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So this is a cooperative project for all of /tg/.

The system we will use for system creation will be Mongoose Traveller. I am using the 2008 printing of the Core Rulebook, pg.s 1697 to 181. Any Entry in the Universal World Profile(UWP) may be altered if /tg/ doesn't like the result, but once a world is complete the code is fixed. (additional info is developed using the expanded rules in T5)

Currently no world is complete and only tentative descriptions are in place. If anyone on /tg/ wishes to add, correct, or otherwise alter a description, UWP, Trade Codes, or Travel Zone, please green text or otherwise quote the original entry and post it with your submission. This can be done here on /tg/ or on the roll20 Tiji Sector forum.

The project is not limited to just building the sector, the cultures and races are also under discussion. Currently the only inhabitants are humans, the scattered Zoani, and the terrifying Coral Minds. Random creature creation can be found on pg.s 69 to 75.

The goal is to develop the sector enough to allow gaming groups to adventure and explore using the Traveller ruleset. Keeping with this, some parts of sub-sectors, or even some entire sub-sectors, will have locations of systems that haven't been explored, surveyed, or otherwise documented, letting groups have their own bit of the Tiji Sector just for their game.

roll20 page:
https://app.roll20.net/join/558520/CwpvVw

Previous Threads:
http://suptg.thisisnotatrueending.com/archive/35586871/
http://suptg.thisisnotatrueending.com/archive/35631395/
http://suptg.thisisnotatrueending.com/archive/35652246/
http://suptg.thisisnotatrueending.com/archive/35706457/
http://suptg.thisisnotatrueending.com/archive/35740251/
http://suptg.thisisnotatrueending.com/archive/35801160/
http://suptg.thisisnotatrueending.com/archive/35822300/
http://suptg.thisisnotatrueending.com/archive/35864849/
http://suptg.thisisnotatrueending.com/archive/35947193/
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Sorry for the long wait for an update, I wanted to avoid all the crap that hits the board starting Friday and continuing through the weekend. Thursday had some weird things happening for me and this week is going to be catch-as-catch-can for me.
Anyway /tg/, despite your indifference we managed to get some some shit done. I don't have all of it written down, but it is in the archive. Which I will be reviewing and updating the roll20 page with.
Let's try to keep this going!
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just the one bump.
>>
What's on the agenda?
>>
Hmm. More UWPs, thrashing out a few writeups, big picture stuff.

Could do a little of each, really.
>>
I was thinking just a little of each. Nothing too big, we're just starting off the week. Tomorrow or Wednesday we might tackle more stuff, but right now just stick to fleshing out the bit we on hand.
>>
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Subsector B map
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>>36090340
Hmm. Now that I look at that, I think it isn't current.
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>>36090361
Here we go. I upped the format to show the UWPs. Anything with a blue travel zone is a place holder except for the port ratings and gas giant presence, and even those are subject to change if we have a good reason.
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>>36090451
Moved a border so the comm line would show up better
>>
Looking very good, Viscount. Have you done any work on your PDF?

Where should we begin our work to-nite?
>>
>>36090567
The other pages have not changed, but this is the growing data for B
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>>36090720
Vesper (0905) and Em (0906) are missing their temperature notation, we need to fix that.
>>
>>36090819
I was only noting Temperatures that weren't "Temperate". I thought I double checked those against that criteria,
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>>36090845
Oh, okay. I just noticed that they were the only ones not to have notation for temp.
Where to next?
>>
Rolled 1, 2, 6, 5, 5, 1, 5, 5 = 30 (8d6)

Roll then place?
>>
Rolled 6, 1, 3, 6, 5, 3, 6 = 30 (7d6)

>>36091028
That turned into a c-c-c-chilly roll ball awfully quick.

*100***-*
>>
>>36091055
6, 1, 3, 6, 5, 3, 6
HSF makes this a ?100467-B

Probably a candidate for the Rales Run
>>
>>36091028
Eh, whatever works for the Spur.
12 65 51 55
Size 1, Atmo 5, Temp 5, Hydro 0,
>>36091055
it's not that cold, unless you use SO or HS.

61 36 53 6
Pop 5, Gov 7, Law 8, Tech 6+2(Size)+1(Hydro)+1(Pop)+2(Gov)+Starport...holy shit this place is a gold mine for Tech.

>Anderson ickwarr
>>
Actually Temperate-but-swingy with that roll.


1602 maybe? It doesn't need a Port bump.
>>
I applied the HSF mods to get that Pop set, though actually the Pop should be a 3 under those conditions.
>>
>>36091200
If we place it at 1602 we might want to bump the Pop to 9 to make it the Industrial support to 1603.

>dyndion gospel
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>>36091242
A high tech Industrial world feels out of place, though. at least to me.
>>
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>>36091335
It makes parts for the Starport and it only there to strip mine all the resources in the system. Most likely a medium sized fleet(10-15) of mining and factory ships(1000 to 5000 dtons each) rather than an actual moon/planet. May not even have a functional J-Drive anymore. Ship graveyard maybe?
>>
>>36091497
I think I'd rather push a real treasure world a bit further away from The Imperium. I just see this area as a bit more hard scrabble existence.

If the Rales folks have a small ship graveyard on tap, they'll want to not draw attention to it. A colony of ten thousand is one thing. A billion people crammed onto a rock half the diameter of the Moon is a different matter.
>>
>>36091685
Yeah, that makes sense, we'll leave it at Pop 4 then, roll 1d3 for the multiple though, not a d9. It would be odd to have almost 100k people in a ships graveyard.

>indslji watch
sounds good.
>>
Rolled 2 (1d4)

>>36091919
Any size dice will do.
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>>36092126
We'll how long this border lasts...
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>>36092349
We need to flesh out Rales, and that border might end up joining those two Coreward Clusters as trading partners...we need to get Rales finished and see what the Ineepeg Cluster has going for it
>>
Rolled 4, 5 = 9 (2d6)

>>36092412
Pirates for Dyndion on 12+
>>
>>36092412
I'm leaning toward the Rales Trading Circle including a couple more sad sack worlds in C, including at least one Zoani world.
>>
>>36092534
Yeah, it shares the cluster with 3 Zoani worlds and 1 unknown in C, out of the Quadrant, but those don't really matter other than for quick reference in a Sector. After we finish this Sub-Sector we should complete the Rales Trading Circle in C before moving on to SSE
>>
Rales Trading Circle (RTC)
While not the first or most driven world to regain jump drive after the fall of the Core Lords, Rales (1603) has rebuilt enough industry to fly the spaelanes again. Nominally on par with The Imperium technologically, Rales has made a point of avoiding any military posture towards the Imperium or the Alliance, despite having lost ships to the Alliance’s bureaucratic pirates at Feldspar.
The Rales Trading Circle is a loose association of worlds in Spar and Zoani Dom subsectors. The Zoani worlds that are part of the Circle are just as enthusiastic as the Human worlds, and the RTC enjoys a wide variety of goods as a result.
>>
>>36092845
Rales ships can be found trading across much of Imperial space and most of the alien worlds of Zoani Dom, and provide a communications bridge between the Zoani of Imperial and those of Zoani Dom. RTC ships are welcome, but are more cautious about, Sunshine Conglomerate worlds and the worlds of the Alliance. While the traders of the RTC do occasionally follow the Imperials all the way to the edge of the CORE Worlds, they rarely engage in the dangerous game of treasure hunting that so distracts the Imperials.
>>
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>>36092845
>>36092915
I like this, give a sense of purpose for the RTC and a third major polity for characters to originate, and the first if they want to be Zoani.
>>
>>36093024
There are Imperial Zoani, just not many.
>>
>>36093096
It will be the first major polity with multiple Zoani dominant worlds, not the singletons like in the Imperium.
>>
I'm about tapped for the night. The above is all incorporated into the PDF master file already.
>>
>>36093535
Okay, I'll get this archived and bump it a couple of times through the night. Let's see if we can't get this one to last 3 days like the last one did.
>>
I'm gonna catch som Z's, so if an anon would kindly bump in about 2 hours, that would be great.
>>
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>>36084553
Was about to start a Traveller question thread, but this works. Does anyone here know if there is planetary distance and travel time ruleset in Mongoose Traveller?

I think there is some in T^5, but I really do not feel like translating rules over from that monster.
>>
>>36094875
MgT does have a table with various distances and times for give thrust ratings, if that's what you mean. Although the chart is wrong for thrus 3/4.
>>
>>36094960
I am not thinking ships. I am talking walking and/or by land vehicle. I just looked through Book 3 - Scouts, and they didn't have anything despite having an entire section on Survival.
>>
>>36094971
Oh, fuck, I never even thought to look. In all the games I've run the party never left the Spaceport or wandered far from their shuttle if there wasn't a port. I don't think there is a specific movement rate given for personal/vehicular speeds.
>>
>>36095036
Well if push comes to shove, I can always just use Pathfinder's per hex Traveller system and wing the numbers.
>>
>>36095043
T5 is mostly compatible if you slog through the wall of text and get the meaning. Pathfinder's system may work too.
>>
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>>36094875
should be able to use basic physics. how fast are the PCs travelling? how long does it take them to move X distance?

supposedly walking is 4.75 km/h or 2.80 mph
>>
>>36095043
Didn't know that Pathfinder has a kingdom building supplement. Here's hoping that Pathfinder's per hex system works out.

I have to agree with ForeverGM with the RTC. It'll be interesting to see the galaxy through the eyes of the Zoani.
>>
>>36096621
It first appeared in an Adventure Path, and is included in Ultimate Campaign. It's okay, but the sim parts of it get very tedious.
>>
>>36096621
One of my goals is to do a short travelogue from the viewpoint of each of the major sophonts in the Sector. It won't be "all x behave y" it'll be just one view person's view from each group.
>>
A slight update to keep the topic warm on this breezy autumn day.
>>
>>36099381
no shit breezy, fucking 32 degrees and 13mph wind with gusts of 35
>>
Bump for life.
>>
Rolled 2, 5, 5, 5, 2, 1, 3, 4 = 27 (8d6)

Dice?
>>
>>36101661
25 55 21 34
Gives us, Size 5, not bad, Atmo 8, also not bad, Temp 3(Fucking COLD), and Hydro 5.
So ?585???-?, not a bad start, put this in RTC?
Let's see the social rolls.

>free teasial
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Rolled 4, 1, 1, 4, 6, 4, 5 = 25 (7d6)

so...I'll do it then?
>>
>>36102495
41 14 64 5
So Pop 6, Gov 4, Law 7, Tech 5 + any bonus from starport.
?585647-5 Ag Ga NI Ri, think this might need to be Rales...which would change it's TL to 12 and give Ht to trade codes too, but the Law Level is too high for a trade hub...
Maybe one of the unfinished Imperial Worlds?
>>
>>36094875
Okay, the only non ship movement I can find is Combat at 6m per round(6 seconds), and the vehicle speeds listed in Equipment. I'm pretty sure that's it. There are supplements that have additional vehicles, but I don't think it's given anywhere what basic overland movement on foot is, and 1m/s is a pretty close to normal walking speed (5kph=1.3m/s)
>>
Rolled 6, 2, 1, 1, 1, 4, 5, 1, 4, 4, 1, 2 = 32 (12d6)

Just gonna build another character using T5 rules, let's try and get a Pirate Captain, one of the Feared Feldspar Belters.
>>
Rolled 3, 4 = 7 (2d6)

>>36105234
UPP: 825683
Genetics: 6115XX
While not exactly Agile or Harty, this is one well read bruiser.

Feldspar Belt gives: Zero-G, Streetwise, and One Trade.

This Educated young person will pursue a career in the Feldsparian Visitor and Hospitality Bureau (Agent).
entry on <=5
>>
Rolled 1, 6 = 7 (2d6)

>>36105542
Seems like they don't want someone who can't walk in a straight line stone-cold sober. This wastes 1 year and the character may now attempt a different career(Agent doesn't allow a retry). Rogue Seems like a good choice. It allows you to pick any 1 characteristic and use that for all of your career rolls. We'll go with Edu(8) and see if all that book learning comes in handy picking marks. dice vs 8-
>>
Woohoo!
>Uinta Centrup
(thank you captcha) is now a Rogue starting her first term at the tender age of 19.
We now roll for Scheme and Risk/Reward, there are two possible tables for Schemes:
>Craftsman, Scholar, Entertainer, Citizen, Scout, Merchant
or
>Spacer, Soldier, Agent, Noble, Marine, Functionary

first die is scheme, 2/3 is Risk, 4/5 is Reward, Risk/Reward vs 8
>>
Rolled 2, 3, 2, 2, 2 = 11 (5d6)

rolling on the first table for a possible ship share (1/3rd chance)
>>
Rolled 3, 3, 1, 4, 6, 3, 5 = 25 (7d6)

>>36106028
Scholar Scheme, kinda fitting. Uinta managed to avoid the attracting any unfortunate prison sentence AND got away with the dosh.
Pay out is Cr.100k x (1+8(Edu)-1d6) and gains 2 Skills for the Term and 4 Skills for succeeding in the Scheme.
2 Personal Skills, 2 Space Skills, 2 Business Skills seems about right.
>>
Rolled 2, 2 = 4 (2d6)

>>36106163
Payout being 9-3=Cr.600,000 cash, plus +1 End(6) and +1 Str(9), +1 Zero-G and Astrogation, +1 Computer and Teacher.

See if we Uinta can pull another Con? dice v 8 to continue.
>>
Rolled 3, 3, 3, 5, 6 = 20 (5d6)

What does fate have in store for Uinta, scamming more morons with more cash than the Imperium of course.
Other Table, lets see if we can't scheme a Noble for that Sweet 500k base.
Risk v 7, Reward v 9 (Modified for serving 1 term already)
>>
Rolled 2, 3, 1 = 6 (3d6)

>>36106481
Failed Scheme on the Feldsparian Visitor and Hospitality Bureau. While Uinta didn't get caught, she also fucked up the payment transfer. 2 skills for term 1 skill for screwing up the reward roll.
2 more Personal Skills and 1 more Business skill. and now I need to leave for a bit, will return with more exciting adventures of classic Fuck Up Uinta.
>>
>>36084553
>Currently no world is complete and only tentative descriptions are in place.

yep. Just like the others. I wonder when this Tiji sector will follow the fate of the 40k one.
>>
>>36106756
This one is three weeks old and being worked on. Unlike the sectors in 40k, Traveller sectors have hundreds of worlds awaiting detail.
This one could have its uwps done in five minutes if it wasnt trying to be interactive and somewhat organic.
>>
Rolled 4, 3, 2, 6, 3, 3, 2, 1 = 24 (8d6)

>>36106756
Do you even Traveller? Its a different frame of mind.
>>
Rolled 4, 5, 2, 3, 1, 3, 1, 5 = 24 (8d6)

Dice?
>>
>>36108634
?756***-* cold, i think
>>
Rolled 6, 3, 3, 1, 6, 4, 6 = 29 (7d6)

>>36109051
Lets add some social dice to that
>>
4, 3, 2, 6, 3, 3, 2, 1 from >>36107509 is Size5 atmo6 temp6(temperate) Hydro1
>>36108634
4, 5, 2, 3, 1, 3, 1, 5
is Size 7 atmo 5 temp 3 or 4(cold) hydro6,
both are pretty good
>>
>>36109051
>>36109413
?756747-6+

Make this into Rales and its golden. Smallish ships are its forte, and the port alone brings it to TL12.
>>
Rolled 2, 5, 1, 1, 1, 1, 5 = 16 (7d6)

>>36109451
Some social dice for the other one
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>>36109516
So ?561500-7+port

that's a BIG family.
>>
>>36109551
The HSF mods would make the social numbers 610. Millions of corporate employees...
>>
>>36109585
I like this one better, they all work for Rales Green Line Transport and Freight, put it down at 1504
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>>36109471
And this for Rales gives us our Trade Cluster.

>tyneser evil

is that some kind of coffee?
>>
Rolled 6, 4 = 10 (2d6)

Continuing on from >>36106551 does Uinta try another scheme? dice vs 7
>>
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>>36109907
At least in this subsector.
>>
Rolled 6, 2, 1, 6, 6, 1 = 22 (6d6)

>>36110317
Still need 1404 though.

>>36110066
It appears she moves on to a less demanding field, 2 Terms as a Rogue give her 2 rolls each at +2, take them both as benefits as she already has 600k from her first scheme.

She'll take a job as a Scholar to try and get a few more credits together before venturing out to rule Quadrant as Pirate Queen! Success is automatic with Edu 8+ and starting rank is Scholar 1, Risk/Reward vs 8
>>
Rolled 3, 5 = 8 (2d6)

>>36110535
Life Insurance and a Wafer Jack, eh.
But here's the big one, Success on the Scholar Risk/Reward was actually against one of C1 through C4, so let's just say it was C3(End 7) and call it good. Gives a pass for both gains 2 Publications (each publication gives +1 to Promotion attempts) and will now try to promote: dice vs 10
>>
Rolled 4, 6, 3, 3, 4, 3, 6 = 29 (7d6)

>>36110637
Promotes to Scholar 2 (Promotion roll was to be against Int[6] not Edu[8] but still had the +2, so success anyway) Gains + 2 to Major(Talent Math, to reduce time it takes to verify Jump coordinates), and 5 skill rolls, 2 personal skills and 3 conflict skills, continuation roll vs. 10
>>
Rolled 3, 4, 4, 4 = 15 (4d6)

>>36111051
Continues on as a scholar, gets +1 Int and Soc, along with Flyer +2 and Stealth +1.
Next Term (Uinta is currently 31 years old and will roll for aging during this term).
Choosing C1(9) for this Term.
>>
Rolled 5, 1 = 6 (2d6)

>>36111181
Pass again, and again with 2 publications (total 4) rolling for promotion vs Int(6)+Publications(4)
>>
Rolled 5, 3, 6, 3, 1, 1, 1, 6, 6, 6, 1, 3 = 42 (12d6)

>>36111202
Rolling for Continuation(will muster out unless the roll is 2) again 5 skills, and an additional +2 to Talent Math (can now perform calculations 4 orders of magnitude faster [can check Jump Coordinates in about 8 seconds instead of 24 hours]) all 5 skill in Vocation (hoping for Starship Skills, result 4)
>>
Rolled 1, 4, 2, 2, 1, 2, 5 = 17 (7d6)

>>36111339
I botched that up, re-rolling the correct dice for skills and including the 2 benefit rolls, each of these are at +3(Scholar Rank)
>>
Rolled 6, 5 = 11 (2d6)

>>36111390
Aging roll 2d6>=6
>>
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>>36111430
No negative effects from aging, Uinta Centrup is now 35 years old, Former Rogue and Assistant Professor, Fame 14,
UPP 947683
Genetics 6115XX
Skills:
Actor, Artist, Athlete, Author, Comms, Driver, Fighter, Gunner(Turrets), Mechanic, Steward, Vacc Suit,
Computer +1, Electronics +1, Teacher +1, Trader +1,
Admin +2, Astrogation +2, Physics +2, Zero-G +2
Cr.600k, Life Insurance, and Wafer Jack. So, not bad for a starting Pirate Queen.
>>
>>36112344
Sounds like quite the character at this point.
>>
Rolled 5, 6, 4, 2, 2, 6, 5, 1 = 31 (8d6)

Roll, then place

Physical dice
>>
Rolled 5, 3, 5, 6, 1, 2, 3 = 25 (7d6)

>>36113259
*988***-* (Temperate)

Social dice
>>
>>36113276
*9886A6-3+Port

Could be our last Rales Trading Circle world in this subsector. Only 1410 will give it a better TL adjustment
>>
>>36113369
Yeah, complete this portion of the RTC
>>
Do you think 1306 and 1406 should be part of the RTC to extend it's reach so it's only J2 from the Imperium? Or should they just remain neutral and act as an impartial transhipment point for people who don't want to get too far from their polity?
>>
>>36113552
I'll say these two places should remain neutral for now.
>>
>>36113552
The RTC really has two borders. The depicted border includes its charter members with treaties, negotiated trade relationships, and citizenship arrangements already handled.

The other border is who they'll trade with, and that includes most of Alpha Quadrant.

Their Membership should be small, I think, but their customer base potentially very large.
>>
>>36113633
>>36113641
Okay, so it will be part of the RTC Expanded Partnership? Clusters that are not part of the Trade Circle, but receive partial benefits of association. How's that sound?
>>
>>36113718
Eh. That will really depend on the worlds. There are going to be some that the RTC doesn't deal with because they are dangerous. The benefit is the trade itself.

Some Long Night scenarios result in little colonies scattered about but always happy to see visitors. Others see the local rise of insular dictators who don't want new ideas intruding on their domination.

I'm not going to define worlds as trading "partners" until we know what sorts of worlds they are.
>>
Rolled 8, 8, 5 = 21 (3d9)

Population multiples, in hex order
>>
Rolled 1, 4, 3, 5, 2, 1, 2, 6, 3, 3 = 30 (10d6)

Bases for Rales.
>>
>>36113832
Yeah, I didn't mean every tin pot dictator gets a slice of the pie, but valuable trade routes would have partners strung along the whole way, because no one would want to lose contact with the galaxy all over again.
>>
>>36113966
A foreign consulate and a TAS branch? How odd. I think we need to declare a Navy Base, even if they don't do big ships.

In the interests of making *some* sense, I'm going to not bother rolling for pirates on RTC worlds.
>>
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Capt supplies a passable name
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>>36114084
Yeah, no pirates on the RTC worlds. They would have been brutally suppressed. The Consulate is probably from the Imperium and TAS is neutral.

I think we should have TAS be a kind of reminant of the original Colony scouts that the Core Lords rose up from.
>>
>>36114170
Unlike the Imperium with its interesting neighbors and long logistics tail to the CORE Worlds to distract the Navy, any Navy the RTC builds is entirely about two things: Home port defense and convoy protection. This is essentially a small ship setting, so even a couple thousand tons is a scary ship.
>>
>>36114170
Do you see our version of TAS as a fundamentally helpful or sinister organization?
>>
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>>36114315
Completely Neutral. They don't take sides and don't favor anyone. They offer Membership for sale (At a MCr. a pop mind you) or for achievements that benefit TAS. They offer the use of the TAS Hostel for a pricey penny, but only if there are vacancies. It's like Switzerland, but scattered throughout the Sector. They run the banks.
>>
Would someone please recommend the best way
to get into Traveller? Resources that would be useful, which books (if any) I should buy?
>>
>>36114434
There are a couple elements to the answer.
There are eight editions, each with different mechanics for stats and tasks, though several are related. If you have a preference for a particular rule set or die type, that can determine which edition we point you at.

For setting, the game has one very large default setting, and a handful of 3rd party variants, as well as all the tools you need to roll your own (literally) in the core book of nearly every edition.

You can get to know the default setting with the Wiki at Citizens of the Imperium, or from the essays in the currently available "Spinward Marches" book from Mongoose. It is a huge setting, but you need only skim most of it to figure out if and where you care to dig deeper.
>>
>>36114506
I would say CT(Classic Traveller) or MgT(Mongoose Traveller, the only thing Mongoose hasn't managed to fuck up completely) are the easiest to just pick up and play. Traveller5 is the latest and greatest, with some expanded rules and lots of anyway you want, but it's a big wall of text. I got started with MgT and I tend to default to it when I think of the game, but I have skimmed the other editions (fuck Traveller d20 though). There is a pretty basic Traveller page on 1d4chan if you want to give that a once over and come back with more questions too.
>>
Rolled 6, 6, 1, 4, 5, 6, 2, 4 = 34 (8d6)

Looks like Susamid still needs bases. Leaving off Pirates...
>>
>>36114669
Scout and TAS. Not too shabby.
>>
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>>36114669
Scout Base and TAS.

Dug up a different symbol set for the bases
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>>36114737
Gonna catch some sleep, might bump in the night to keep this one alive until tomorrow.
>>
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>>36114758
One last map update, then I'm off as well.
>>
>>36114786
Well my internet just crashed so my phone is the only link I have with /tg/ right now. If I cant get service back before morning this might be the last bump for the night.



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