DriveThruRPG.com
Browse Categories
$ to $
 Publisher















Back
pixel_trans.gif
Other comments left for this publisher:
You must be logged in to rate this
pixel_trans.gif
CT-G04-Traveller Fifth Frontier War
by Toshikazu [Verified Purchaser] Date Added: 02/11/2025 19:02:31

This can be used to play. But quality of board and counters requires players' patience. (or love for this title) I wish two things:

Add images of board and counter as image files. (like map file for Double Star.) Images in PDF are too compressed that is not comfortable to play.

Provide clearer images for back side of admiral counters. Or provide names of admiral as text. Currently, names of admiral are unreadable.



Rating:
[2 of 5 Stars!]
CT-G04-Traveller Fifth Frontier War
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
TNE-0330 The Guilded Lilly (Adventure) -1
by Bob [Verified Purchaser] Date Added: 01/25/2025 14:15:10

For the past few days, I have soloed my way through The Gilded Lilly (51 pages, at DriveThruRPG). This is an adventure for Traveller, but I used Bandits and Battlecruisers (140 pages, same place, on sale). This RPG is a supplement for Classic D&D. I did add some skill rules to make it better. To solo this, I used the Microsoft Copilot (AI, I asked it detailed questions). The adventure started when the PCs picked up their mission. It was a long-term diplomatic mission for the Coalition. The PCs arrived at the landing pads of the planet Berens by spaceship. They were greeted by Dairoku. He answered a lot of their questions. Next, they talked to Ravi who happened to be one of the three bankers on the planet. The PCs decided to lease a storefront building and have it remodeled. They spent the night at the Kenneally Inn. So, they talked to seven NPCs that day. On the second day, they attended a town meeting and met the other 35 NPCs that call this planet home. On the third day, they went out on a hunting expedition with Mujiba and Delmar. They did find a Thunderbeast which they killed, but Mujiba was killed and the PC Paul went down with a broken arm. The PC Chelsea, a psychic, healed Paul enough so that he could walk back with the others to town. That same day, the PC Sherry tried a local tea. That night, after midnight, Sherry woke up. She was compelled to walk into the woods. In the woods, her eyes caught the sight of something peculiar—a patch of luminescent blue nestled among the green.

She stepped closer and discovered a plant like none she had ever seen before. Its leaves were broad and fleshy. It glowed softly as though illuminated from within. Each leaf was adorned with intricate, vein-like patterns that pulsed rhythmically, almost like a heartbeat. Tiny droplets of an unknown substance beaded along the edges.

The plant's stem was a translucent, crystalline structure. It swayed gently even though there was no wind, it responded to her presence. Upon closer inspection, she noticed the stem emitted a faint, melodic hum, adding an otherworldly atmosphere to the encounter.

At the top of the stem, a cluster of delicate, star-shaped flowers bloomed. These flowers radiated a soft, warm light that contrasted with the cool blue of the leaves. They had an almost hypnotic quality. Their petals moved in a slow, mesmerizing dance.

Suddenly, she felt a slight prickling sensation on her skin. She realized that the plant was releasing tiny spores that glowed like embers in the air. These spores reacted to her body heat. They hovered around her and formed intricate, swirling patterns.

She quickly grabbed her specimen jar, collected a sample of the spores and a few of the plant's leaves for further study. As she sealed the jar, she couldn't shake the feeling that this plant was more than it appeared—that it held secrets. To be continued. Give this fun adventure a try! :)



Rating:
[5 of 5 Stars!]
TNE-0330 The Guilded Lilly (Adventure) -1
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Journal of the Travellers' Aid Society. Issue No. 17
by Steve [Verified Purchaser] Date Added: 01/24/2025 00:31:53

A classic resurrected, in its original glory. Special Supplement #2 , comprising ten pages of outstanding content regarding planetary Atmospheres has been replicated and expanded on by most versions of Traveller ever since. The cover illustration is topical and of course strikingly evocative - kudos to Chris White. The Bestiary in this issue covers the Ice Crawler from "a giant, frozen world with an insidious atmosphere consisting largely of hydrogen, but with significant amounts of methane and ammonia present as well. Life in this strange environment is bizarre by human standards, and the ice crawler is a good example of [that worlds] unique biology." an illustration is provided. This issue also introduces the the Jgd-ll-Jagd , an intelligent species of gas-giant dwellers originating on a world on the coreward edge of the Imperium. five pages are devoted to these fascinating sophonts, and their sub-light interstellar voyages. Six pages, with illustrations and tables, are devoted to "A Close Air Support Rules Module for Mercenary", i.e. Book 4 of original Traveller. , that is well crafted and covers multiple elements but added nothing in regards guided weapons, or air defenses and countermeasures.



Rating:
[5 of 5 Stars!]
Journal of the Travellers' Aid Society. Issue No. 17
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
CT-ST-Starter Traveller
by Russell [Verified Purchaser] Date Added: 01/16/2025 19:01:35

Access to the best ttfrpg in existence. And for free!



Rating:
[5 of 5 Stars!]
CT-ST-Starter Traveller
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
MT Hard Times
by CD [Verified Purchaser] Date Added: 10/12/2024 19:26:17

This can be used as more than a look at the aftermath to the fall of Traveller's 3rd Imperium setting. It can also be a resource for other Table Top RPGs like Stars Without Number, Alien, Mothership, Star Trek or Star Wars.

If a Game Master that is looking at a Galaxy Wide catastrophe and how it alters the landscape for their players than MT Hard Times is a go to book. It shows the type of adventures that can plausibly present themselves like refugee shuttling, the "doom trade", return of barter economy and a new reality for mercenaries (called Starmercs). The slang for Starmercs is particularly good.

The short two page plus adventures can be used, with a little changes, for any Sc-Fi setting or game. Worth the purchase!



Rating:
[5 of 5 Stars!]
MT Hard Times
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
T4 Aliens Volume 1
by Michael [Verified Purchaser] Date Added: 10/04/2024 02:28:16

Content is consistent but the pdf looks like it was made from a copy of a copy of a copy. Hardly any effort was made to make it look like part of the T4 material. MJ



Rating:
[3 of 5 Stars!]
T4 Aliens Volume 1
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Ebook: The Backwards Mask
by Rusty [Verified Purchaser] Date Added: 09/01/2024 16:39:09

Reviewed using the Magrs Method! No spoilers, so feel free to read with relish.

NOTE that this novel is a re-release (and slightly updated version) of the original novel. This one includes new cover art, a forward by Marc Miller, and some gentle cleaning and tightening of the prose and story for the purposes of the Traveller universe.

  • Encapsulate the plot of this book in one sentence. The crew of the RCS Hornet are called upon to save the Reformation Coalition from threats far above their pay grade.

  • When and where did you get this book? The current edition was purchased from drivethrurpg last month (August 2024). Originally purchased from Amazon, way back in 2011.

  • What year or edition? This is the most recent epub/pdf edition (I think originally published in August, 2017). As noted, I also ready the first Kindle edition, released sometime during (or prior to?) 2011.

  • Did you finish it? Yes! Once I got into it, I read through it very quickly and steadily.

  • What's your verdict? 4.5 stars. I really liked it, and am giving it the benefit of rounding up. This novel holds itself very well juxtaposed with other military sci-fi, especially given the Traveller realm (which I was relatively unfamiliar with going in).

One of the best things about the book wound up being slightly distracting as well, hence the 0.5 star reduction. Reading this book, I didn't have to read the two prior books in the series to get a great feel for what was going on. This is accomplished via myriad means, most commonly through dialog and narrative (including some flashbacks) at the character level. As such, we meet a lot of characters, including quite a few from earlier in the series. Each character comes along with some word-baggage that, if this had been a true sequel instead of a unification+stand-alone novel, could have been left behind. Given the sheer number of characters that wound up emerging through the book (and yes, you're still meeting new characters well into the third act of the book), and that almost every character had a name AND a taccode, there were a lot of labels floating around. Some of the characters were really similar in mannerism and operation (marines are marines, after all), so keeping them all straight was a bit of a challenge.

  • What surprises did it hold, if any? It did have a couple of surprises for me, the largest of which was the meaning behind the Backwards Mask itself. I promised no spoilers, so I won't say anything else here. :-)

  • Which scenes will stay with you? The opening scene with August Delporo and Orit Takagawa (Physic) is fantastic! It helped get me straight into the setting and style of the book. Beyond that, the space battle scenes are all very vivid, but the scenes that are most memorable for me feature individual heroism, especially Crowbar near the end.

  • Which characters will stay with you? Raven. Without spoiling anything, Raven is ridiculously smart, beautiful, and completely out of place at the beginning. She grows into her role though.

  • What genre would you say it is? Sci-Fi (mostly military sci-fi) all the way.

  • Have you read anything else by this author? Yes. Have a look at https://thesectorm.com/works.html. He's also published "The Artificer's Guide to Magic Items" on dmsguild, which is extremely well done.

  • Is it available today? Yes!

  • Give me a good quote. "They are going to call us traitors, each and every one of us – and they’ll be right – we are. No matter the outcome, they will remember the battles, the dates, the names, the orders of battle and all the endless minutiae that goes along with it. But I have to wonder if any of them will remember that even a bunch of traitors, whose fates were still uncertain, could still find the time to laugh among friends."


Rating:
[5 of 5 Stars!]
Ebook: The Backwards Mask
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
D20-S1 The Linkworlds Cluster
by JJ [Verified Purchaser] Date Added: 06/20/2024 18:40:03

I ran a campaign using Mongoose 2E rules and this book, The Linkworlds Cluster, and I thoroughly enjoyed it.

It was my first time refereeing and the book really had everything I needed. It has background history, patrons, small encounters, adventures, and then a manageable campaign scenario that has the players taking their ship to each world detailed in the book to do some deliveries. It's perfect and I can't state how strongly I recommend it!

The players and I spent more than a year playing the whole book end to end and that introduction kept the group playing til today, about nine years later.



Rating:
[5 of 5 Stars!]
D20-S1 The Linkworlds Cluster
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
CT-TTB-The Traveller Book
by Dave [Verified Purchaser] Date Added: 05/31/2024 17:14:52

This is one of the most amazing rpg books of all time.



Rating:
[5 of 5 Stars!]
CT-TTB-The Traveller Book
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
D20-P3 Golden Age Starships for Traveller20. 3- Archaic Small Craft, Shuttles, and Gigs
by Michael [Verified Purchaser] Date Added: 10/24/2023 22:25:59

This is exactly what i needed for my Near Future Campaign. Perfect for a small craft campaign.



Rating:
[5 of 5 Stars!]
D20-P3 Golden Age Starships for Traveller20. 3- Archaic Small Craft, Shuttles, and Gigs
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
CT-TTB-The Traveller Book
by Xavier M. Z. [Verified Purchaser] Date Added: 04/15/2023 11:39:22

One of the best single book RPGs ever compiled. A toolbox to let your imagination loose—create characters with life stories, worlds, subsectors, starships... Alright, maybe the task resolution or the combat are not streamlined, but these are easy fixes. It was the concept that was, and still is, revolutionary: procedural creation, fractal universes, the stars our destination.



Rating:
[5 of 5 Stars!]
CT-TTB-The Traveller Book
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
CT-X The Encyclopedia of Dagudashaag
by Chris C. [Verified Purchaser] Date Added: 07/15/2022 04:07:16

A brilliant labour of love exploring the Vilani for Traveller. Lots of adventure seeds and ideas here.



Rating:
[5 of 5 Stars!]
CT-X The Encyclopedia of Dagudashaag
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
CT-F Ordeal By Eshaar
by Chris C. [Verified Purchaser] Date Added: 07/15/2022 04:00:21

The Keiths really love pulp sci-fi, and this is one of their best adventures for Traveller.



Rating:
[5 of 5 Stars!]
CT-F Ordeal By Eshaar
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
D20-01 Traveller20 Core Rules Set
by Timothy B. [Featured Reviewer] Date Added: 05/20/2022 12:12:50

Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller20-2002-2007.html

We are now in another new decade. In fact a new century and a new millennium in fact. And of course another new edition of Traveller. Interestingly enough we are now 25 years out from the Little Black Books. But we are now nearing the end height of the d20 boom. Traveler, for the first time in its history, is now using the same system as Dungeons & Dragons.

Traveller for d20, also called Traveller 20 or even T20 used the d20 system under the OGL and d20 STL.

Since this is the 20th day of SciFi month, let's do Traveller for d20!

There are two versions of this game, one out in 2002, which I remember was a single hardcover book. The other, available from DriveThruRPG is the 2007 edition and made up of three books (and a handbook). I had the 2002 version briefly but ended selling it off in an auction. Why? I can't recall. I had a baby and another one on the way, I bet I needed money.

Both versions have similar cover art.

For the purposes of this review, I am going to consider the 2006-7 version from DriveThruRPG and from Far Future Enterprises where I got my copy from.

Traveller20 Core Rules Set (2006-7)

PDF. Four files. Color cover art, black & white interior art.

Ok. I want to start with this. I like d20. I do. My favorite version of the Star Wards RPG is Wizard's Revised d20 version. I know that sounds like blasphemy to so many, but I don't care. Star Wars and D&D are so wrapped up into my childhood that bringing them together under one system was a no-brainer for me. Now if I can add some Traveller bits? Well I don't know if I can just yet, but the idea is so tempting, so tantalizing I just can't help it. Seriously what could be more Summer of 1977 than Star Wars + D&D + Traveller? What does that mean for you? Well. I am likely to cut this edition a lot of slack. Maybe even to the point of excusing some things I shouldn't. Forewarned is forearmed.

The Traveller's Guidebook

PDF. 234 Pages, Color cover, black & white interior art with blue accents.

This is the "Book 0" OR the Book 4 of the 2006-7 Traveller d20 line. This book covers all the basics for the Traveller Player.

We get out Introduction which tells us what we are in for here. It is written for the point of view of anyone new to RPGs or new to Traveller (any version).

We get brief overviews of the d20 mechanic. How to set your Difficulty Levels (DCs) and even a little on success levels.

Character Creation is next. What follows is pretty standard for all d20 games. Roll abilities, choose races, select classes, set skills, add feats, roll up hitpoints. This is Traveller so there is a bit more added on.

D&D/d20 has six Character Abilities. Traveller has six. T20 has nine. These are Strength, Dexterity, Constitution, Intelligence, Education, Wisdom, Charisma, Social Standing, and Psionic Strength. Ok a mix of both systems. Not exactly what I would have done, but hey. Ability scores are d20 standard, modifiers are as well.

Hitpoints are split between Stamina and Lifeblood. Or what other games might call wound points and health points. One slows you down the other represents how much you have till you die. Loosing either is not good.

Races are discussed and the standard humans are given with variations. You can also choose Vargr, Aslan, Ursa, and Virushi.

Since this is Traveller you have your homeworld to consider. There are plenty of random tables to help you figure this all out. Tech Levels from previous editions remain here. It's a nice touch of course. Also you have your prior history, or what you did before you decided to live the glamorous life of a Traveller. Turns of service enter here with various paths and what that all means in terms of your character (background, credit earned, and skills). I am not sure but it seems like there are a lot of careers here. More than other editions.

Once that is figured out you can choose a class. XP values are the same as D&D 3.x so that is easy enough. There are 12 core classes: Academic, Athlete, Barbarian, Belter, Entertainer, Martial Artist, Mercenary, Merchant, Noble, Professional, Rogue, and Traveller. Nine "Service" Classes: Army, Convict, Corsair, Flyer, Law Enforcement, Marine, Navy, Sailor, and Scout. And eight Prestige Classes: Diplomat, Engineer, Medic, Ace Pilot, Ancients Hunter, Big Game Hunter, Psionicist, and TAS Field Reporter.

Skills are covered and as expected there are a lot of them. A lot. Nearly 30 pages worth. Same goes for Feats (this is d20 after all). Now I prefer a smaller list of skills myself, but I see why the authors did what they did.

Equipment and Starting Funds cover the next 40 pages or so. Imperial Credits are still good here!

Combat is the d20 system with a few twists, but nothing the average D&D 3.x+ player couldn't figure out. The covers personal, vehicle and ship combat.

Adventuring covers quite a lot from what the characters do, living expenses, environments and their dangers, weather dangers, movement, vision, and on to Psionics (which really should be it's own chapter).

We now get into what could be reasonably called the Traveller Black Books of d20.

Book 1: Characters and Combat

PDF. 209 Pages, Color cover, black & white, and color interior art.

I will admit I am confused. This book looks older than the "Book 0" above. No problem. Ok. So I get the idea these textbooks are actually separate from the first one. Not sure what the logic here is, but works for me. I'll take these three books as a group, like the Little Black Books of old.

We start out with some game fiction. Move right on to an introduction from Marc W. Miller, but I think that is all he did for this particular version. This moves on to the Introduction to RPGs section and about Traveller in particular. So while it is similar to the book above it also goes into far more detail.

Characters cover character creation.

There is an overview with page references to where they are detailed later in this book. Most interestingly there are now eight (8) Abilities. The standard d20 ones plus Education (EDU) and Social Standing (SOC).

You generate your abilities first, examples are given of how EDU and SOC work in the game. Determine your race/species included here are humans (with sub-types), Vargr, Aslan, Luriani, Sydites, Ursa, and Virushi. Mentioned ar the Droyne, Hivers, and K'Kree.

As always your homeworld stats are determined and character adjusted as needed. This also helps with skills and what classes are available to you.

Classes are next and there are a lot of them. This time they are better explained. We have the core classes: Academic, Barbarian, Belter, Mercenary, Merchant, Noble, Professional, Rogue, and Traveller. The Service Classes: Army, Marine, Navy, and Scout. And Prestige Classes: Ace Pilot, Big Game Hunter, and TAS Field Reporter. Classes work like the d20 standard.

I do admit I have a desire to run a game with TAS field reporters. If nothing else this is giving me a load of ideas for my Star Trek: Mercy campaign.

Skills are up and we also get a note that this section is Open Game Content. Nice touch. There are quite a lot of skills here, more than the d20 standard of the time. A lot of these are also limited to particular classes or backgrounds. Unlike standard d20 and more like some other games, some skills can be used with more than one ability. Pilot for example can be INT or DEX. I think my favorite addition though is the "Dealing with Bureaucrats" DC table. As expected this section is rather large.

Feats (this is d20 after all) is also a long section. There are also some Final Details to figure out like age, height, and weight.

Oddly, but maybe it makes sense, Prior History is after all of this. Reading through is does actually since it modifies what the character is like. In truth it is like a rather robust "Backgrounds" from D&D 5th Edition, just 10+ years before that.

Combat is up. The book says that combat is pretty much the same as d20 standard except in a few cases. Mostly Traveller universe specific examples. Where things are different it is noted.

After combat, the Prestige Classes are covered. And at the end as always (more or less) is Psionics.

The Appendices follow. Their page numbers start as if all three books are combined. Nice really. So Appendix I starts on page 426. The last page is the OGL and Product Identity information.

Book 2: Equipment and Design

PDF. 164 Pages, Color cover, black & white interior art.

I just want to say right now that I am loving this Classic Traveller presentation of the Traveller 20 rules. I wish I had a POD of this.

This book continues, page numbers and all, from Book 1.

This book covers all the Technology and Equipment (about two dozen pages), the design of vehicles and starships, and some standard designs. All of it is largely what you would expect it to be.

Technology and Equipment. This discusses various TLs (Technology Levels) and the character "shopping list" so lots of weapons. We do have sections of drugs, medical care, food and living expenses, as well as cybertechnology (somewhat that started in Traveller just a decade ago) and cloning. Interestingly enough I did not see a lot on robots save that they can be built like vehicles. I do appreciate the conservation of rule space here, but more might have been nice.

Computers are more advanced, but you are all sick of me harping on that.

The Appendices repeat here as well as the OGL information.

Book 3: Worlds and Adventures

PDF. 107 Pages, Color cover, black & white interior art.

Ok, I have to admit I am enjoying this system.

This is the smallest of the three.

This book covers Travelling (Chapter 14), Starship Encounters (Chapter 15), Universe and World development (Chapter 16), Campaigns (17), and Traveller Adventures (Chapter 18).

The design here is one of characters living in a giant Galactic Imperium that is full of adventure and lite on the details of the Imperium itself. Oh there is information here on it anyone with any knowledge of Traveller can easily fill in the blanks. The focus of this game though is more like Classic Traveller, on the characters and what they do. There is more here than Classic Traveller, but not as much as say MegaTraveller.

I can gather from reading that this takes place sometime prior to the timeline of the LBBs, before 1000. But not much more.

--

Ok so this bundle has two separate versions of the T20 game. For my money, I would rather the Three Books and add in details from The Traveller's Guidebook where needed.

The Three Books cover the same material as The Traveller's Guidebook save for where the TGB goes into additions (more classes, more abilities). I am not 100% convinced that the additions to TGB are better.

I am not going to lie. I like the 3.x d20 system, warts and all. I like the idea of a huge Galactic Empire. So if I am going to play a non-Trek game then some flavor of d20 is likely going to be my choice.

Call me crazy, but I like this one.

Part of me wants to find a copy of the Traveller d20 dead tree book online to buy another part of me wants to print out what I have to put into a binder with other d20-based SciFi games. I know there is d20 Starfleet Battles / Prime Directive and more.



Rating:
[5 of 5 Stars!]
D20-01 Traveller20 Core Rules Set
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
T4 Marc Miller's Traveller
by Timothy B. [Featured Reviewer] Date Added: 05/19/2022 11:07:49

Originally posted here (with images): https://theotherside.timsbrannan.com/2022/05/review-t4-marc-millers-traveller-1996.html

We are now up to 1996. Games Designer's Workshop, unfortunately, had folded at the end of February 1996. At this time the rights to Traveller reverted back to Mark Miller. So Mark started Imperium Games to produce a new game called "Marc Miller's Traveller" but most called T4 online. It has, as far as I can tell, the least amount of supplements for its game line but that is not a huge surprise.

T4 Marc Miller's Traveller (1996)

PDF. 194 pages, color covers and color inserts, black & white art.

For the purposes of this review I am only considering the PDF from DriveThruRPR. There is a softcover POD that includes the color plates, but I do not have that.

There are a lot of familiar names here including Larry Elmore doing some of the interior art.

This game is set at the dawn of the Third Imperium, so in the opposite direction timewise the latest versions were going. It makes it pretty clear that setting wise at least is that this is not a sequel or continuation of MegaTraveller or Traveller: The New Era.

I will note I am not coming into this one blind. Even back then I had heard how this particular edition was riddled with errors and it there is a page (or two dozen pages) of errata out there. I am not going to consider that, nor do I even know if they are included in this file. I am going with no, but I'll check them out later.

Chapter 1: Roleplaying in the Traveller Universe

This is the typical "what is a role-playing game" and "what is Traveller" sections. It is all very similar to the Traveller Book.

Chapter 2: Character Generation

This feels an awful lot like Classic Traveller. In particular, again, the Traveller book. There are more careers here and you get more skills. It also doesn't look like you can die in character creation anymore, but you can be injured and discharged. You still go through background, homeworlds and advanced education, and more. Very familiar I am sure to the seasoned Traveller player. Speaking of familiar, our good friend Alexander Jamison is back. An error, on page 24 Ranks are mentioned (ok, cool same as CT), but in the tables on 29-32 have ranks of E1 to E9 and O1 to O10, Enlisted and Officer.

Chapter 3: Skills

For the first time, the skill list seems a bit smaller than in the last two editions. The chapter not huge and the skills are explained well.

Chapter 4: Task

This is a short and sweet chapter. Only 2 chapters. BUT a couple of things. First, we are now using a "Roll under" system which I am not a fan of. And there are all these "x.5" die rolls. I had forgotten about all the weird-ass die mechanics the late 90s flirted with. This is not the worse, but it is certainly no fun. I mean the task resolution is not terrible, but there are better ones. Much better ones.

Chapter 5: Ground Combat

This is a bit larger than tasks but still smaller than other versions. While there are changes due to the task resolution system it still reads a lot like Classic Traveller. In fact the range bands are now back!

Chapter 6: Equipment

The shopping chapter! One thing I notice is that computers (I know I harp on this, sorry it's my thing) seem to have really advanced. Though I have to point out the "advanced" computers of the Dawn of the Third Imperium are on par with the one I use now to write this. Minus the holographic display. But all in all a big improvement.

I am getting the feeling that somewhere between CT and T4 there is a great Traveller game.

What I am not getting yet is how the tech of this time differs from Classic Traveller's implied tech. This is supposed to be 1100 years before the LBBs.

Chapter 7: Surface Vehicle

This covers vehicles that are not starships. I do want to take a moment and comment on the improved art of this edition. Traveller never really had what I would call inspiring art. It had functional art and it had good descriptive art, but never anything like "wow that looks awesome." Some of the art here is of the awesome category.

Chapter 8: Spacecraft

One of my favorite chapters of past editions. Again starship computers are better handled. Creating a ship is a little like creating a character. There are even some nice photo-like pictures of starships. This section reads a bit differently than the others. Also the tables are organized by layout space rather than how they need to be consulted.

Chapter 9: Space Travel

Guess what is back? Yes! The equations! This whole section is very reminscent of the Classic Traveller books. Though I will admit I do not recall the grisly "Low Lottery" from previous editions. This isn't Star Trek folks.

Chapter 10: Space Combat

This chapter covers combat and it is a bit different. I'd like to say it looks faster, but I have not tried it out at all. Again I'll need to stat out a few ships and give them a trial run. Maybe I could run that Freetrader Beowulf rescue mission I have wanted to try.

Chapter 11: Psionics

Each edition Psionics gets a boost. The material here is again largely similar to Classic Traveller, but now there is a Psiconist service. That's new. I wonder if Babylon 5 was any influence here.

Chapter 12: World Generation

This is also a copy (more or less) from Classic Traveller. No world forms here though.

Chapter 13: Encounters

This is a combination of both the Encounters and Animal Encounters sections. This makes sense really. This is also all word for word from The Traveller Book. The more I red the more déjà vu I am getting.

Now I am not complaining here. In 1996 when this came out the original Classic Traveller was 20 year old. The books were long out of print and GDW was gone. For someone who say played Traveller in High School, skipped all the other editions due to college and now was, oh I don't know, sitting on the train commuting from home to Chicago and back to home every day, this had to be a very welcome sight.

Chapter 14: Referee's Introduction

Our Game Master section. Not word for word from the Traveller book, but close enough. OR at least the feeling is the same. This does include some details on improving skills.

Chapter 15: Running Adventures and Campaigns

This is similar enough to the Traveller Book's "Referee's Guide to Adventuring." I am not sure is the authors (and there is plenty of evidence that there is more than one voice here) wanted to ignore everything after MegaTraveller OR were not allowed to use anything. I don't mean text I mean ideas. I think I wanted to see more here.

Chapter 16: Trade and Commerce

Again similar to other editions of Classic Traveller. Did text search and found it is largely the same text as Book 7, Merchant Prince. And again not a complaint here.

Chapter 17: Exit Visa (Adventure)

This is the same adventure from the Traveller Book.

Chapter 18: Rubicon Cross (Adventure)

This one is completely new as far a I can tell. In fact my online search for it pulled up references to T4 and the errata sheets. Guess I'll grab that.

Library Data and Index

The Library Data is pulled from Classic Traveller. Is it a copy? Yes. And sadly it preserved the focus on the current year being 1105 and Year 0. So the entries on "Dating Systems" and "Holiday Year" only make sense from a later perspective. Ok, I suppose it was possible that Cleon I proclaimed the current year as the Holiday year when he assumed power.

The Index is pretty good.

What do we know?

Well. Let's extend my D&D analogy here to the breaking point.

Original LBB Traveller is OD&D's LBB. I called the Traveller Book the "Holmes Basic" of Traveller, but in retrospect I think Moldvay Basic & Cook/Marsh Expert is a better fit. That makes Traveller Starter Edition the Mentzer BECMI D&D. Traveller 2300 is SPI's DragonQuest, Mega Traveller is AD&D 2nd Edition, and Traveller the New Era is 4th edition.

So what then in Marc Miller's Traveller? Since it is closest to the Classic Traveller line it is the 1991 Black Box or The Classic Dungeons & Dragons Game produced in 1994 and edited by Doug Stewart.

So who is Marc Miller's Traveller for?

In 1996 that answer was easy. It was for anyone that wanted to play Traveller that did not have access to the older Classic Traveller books and did not care for the New Era.

In 2022? Well. That is a harder one to answer. Today Classic Traveller is easily available in a variety of formats and editions. And I have not even started with Moongoose Traveller or the Cepheus Engine materials. IF there had been more material on the start of the 3rd Imperium here then that would give it a solid reason for setting alone. If the rules had been updated more with that 20 years of Traveller experience then that would have been a solid reason. Sadly neither of those are true enough. That added to the errors, the typos and some weird design choices make this a Traveller for the die hard fans only. That is NOT a bad thing. Just for my money I still prefer my Traveller Book.

Now what I might do, since I have the PDF and this is easy. Is go through it all and just print the updated sections I like and slot them into my Traveller 3-ring binder. I have a tab for "4" I could use AND I put in, or pencil in, all the errata I want or need.

I do want to point out again that the art in this book is phenomenal. There are some seriously good pieces that look like they come right off the cover of some great sci-fi novel. I like to think that was the intent. I am sure it makes for a gorgeous PoD book.



Rating:
[3 of 5 Stars!]
T4  Marc Miller's Traveller
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Displaying 1 to 15 (of 277 reviews) Result Pages:  1  2  3  4  5  6  7  8  9 ...  [Next >>] 
pixel_trans.gif
0 items
 Hottest Titles
 Gift Certificates