Category: Traveller
Off for a city adventure…
…likely meaning I’ll be stuck in meetings all day.
Traveling out of the country again for a bit. I’ve put my SW/Traveller game on hold as some of my players are taking an extended holiday, but I’ve been hankering to jump back into a sci-fi campaign for a while. Think I am a tad burned out with running another D&D game. Although I’m certain in a few months I’ll get the itch again.
Till then, I’ve been pilfering images to show to my players different planets in the systems they’ll be roaming in. This deviant art pic from dacheatha is quite inspiring for a overcrowded cityscape.
Joerden Leigh also has some stuff I like, particularly his urban environments. This is a neat skyline that is more sprawling than one of high buildings.
Giving Savage Worlds a spin
So last month I wrapped up my one and a half year D&D campaign and was looking for some new worlds to adventure in. I was clamping at the bit to get into Dark Sun and was pretty excited about DMing it. My players ranged from don’t-care-let’s-play-something, to I’m-not-too-big-into-fantasy. Given that the old campaign was a little dark, the idea of jumping into another bleak setting like Dark Sun was also a minus for some folks. So I had to think of other options.
I floated out an idea of playing the new version of Gamma World, possibly a 30s supernatural game using Savage Worlds, or maybe jump into the new version of Traveller. All were well received but Traveller was at the top of the list. I like the newest version from Mongoose Publishing and the rule system is pretty easy mechanic-wise, but I kept looking over my Savage Worlds books.
Traveller would be an entirely new system for everyone (including myself as a GM). So I’d have to go through the ropes of getting everyone into the mechanics of the game. If we wanted to take a break and jump into another genre, likely they’d have to learn an entirely new system. Gamma World wasn’t an issue for them on this point. As we had played it before and everyone knew 4E very well. So while I liked Traveller and was eager to give it a whirl, I didn’t want to get my group into a tailored system for just that game. If we wanted to jump into a superhero game, or maybe try out the 30s supernatural campaign for a few games, it would cut into our play time having to get everyone up to speed with different RPG systems.
So I decided to put work into making a Savage World (SW) conversion for Traveller. There are all ready quite a few conversions out there. Not to mention that SW all ready is pretty generic to run just about anything right out of the book. I’ve also decided to focus on a few key bits within Traveller to work with SW. That way for a good chunk of the game, like spaceship combat, buying and selling goods, etc. I can use the values in Traveller, just quickly port it over to SW.
The biggest hurdle was trying to distill the various skills from Traveller down to a more truncated list for SW. A tad daunting, but something I was able to do. Likely there will be some more changes and not everything fits perfectly. However I think it’s good enough and my players will likely not be too irked by some of the skill swapping.
I’m liking this as Savage Worlds is very modular. If we want to take a break from Sci-Fi opera and try something else out, both myself and the players can switch gears pretty easily and not have to worry about learning another completely new RPG system. I think with posts on the blog you can expect a few directed more to Savage Worlds in the future. Yet I’ll still be plenty focused on dispensing my opinionated, bloated ego and ideas on D&D topics too.
Traveller again…
I’m out of the country for most of the week with limited internet access. Another work trip and I’ve come to realize I simply fail as an international travelling man of leisure.
The D&D campaign is wrapping up and some of my players are hankering for other settings. I wanted to run something for Dark Sun, but likely most are balking at that one. Maybe I’ll take a short spin with the recent version of Traveller from Mongoose Publishing. Did a bit of gaming way back when with both the old 80’s boxed set and MegaTraveller version. Looks like a fun game to run.
9 character questions
Just a short post today. A friendly MMO acquaintance of mine writes fiction for a living (sorry, not going to name drop). Using a technique they use in their craft, they would also apply it to making character bios for the MMO they played. They came up with 9 questions. If you can answer each of these questions, you pretty much have a character well fleshed out. They’ll have their own motivations, and fears, and can react accordingly to plot events. On to the questions:
- What does he love?
- What does he hate?
- What would he be willing to die for, real death, no rez?
- What would he go through anything to live for (because there are things that are worse than death)?
- If he were granted one completely unselfish wish, what would it be?
- If he were granted one completely selfish wish, what would it be?
- When he is all alone in the dark, with no one to see how he feels, what scares the crap out of him?
- Where does he think he’ll be 5 game-years from now, and what does he think he’ll be doing?
- If all the villains were defeated and he didn’t need to be a hero anymore, what would he do with his life?
If your characters are struggling a bit to think up a background, have them fill out this list (or at least most of it). For being a DM, I’ve found it indispensable information as a starting point to plan out adventures which can have some resonance with the group. Getting a few one-shot sessions, which tackle the psyche of one player can make for some memorable games. I also think this is great for NPCs too, and especially for the main heavy villains of your campaign. It’s also interesting to push players into confronting some of the answers on this list, and over time, see how much they’ve grown and changed.
I think this is a neat list, and hope you folks get some mileage out of it too for your campaigns.



