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Ebook: The Science Fiction In Traveller
by Philip W. [Verified Purchaser] Date Added: 04/10/2016 03:23:20

A very interesting read. The discussion covers many works from those that pre-date Traveller, and were influential in it's conception as a SF RGP, though various works of fan fiction. It ends up discussing the most recent works.


I really enjoyed this ebook. There are a lot of works discussed that I did not know about.   It was very informative. Although the writer covered a lot, I feel that there are a lot of other SF works out there that, although not Traveller specific, is still of benifit to anyone designing a scenario.   The subject is however very large and it is not possible to cover everything.


Overall, a very good ebook.   Strongly recommend.



Rating:
[5 of 5 Stars!]
Ebook: The Science Fiction In Traveller
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Ebook: The Science Fiction In Traveller
by Peter R. [Verified Purchaser] Date Added: 04/10/2016 00:19:46

Traveller is a game set in a universe that looks somewhat Star-Warsy, if you aren't aware of or haven't read the decades of science fiction that came before 1977, on which the game is actually based. There is no one source; the game has many fathers, from Jefferson P. Swycaffer to Gordon Dickson to H. Beam Piper. Heretofore there hasn't been a compendium of sources, or discussion of influences, or reviews of how these books and authors came to be part of the Traveller background. That's where Shannon Appelcline and "The Science Fiction in Traveller" comes in.


The title refers not so much to the technologies and SFnal elements that go into Traveller than the way these technologies shaped the galactic societies in which they are placed, and how those elements appear in Traveller. For instance, Dickson's "The Genetic General" (known better today as "Dorsai!") does not much resemble Traveller in terms of tech. But it does have a Mercenary's Code, a feature that could be useful for Game Masters looking to provide more detail and substance to their own Traveller merc campaign. H. Beam Piper's "Space Viking" doesn't seem very Traveller, with its half-primitive space raiders devastating planets for the tech and raw materials to sustain their own civilization... but the home worlds of the Space Vikings have the same names as the Sword Worlds in Traveller, and the use of hyperdrive jump starships and their effect on commerce and warfare is very close to what you find in Traveller. Here too a GM can find inspiration for a campaign, raiding worlds for supplies or defending against them. In each case you find a little more of the Traveller universe and a good deal more in terms of usable background, story organization, campaign goals and structure to enhance your Traveler campaign.


My own long-time Traveller GM made much use of Keith Laumer's books on Retief, the diplomat to the stars, which greatly informed his campaigns with political and diplomatic subtlety -- even as we poor schlubs were using air/rafts to break into secret prisons for hostages in an enemy capital, hoping to get away clean. It's this sort of backgrounding that makes a campaign feel more real, and greatly enhances the player's enjoyment of the setting as well as the adventure. Bigger Things Are Moving In the Shadows, and if you are lucky, you might get to find out how to profit for them.


If that's the sort of thing you're looking to do for your players, I heartily recommend "The Science Fiction In Traveller" as a way to discover the roots of the game and the stories that can inspire world-spanning adventures for your players. Do look into it; you'll be very glad you did.



Rating:
[5 of 5 Stars!]
Ebook: The Science Fiction In Traveller
by James F. [Verified Purchaser] Date Added: 04/08/2016 14:35:43

While I did enjoy this and found it very interesting. I think this book will mainly be of interest to die-hard Traveller fans.



Rating:
[4 of 5 Stars!]
Ebook: The Science Fiction In Traveller
by scott w. [Verified Purchaser] Date Added: 03/26/2016 22:19:03

A great view of the Traveller Universe from the perspective it's books and other novels in an effort to capitalize on these to conceptualize the universe.


Good job.


This could go "on and on" with comparisons to other novels/series. I look forward to a 2nd novel. I would've liked to have seen Ender's Game, Foundation, and numerous other books mentioned. For that matter sci-fi franchises like Firefly, Farscape, Star Wars, and StarGate have all see a bit of Traveller in them.



Rating:
[5 of 5 Stars!]
DC1 Minion Hunter (Boardgame)
by Will D. [Verified Purchaser] Date Added: 03/08/2016 16:00:47

The quality of the PDF is terrible! The map does not fit when printed. Major redesign is needed to make this work. Everything, even the rules, are very poor scans of the physical game.



Rating:
[1 of 5 Stars!]
DC1 Minion Hunter (Boardgame)
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T5 Traveller5 Wallpapers
by John K. [Verified Purchaser] Date Added: 01/29/2016 12:42:37

Great set of wallpapers! The only drawback is that there are none sized for a smartphone. Not having a tablet or PC to resize the pics, I had to crop. Otherwise, a great deal!



Rating:
[4 of 5 Stars!]
T5 Traveller5 Wallpapers
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GDW Game System Guides [BUNDLE]
by Philip W. [Verified Purchaser] Date Added: 01/08/2016 16:55:05

Game guides have their uses as they can help establish what serious collectors of gaming products need to get to fill out their collections.


I got the bundled package during the Christmas period when it was free. As a minor point, this is really a form of advertising and should always be free as it is essentially helping the vendor to sell more products.


Overall, was worth getting.



Rating:
[4 of 5 Stars!]
GDW Game System Guides [BUNDLE]
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T2000 v1 Twilight: 2000
by Richard K. [Verified Purchaser] Date Added: 12/16/2015 08:00:04

Like others have already mentioned - most fun character creation system ever. I have played both editions and First Edition is the only way to go. Second edition replaces many of the % rolls with d10 and the game lost detail and the "right feel". Trust me on this. The rating - well, I would give it 5 stars easily because of the value of the bundled deal. Its great to get all the books at once so heavily discounted. I wish other "big" publishers would do this. However, the scanning is some of the worst I've encountered on this website. And I've purchased alot of PDFs. Not only do the scans bleed through from the backside, the text clarity and sharpness is also poor. I recommend a complete rescan of this series ASAP and post the updates so we can re-download. thanks guys



Rating:
[3 of 5 Stars!]
T2000 v1  Twilight: 2000
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Classic Traveller Orientation Pack
by Richard C. [Verified Purchaser] Date Added: 12/08/2015 09:32:24

Truth be told, I purchased this to get the 134-page Traveller Timeline which pulls together all significant events from the time of the ancients to the end of the Fifth Frontier War/Golden Age (1115). This is a good treatment of the timeline because Classic Traveller focuses on the "Golden Age" setting. McKinney pulls together data from a wide variety of sources (from the original Library Data to Dragon Magazine and finally to supplements from publishers like SJ Games).


The timeline is a fascinating resource and is well worth the price. All events are listed by date (day-XXXX Imperial Year), description and source in a kind of modified MLA format (Source Publication, Publisher, Date, Page.)


This collection has all the great Classic Traveller materials together in one place. Unfortunately, it does not have a Guide to the Judges Guild and GameLords Traveller Resources.



Rating:
[5 of 5 Stars!]
Classic Traveller Orientation Pack
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2300 AD Star Cruiser
by Megan R. [Featured Reviewer] Date Added: 11/30/2015 07:16:52

If you enjoy space combat and want to approach it as a 'wargame', this set of rules and other resources will enable you to do so within the context of your 2300 AD game, moving seamlessly from character-level role-playing to ship-to-ship combat. For those who like their games realistic, this ruleset has been designed to model as closely as possible what would be likely to happen in a space combat - the only real breach of known physical laws is the existence of 'stutterwarp' as a propulsion system.


As a box set, several books are included (they come as a single large PDF file if you purchase a download copy). The first one, Star Cruiser Rule Book, contains the actual combat system - a good straightforward one - along with a collection of scenarios to fight out (complete with lists of appropriate ships to use) and a lot of ships to use in your battles. There's no scope for character involvement, even if you do decide that the party is aboard one of the participating ships - this is pure 'wargame'.


Next is the Naval Architect's Manual. This is designed to enable quite detailed ship design, and takes you through the process step-by-step from the original concept through to all the details of power plant, armament, crew size and such like that you'll need to know - especially if you want to test your new design in battle using the rules provided.


Finally, there's a whole bunch of Ship Status Sheets covering every vessel mentioned as well as a few blanks for you to add your own designs. There are also ship counters and a large map on which to fight out your battles. (If using the PDF version and printing, you might want to make your own map as this one is basically black - it is space, after all - and will eat up your black ink!)


Overall, if you want to have a stand-alone space combat boardgame, this is quite a neat and straightforward one. If you want a space combat game that links in to the 2300 AD galaxy, perhaps to resolve the outcomes of disputes in the background of your role-playing (for example, Kafer ships are included so if the Kafer invasion is part of your campaign, you might have a space battle or two being fought out that the party will hear about...), this one makes good use of the background set up for the game. The one place it falls down is if you want to have the party involved in space actions. This is ship-on-ship combat, pure and simple. And fun!



Rating:
[3 of 5 Stars!]
2300 AD Star Cruiser
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T5 Imperiallines 07 - FFE7402
by Richard C. [Verified Purchaser] Date Added: 11/29/2015 18:13:50

Can't say enough nice things about this short magazine/supplement. It is interesting, well-written and further established my interest in the "new" rule system for Traveller5. I only wish there were more of them. It's really nice to see some fresh new material for Traveller.



Rating:
[5 of 5 Stars!]
T5 Imperiallines 07 - FFE7402
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T5 Traveller5 Core Rules Book (759 pages)
by Chet C. [Verified Purchaser] Date Added: 11/28/2015 11:37:17

A Work in Progress -


Maybe it's been edited and written (very part time, in a very busy life of Marc's) for years, but I say it's still worth it. For one thing, electronic publishing means that the ebook can continue to be corrected, modified, and improved. A friend (Hi, Elliot!) has been publishing a wonderful textbook for what seems like a decade now, and continues to update it with new chapters that arrive in our e-mailboxes (free to purchasers). Currently, the book is almost 1,000 pages - all quality material for real workers - and I see Traveller Core as that new form of book.


Can anyone say Windows 10?


Meantime, Traveller 5 is - as was Traveller Original - a wonderful tool for creating my favorite SF RPG - and one of my Top 3 favorite RPGs, period - and my individual campaign from here to infinity.


Much applause to Marc for this! It's amazing when you consider it was practically a one-man operation. I'll bet he missed the support staff from the old GDW days!


(Will there be an epub version some day? Or will something better come along soon?)



Rating:
[4 of 5 Stars!]
T5 Traveller5 Core Rules Book (759 pages)
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2300 AD Ranger
by Megan R. [Featured Reviewer] Date Added: 11/24/2015 09:02:46

This book combines sourcebook information about the planet Kormoran, the fourth planet of 82 Eridani, and an adventure set thereon... so you can use it in different ways. Perhaps the party has a reason to visit Kormoran, so you have data about it, then you might choose to run the adventure, or you may bring them there - or even start a campaign there - purely to use the adventure, then you have additional information about the place should they decide to remain there afterwards. One of the interesting things about Kormoran is that it is the homeworld of a sentient species called the Ebers. It also is home to Arab and Texan colonies who don't exactly get along. Interesting indeed... and in 'interesting' adventure is often to be found. Indeed, this tension is the core of the adventure itself, which sees the party embroiled in a three-way struggle between Arabs, Texans and Ebers. Can they bring peace?


We begin, however, with sourcebook material, beginning with chapters covering the 82 Eridani system, the Ebers, Kormoran's geography, its flora and fauna and more. One interesting point about the Ebers is that some are 'civilised' (or at least live in permament settlements) whilst others are nomadic. The two groups have completely different technologies and indeed approach to life. The Ebers' rise to sentience is also covered, which makes for a fascinating read as well as touching on the way in which they behave in present times. It should be noted that this is 'referee only' information, as their behaviour is pivotal to the adventure and finding out why they act as they do - or at least gaining some understanding of what they mean by some of the really strange things they say - is pivotal to bringing it to a satisfactory conclusion. Their language - very tonal, they pretty much sing pure notes to communicate meaning - is also discussed at length.


Whilst the extensive Eber material is fascinating and germane, presenting as it does yet another beautifully-developed alien lifeform, it must be remembered that others live there now as well. As mentioned, the main groups are Arabs and Texans, and each group is discussed in detail. The Arabs possibly understand the Ebers better, but cling to their knowledge jealously. The Texans, on the other hand, have the Rangers... who are the linear descendants of the original Earth Texas Rangers. There's a chapter devoted to them, as the assumption is that the party will likely form an alliance with them, work for them or even join up in the course of the adventure (or before, especially if you are starting your campaign with this adventure).


The rest of the book consists of the adventure proper, and it's a cracking ride of a frontier adventure with plenty to do: interaction, investigation and some good brawls. Care is taken to get the characters embedded into the community before the real action starts. This works well both in making the place seem more 'real' and in giving them some investment in looking after it once things begin to go downhill. The Ebers are on the warpath, and nature is fairly unfriendly too. But the evidence as to what is really going on is out there...


With yet another excellent and truly alien sentient race to encounter, a developing conflict to understand and two different human factions working at cross-purposes, this is a very good addition to the 2300 AD line, with an adventure I'm itching to run!



Rating:
[5 of 5 Stars!]
2300 AD Ranger
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Official 2010 Traveller Calendar
by Richard C. [Verified Purchaser] Date Added: 11/23/2015 13:18:15

This 2010 version of the calendar features William H. Keith's alternate cover image for Alien Module 1: Aslan. There is also some excellent art from various licensed sources. A very good buy.



Rating:
[5 of 5 Stars!]
Official 2010 Traveller Calendar
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2300 AD Equipment Guide
by Megan R. [Featured Reviewer] Date Added: 11/23/2015 07:44:06

The Equipment Guide does pretty much what it says on the tin, provide a large list of useful items (excluding vehicles and weapons) which an adventurer in 2300 AD might find useful. It's laid out in a manner designed to be easy for use, with chapters mostly on functional lines (so medical, security, etc.), with chapters on alien artefacts from Pentapods and Kafers at the end. There's enough detail to make the items seem real, and enough game mechanical information to allow them to be used in the game.


First up is Medical Equipment, covering a range of things from what you need to resupply your first aid kit to 'automeds' and a wide range of pharmacuticals. Details of anagathics (anti-aging treatments) are included, and in every case there's a task for using the item (or avoiding side effects in the case of some of the drugs) as well as costs and some line art. A packet of pills looks like... well, a packet of pills, though!


Next is Security Systems, probably more use for the referee trying to keep the party out of places they shouldn't be. Much of it - writing the review almost 30 years after the book was written - is already if not in common use at least in experimental stages now. Tools for bypassing security are also available (although generally illegal), as well as surveillance devices and all sorts of other stuff that has some link to the concept of 'security'.


2300 AD is a game about exploration, so the next section on Exploratory Equipment is of particular use. This starts off with survival equipment, much of which will be familiar to anyone who likes visiting extreme environments or even just does a lot of hiking and camping. Intertial mapping systems are interesting, and there are also sub-sections on personal communication equipment, a solar power generator for field use, and various items to augment the senses. There's also a sub-section on oceanic equipment, should you fancy some underwater exploration.


Computers merit a section to themselves, with some interesting notes about 'wearable' and even sub-dermal equipment, and then rather oddly - given that this book is not about military material - a section on Combat Walkers. Designed for fighting, there are no peaceful uses for the beasts, they wouldn't even make useful cargo lifters! Next, it's out to space with a section on Space Equipment. Chief amongst this is the pressure suit (P-suit). As well as personal equipment, we also find satellites here. They can have a range of uses: navigation, communications, survey or even surveillance. The last of the regular equipment chapters is the catch-all of General Use Equipment - you'll find a wide range of stuff from a multitool to explosives, along with various tool kits, cargo handling equipment and so on.


Next comes a chapter on Pentapod Products. Produced by the alien species called Pentapods, they use bioengineering to produce analogues of many things that humans use technology for. Some of these are quite ingenious, others plain weird.


Finally, a chapter looks at Kafer Equipment. Unlike Pentapod items, which can be bought on the open market, Kafer ones can only be acquired by taking them from captured or dead Kafer. A lot of effort is being devoted to attempts to understand them, and to figure out how they work... in some cases, what they do. Each entry gives the human-assigned name, a physical description and notes on what it is thought that they do. This chapter is player-friendly, describing what has been discovered so far (the referee is directed to the Kafer Sourcebook for more accurate information).


Overall, this is a useful book to have to hand, especially if your players enjoy 'gearing up' their characters. Presentation is logical, with everything you need grouped together (description, rules for use and illustration), even if some of the illustrations seem to take up a lot of space without adding much to the effect. There's a good index at the back (provided you can recall the name of what you are looking for). It all helps to make the galaxy of 2300 AD a bit more 'real'.



Rating:
[4 of 5 Stars!]
2300 AD Equipment Guide
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