From what I’ve read so far, this is a stellar campaign.

Categories
Tabletop RPGs Traveller

Mongoose Traveller system and sector generator

neuzd offers a dandy Traveller system generator for 1st edition Mongoose Traveller, and it’s free.

What makes it so dandy? For starters, it’s dead simple: click link, get system. The abbreviations for bases and trade codes appear on every output screen (you’ll have to reference the rules, or the web, for the UWP and other codes).

It also hits all my high notes for a random generator: just the right amount of inspiration, quirky without going too far off the rails, and never boring. As an example, here’s the first system I generated while writing this post:

The Bbj Iisog System

“Bbj Iisog” is a great name, weird and not at all one I’d have thought up on my own. There’s a scout base here, and the trade codes signify garden, high population, industrial, and low tech.

Unpacking the UWP stats, there’s a rundown starport on a medium-size wet world with a tainted atmosphere. That world has a high population (1-10 billion) and is governed by a charismatic dictator; the law level is moderate. Its tech level of 4 puts it at the level of atomic science and internal combustion engines.

So, a garden world — that has a tainted atmosphere — with a huge population, one shitty starbase, a dictator, and not much in the way of advanced technology. My brain goes straight to an atmosphere that has a low-level soporific effect on the population, keeping them alert enough to work but docile enough not to rebel — which is handy for the planetary dictator, since there are a lot of people to control. That same atmosphere is what makes this world so fertile: They grow stuff here that can’t be grown anywhere else, and in abundance.

What will the PCs do when they arrive? If they’re in bad shape, they might be stuck for a little while (not much in the way of services at that starport). The planet is ripe for a revolution, but how do you foment one when the very air fights against you? (Sure, everyone has filters, but they probably don’t work all the time — and I bet the dictatorship has a hand in that.) It’s also ripe for stealing some of the weird plants they grow, or running tests to try to find a way to synthesize their growing conditions elsewhere — or a host of other possibilities.

Sectors and sub-sectors, too

But wait, there’s more! This generator also does sub-sectors and sectors, and you can toggle settings for population density and sector location. And on top of that, it can also just spit out name lists for you to use as needed.

Want a ton of systems all at once, with hexes (ready for you to hand-populate your game map)? This generator delivers. And again, I love the names — here are a few from a sample system I generated:

  • VHS-592
  • Garcia’s Field
  • Silva’s Dead
  • Concentrate XCVIII
  • Activity Glamorous
  • Chdydmbahk

Maybe “Activity Glamorous” doesn’t work for your game, and that’s cool: Just hit the link again, and it’ll generate a whole new sector.

The only thing I wish it did was produce a permanent URL for whatever you generate, but for such an otherwise robust (and free) tool that’s more of a quibble than a complaint. This generator is excellent.

Pair the neuzd Traveller system and sector generator with a character generator (like Frank Filz’s generator, or Devil Ghost’s generator[1]), and you’ve reduced the handling time needed to make stuff in Traveller — without reducing the fun factor.

[1] I like these both so much that I wrote Yore posts about them: Filz, Ghost

Categories
Tabletop RPGs Traveller

A new appreciation for the 1977 version of Traveller

Earlier this month, at Go Play Northwest, I played a game of Traveller Carcosa run by Alex Mayo that really made me want to play more Traveller. It also reminded me to prod my long-simmering, largely unrequited interest in Traveller and see if Mongoose Traveller was still my favorite iteration.

I then bumped into this post by Alex Schroeder about the nuances of sector generation in Classic Traveller (from The Traveller Book) and Mongoose Traveller (paid link) 1e, and that led me down a rabbit warren of Classic Traveller exploration.

What I learned was that there is at least as much meaningful variation in the nuances, presentation, expression, and philosophy of different versions of the Classic Traveller rules as there is in versions of old-school D&D.[1] I had no idea!

I love exploring this kind of stuff (and I’ve written about a bit of it myself; for example, my posts about B/X D&D), and just as it did with D&D, delving deeply into the seemingly innocuous variations in Traveller has led me to the realization that it’s the very first presentation, the 1977 versions of Books 1-3 that interests me the most, supplemented by The Traveller Book for specific areas (like its tidy summary of the encounter rolls that form the basic structure of a campaign).

Interestingly, the only source for the 1977 version of Traveller that I’m aware of also happens to be one of the best deals in gaming: the Classic Traveller CD-ROM from Far Future Entertainment, which also includes the entire CT canon for just $35. Apart from that lone source, the later revisions of the original rules, notably the 1983 Traveller Book, have “taken over” and supplanted the 1977 version. The FFE CD, though, includes the original 1977 booklets, the 1981 revision, and The Traveller Book.

Classic Traveller love

Here are some of the branches in that rabbit warren, all great reads:

Collectively, all of the above gave me a newfound appreciation for the original 1977 iteration of Traveller, as well as for the many parallels between Traveller Books 1-3 and OD&D’s original three LBBs, which embody a similar freewheeling, DIY, make-your-own-fun ethos.

When I — eventually! — get to run Classic Traveller, it’ll be with the 1977 rules (Books 1-3), The Traveller Book for some handy clarifications, and possibly, though only possibly, Supplement 4: Citizens of the Imperium for alternate careers (but minus the Imperium stuff).

[1] And that’s not even considering all of the other full-on different editions, like MegaTraveller and whatnot.