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44

Sparingly. You've said it yourself. These tasks are repetitive and, most of the time, boring. They're still useful to pepper your narrative with, though, to establish background. This adds flavor and realism to the experience : It's night shift aboard the Dragonfly. Boris is working on the starboard engine and Garry is calibrating the systems when ...


24

Although usually D&D focused, the AngryDM has a great series of articles on running RPGs which are relevant to many different systems. One relevant excerpt from, Five Simple Rules for Dating my Teenaged Skill System is, "Only Roll When There is Chance of Success, A Chance of Failure, and A Risk or Cost of Failure". In other words, if there aren't any ...


20

Characters Only CT, MT, and MGT are inter-compatible to each other, and even then, only characters really are. Classic Traveller: baseline. 1-6 skills per term (1-2 Term «extra on 1st term», 0-1 Commission, 0-1 Promotion, 0-1 Service, 0-1 Rank, ), average about 1.6, stats 2d6. Attribute raises cost 1 skill level. Generally, most characters have a level 2 ...


19

From my experience, the best way to do this for the group (or, in most cases, individual players within a group) that refuses to read is to give the background in segments as required. For example, during character creation, monitor carefully for things that don't jive with the setting. Something as simple as "the warriors of this tribe are known for their ...


18

Short Answer: Mongoose Core Rules Long answer: As far as ease of understanding the rules, the best written core rules are hands-down Mongoose Traveller (MgT). The supplements, however, are less generally well received. Central Supply Catalogue and High Guard are well received; the rest have lots of people who don't like each of them for various reasons. It ...


15

I don't have any T5 resources, but for what it's worth: In Traveller: The New Era, maintenance is expressed only in terms of hours, not credits (core book, page 241). For a Jayhawk, this is 89 man-hours per week; if a mechanic makes Cr1,000 per week, that's 0.2% of the vessel's purchase price per year for labor alone. In Mongoose Traveller, maintenance is ...


14

Character development in Traveller has never really existed. You play, and the playing is the thing to enjoy whether it's a one-shot or a long-term campaign. You might develop contacts and resources, but you equally might not – character development simply isn't the point of playing. Your character is your means of exploring (or exploiting) the universe. ...


13

I like to set up "quicksheets" - about as much info as can go onto a 2 page (single sheet, front and back) - one for the rules, one for the setting. It's short enough that people can read it before-hand, easily, or you can point to it during play and people can read it during play, no problem. The rest I like to dish out through a combination of: Assumed ...


13

Mongoose Traveller is surprisingly good. It's by Gareth Hanrahan, who has freelanced on many projects (The Laundry RPG, for example). Thus, it's well-written and clear. Gareth is good at flavour text, so it's atmospheric, too. It sticks close to previous editions, while fixing some niggles: for example, it doesn't let characters die during character ...


10

Egad. Right, well, that's... quite a star empire, right there. The good news, such as it is, is that all those fleets won't affect part 8, which is another undercover run into the Aslan Hierate. For part 9, you'll be able to divide the fleet if you want as Drinax's court is divided against itself. I've no idea how it's going to work in Part 10, but I ...


9

I think you've got some great ideas there, and should use them all in different situations. They're all believable, depending on your campaign. "Easier on the GM" is a relative term, but you probably don't want to use the same method twice. The most interesting question we can ask here is not "How do the characters get the ship", but rather "What sort of ...


9

It's available. See the website of Marc Miller's Far Future Enterprises at http://www.farfuture.net/ or online retailers like http://www.gameslore.com/acatalog/PR_Traveller_5_RPG_Core_Rulebook.html


9

I'll start this with a caveat: I tend to agree with the other answers that rolling for the sake of rolling should generally be avoided; that either narrating or letting the players narrate are generally better options. That said... Assuming you want rolls Assuming you want the players to roll to perform routine maintenance: roll once per day (or ...


8

Characters improve by training in a particular skill. Mongoose Traveller Core Rulebook, Page 59: LEARNING NEW SKILLS The more skills a character possesses, the longer it takes him to learn a new skill. A character’s Skill Total is calculated by summing the levels of each skill (level zero skills count as zero). A character with Mechanic 1 and ...


7

Declaring Desires: You mentioned your desired solution should be not too long, not too boring, using mostly roleplay or non-combat related interaction, and without too much dice-rolling. Barter Method This suggestion is that you go the route of many famous computer games that are usually referred to as Quest, Adventure, or Point-and-Click. This method ...


7

I agree with the comment that using pre-generated characters is your best bet. I've used them successfully on one-shot campaigns, and players enjoy trying to find the character that they can most easily identify with. If you do go with pre-gens, it might be worth writing up a quick paragraph to describe the character's capabilities if you're playing with ...


7

For the OP: Method 1: point based from Mongoose Traveller There is a point based Character Generation in Mongoose's edition. It's not in the current SRD, but is in the core rulebook. (If it were in the SRD, I'd simply quote it for you.) Method 2: GM Generation Give the players an overview of character types at the end of the session prior. Ask them which ...


6

It's not in active production any more, but I'm partial to the Little Black Books - Original Traveller. It's very open and very old school, and you can impose whatever you want on it. It's available through Far Future Enterprises at $35 for a CD-ROM full of PDFs of everything printed for Traveller. There are other CDs: one containing every issue of JTAS, ...


6

Deliver background information in situ or in media res. If some background is required prior to play, it should be succinct; one or two short paragraphs. Otherwise, give the information as needed during the occurrence. If they players don't use space travel until the Xth encounter, then perhaps briefly mention that it exists beforehand and get into the ...


6

One off game(s) If the group is open to it, pre-gen some characters and run through a few simple one-session (3-4 hours long) games that detail a little of the background. In Travellers, an Out of Gas scenario can allow you (with judicious choice of pre-gen character) to introduce a lot of background: When you focus on the back story of one of the PC, the ...


6

Run a one off combat adventure. Get some experienced pre-gen (space marines!) character and send them into some combat situation: rescue ship Y from pirates always work as a simple combat adventure. The players should see that their character skills/states are good and they still get slaughtered. Make sure that each players has access to two or three ...


6

In my opinion, Savage Worlds only works for settings where the following are true: The heroes are competent Combat is going to be an important, and relatively frequent, part of the gameplay If your setting requires that heroes be incompetent (the same way that Warhammer 40,000 does) or if combat is going to be a rare occurrence to be avoided, you are ...


5

Far Future released this short PDF called The Galaxiad that provides sketchy information on names mentioned in the Traveller Galaxy. Marc Miller explains more in this Kickstarter Post. Integral with the creation of Traveller5 has been the construction of the Galaxiad… a multi season epic adventure exploring the Galaxy, encountering new intelligences ...


5

There is little written about anything other than the roughly dozen fully detailed sectors, and the UWP generated 40 sectors or so. And much of that material isn't fully canonical. The material in T5 was a surprise to most of the playtesters, including me. And for what its worth, aside from Marc Miller, Rob Eaglestone and Don McKinney, almost no one has any ...


5

1) Feelies First, a definition of what a feelie is: "Feelie" is a term first used by Infocom to refer to the extra content included with the boxed versions of their interactive fiction computer games. Feelies differed from game to game and were of the same theme as the game they came packaged with. For example, Wishbringer, a fantasy game with magic, ...


5

For legal ship acquisition that doesn't involve dropping MCr on a down payment and taking on a loan, you could have a Patron hire the party and provide them with a suitable ship. The arrangement would be similar to a scout getting a detached duty Scout/Courier, but you should use the setup to provide missions to your players. Due to the slow travel times of ...


5

Marc Miller, doing business as Far Future Enterprises (FFE), sells the game both in hardcover and on CD directly, and through distributors. The game has been out since Q4 2013. FFE's point of sale is http://farfuture.net. The T5 materials are on the front page, and at present, the T5 line includes the hardcover (at $75), the CD-ROM (at $35), a pair of dice ...


5

Instinct is meant to be an "Animal Cunning" type statistic. So Instinct 10 means this critter is a shrewd hunter and will not be easily tricked or trapped. The rules say to use Instinct for recon, stealth and similar "how much attention is it paying?" situations. Pack 9 is pretty high to, so these creatures would likely form well organized packs, capable of ...


4

I still "mantain" (i.e. "I haven't deleted") some pages from my long-defunct Traveller campaign, including guidelines on how to implement "complex research projects" in Traveller (lifted/stolen/adapted from Chaosium Ringworld). (I also dabble in a similar cottage industry myself, as a Shodo student who sometimes sells or gives away his work, so I think I am ...


4

The first question you need to ask yourself is: if your players aren't prepared to spend five or ten minutes setting up their characters, how committed are they going to be later on in the campaign? Original Traveller is the simplest character-generation I have ever seen, and has all the virtues and vices that would imply; point-buy systems take much longer ...



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