DriveThruRPG.com
Browse Categories
$ to $















Back
pixel_trans.gif
Other comments left for this publisher:
You must be logged in to rate this
pixel_trans.gif
Hub Federation
by Mysterious B. [Verified Purchaser] Date Added: 04/17/2012 07:51:46

At last, Gypsy Knight Games has revealed their setting to the public. And, the suggestions that have been planted along the way now make sense. This rather small offering is meant to act as the matrix to view their Quick World series and purely optional which is its strengths. There is no attempt to foster the Hub Federation onto players and referees but rather it is a tool for understanding this campaign better. Its history is plausible and fits well with the Quick Worlds. The drawback of this book/campaign is that the worlds are rather underpowered compared to the extent of power projection needed to hold an Empire or Federation together. The art and text would suggest a much more higher powered Federation than TL A,B. But, that is a quibble more than a complaint. It resembles the OTU in many ways, so much, so that it could serve a parallel to a modified OTU (ie no Vilani at Bernard's Star - rather have them further Coreward and a 2300AD setting dominate until some time into the future). Thus, I can see, if one wants to leave the OTU, this product allows you do so. However, it has much softer edges than Outer Veil so not compatible with that fine product and yet is not as soft as Terra-Sol. So, if Referees and Players are longing for a lower powered Traveller Universe - this represents an excellent compromise.



Rating:
[4 of 5 Stars!]
Hub Federation
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Quick Worlds 20: Atargatis
by D. D. [Verified Purchaser] Date Added: 04/01/2012 02:00:37

Extremely poor. The planet is barely described, we don't know much about the climate, plants or lifeforms, economic activities or anything. Just a bunch of data thrown on pages. There is no ambiance, no charm at all. Also, the map of the planet is a joke. At least it is free so you can see for yourself.



Rating:
[1 of 5 Stars!]
Quick Worlds 20: Atargatis
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Subsector Sourcebook 2: Franklin
by Timothy L. [Verified Purchaser] Date Added: 03/30/2012 16:14:46

Loved the detail. I wished more mainstream products would do it. I have to do a lot of that sort of thing myself. I run a naval campaign, and it is important some time for the players to know this kind of stuff. The descriptions gave a good framework without saying do it our way or else. Plenty of seeds. I did miss some of the trade info and the fact they have no bases on a world was a little off.



Rating:
[4 of 5 Stars!]
Subsector Sourcebook 2: Franklin
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
21 Plots: Planetside
by Mysterious B. [Verified Purchaser] Date Added: 03/16/2012 09:15:00

In this short supplement Gypsy Knight Games goes again to producing excellent adventure hooks that are resolutely grounded in a stout Traveller feeling. The format is the consistent with previous 21 Plots, a small basic setup for the scenario then the Referee can choose one of the outcomes or roll 1D6 and wholly freeform it or put together a comprehensive “one shot” replete with maps, stats and whatnot. What makes these adventure seeds so Traveller is that they grounded in a down-to-earth and unclean future where people’s jobs may be in space, but, they still remain jobs – everyday smoes who have a possibility at becoming local heroes.



Rating:
[5 of 5 Stars!]
21 Plots: Planetside
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Subsector Sourcebook 2: Franklin
by Mysterious B. [Verified Purchaser] Date Added: 02/18/2012 15:02:10

Another fine collection of worlds that puts another puzzle piece in place for this Alternative Traveller Universe. Filled lots of adventure hooks and interesting locales guaranteed to inspire any Referee when the brain rot sets in...and they need to come up with a ready made subsector for adventure. Once again, excellent art (with one exception noted below) dominates the work as does clear and entertaining writing. The book is significantly bigger than the previous one but still gives lots of excellent coverage of the numerous worlds in question - no real duds just familiar tropes gently spoofed or retreaded upon. However, if there is one criticism is the repeated use of the stock art for some of the worlds especially that of Saturn whose orbital tilt, colouration and prominent ring system is obvious that is Saturn - no matter what they call it. I would suggest putting it through different colour filters and changing the orbital tilt to make it less recognizable when the final print version appears. Otherwise, can hardly wait for the print.



Rating:
[4 of 5 Stars!]
Subsector Sourcebook 2: Franklin
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Quick Worlds 20: Atargatis
by Mike B. [Verified Purchaser] Date Added: 02/10/2012 13:00:45

well laid out. Easy to use and understand. Please make more worlds to use.



Rating:
[5 of 5 Stars!]
Quick Worlds 20: Atargatis
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Quick Worlds 20: Atargatis
by Brett K. [Verified Purchaser] Date Added: 02/03/2012 05:05:51

Quite good. The download page did not tell me when the download had finished. It clicked the link again, then went and checked my downloads folder and saw I had 2 copies. The quality of the PDF is quite good. The layout is neat and clean and easy to read. A legend for the world map would be nice. Good job all round.



Rating:
[4 of 5 Stars!]
pixel_trans.gif
Quick Worlds 17: Tal'Kalares
by Alexander L. [Featured Reviewer] Date Added: 01/17/2012 07:02:31

Originally Published at: http://diehardgamefan.com/2012/01/17/quickworldsfortraveller/

Quick Worlds 17: Tal’Kalares – A cleverly laid-out dense atmosphere world, with a series of “convenient” plateaus that provide standard atmospheric pressure. A solid hook into ancient alien terraformers. Wilds down in the denser “Bottoms” where well-designed and thought through animal encounters are likely. A matriarchal society, albeit not an oppressive one. And plenty of chance for adventure as you tie in visits to the “Bottoms” and the discovery of pre-colonial artifacts that have been found there – Is the government keeping other finds secret, or have they just not found anything else yet?

So you’re GMing a game of Traveller, and your players decide to pull a fast one on you. No matter how you guide them, they have made up their minds to pull up stakes and head to a different system, abandoning the one on which you invested so much time in setup and preparation. They hop in their Free Trader and hit the jump button, arriving somewhere else entirely, expecting you to pull adventure and excitement out of your… well, you know where.

What do you do?

Of course you can just stop your game for a while, pull out the books and generate a world, or even pick one off of the map you have drawn up with some loosely generated world stats. Then you’re either wasting more precious gaming time coming up with new plots and hooks and double-crosses, or you’re winging it for the rest of the session.

Or you can pull out one of the Quick Worlds series from Gypsy Knight Games!

Each supplement is a complete survey of a system in it’s entirety. Everything that can be easily detailed is, including a full survey of all of the stars, planets, moons and the like in the system, as well as the civilizations that reside upon them.

Most of the books come with some depiction in addition to the text of the layout of the system, either with a map of the orbits, or for a world with a significant number of moons, a map of that world and all of her satellites. In addition, the primary world will be mapped out in the traditional, “world as a 20 sided die” Icosahedral projection, with indicators of terrain type and the location of major cities and starports.

At the world level, descriptions of the terrain and atmosphere, as well as the presence of any seas of note are made, as well as a general survey of the climate on the world. Major cities are discussed, and government and legal systems are broken down in more detail than can be represented by a single die-roll. This tends to be where the plot hooks begin to pop up in inset boxes, with indications of how real conditions are in comparison to how the world itself wants to be perceived. Each city and spaceport is described, to some level of detail, without going into too much depth..

Finally, further information about the system as a whole, and how it interacts with visitors and its neighbors is discussed, and plot hooks and ideas are expanded upon, with a focus upon the sort of character background that might find a reason to come to this particular world – be it a mercenary company that could be hired to put down a rebellion, or an agent or scoundrel working one side or the other of a smuggling operation.

The content of the books are top notch and generally useful. The presentation, on the other hand, leaves a little something to be desired. Already short texts, the first two pages of each PDF are the cover art and credits, and the last two are the standard licensing boilerplate, leaving some of the books to less than ten total pages of content. This wouldn’t be the end of the world for a $4 product, but a frank look at the presentation of that content immediately shows where layout tricks were employed to pad things further. Margins are a full inch and a half, with an additional half-inch “gutter between the two columns. Combine this with a 14 point font, and things go quickly from “published book” to “freshman English essay” territory.

A better solution, albeit a less financially beneficial one, would be to take these guides and merge them together into a series of books. Each one would have two, three, or even five complete systems in them. The font could be normalized, and the margins shrunk, and it would still give 20 or so pages of solid content, which could be sold for a very understandable $12 or so.

Are they useful? Heck yes – they can be a real lifesaver. That said, I don’t know that I’d invest in them myself, as I could fairly easily generate these statistics from Book 6:Scouts (Classic Traveller), and come up with the necessary military, political or corporate intrigue on my own. If you’re just starting out, though, they make a great primer on what real preparation for a “sandbox” game looks like.



Rating:
[3 of 5 Stars!]
Quick Worlds 17: Tal'Kalares
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Quick Worlds 16: Serapis
by Alexander L. [Featured Reviewer] Date Added: 01/17/2012 07:01:57

Originally Published at: http://diehardgamefan.com/2012/01/17/quickworldsfortraveller/

Quick Worlds 16: Serapis – A water-heavy world, with a dictatorial government grown out of a rebellion against a centuries-old monarchy. A prison planet where those who are too valuable to kill outright can be stored (perhaps even including the dictator’s mother!). The first reference to winding back the clock, and playing through the rebellion on one side or the other. Also the first reference to Blaylock Mining, who will appear in other, future supplements as a possible patron or enemy.

So you’re GMing a game of Traveller, and your players decide to pull a fast one on you. No matter how you guide them, they have made up their minds to pull up stakes and head to a different system, abandoning the one on which you invested so much time in setup and preparation. They hop in their Free Trader and hit the jump button, arriving somewhere else entirely, expecting you to pull adventure and excitement out of your… well, you know where.

What do you do?

Of course you can just stop your game for a while, pull out the books and generate a world, or even pick one off of the map you have drawn up with some loosely generated world stats. Then you’re either wasting more precious gaming time coming up with new plots and hooks and double-crosses, or you’re winging it for the rest of the session.

Or you can pull out one of the Quick Worlds series from Gypsy Knight Games!

Each supplement is a complete survey of a system in it’s entirety. Everything that can be easily detailed is, including a full survey of all of the stars, planets, moons and the like in the system, as well as the civilizations that reside upon them.

Most of the books come with some depiction in addition to the text of the layout of the system, either with a map of the orbits, or for a world with a significant number of moons, a map of that world and all of her satellites. In addition, the primary world will be mapped out in the traditional, “world as a 20 sided die” Icosahedral projection, with indicators of terrain type and the location of major cities and starports.

At the world level, descriptions of the terrain and atmosphere, as well as the presence of any seas of note are made, as well as a general survey of the climate on the world. Major cities are discussed, and government and legal systems are broken down in more detail than can be represented by a single die-roll. This tends to be where the plot hooks begin to pop up in inset boxes, with indications of how real conditions are in comparison to how the world itself wants to be perceived. Each city and spaceport is described, to some level of detail, without going into too much depth..

Finally, further information about the system as a whole, and how it interacts with visitors and its neighbors is discussed, and plot hooks and ideas are expanded upon, with a focus upon the sort of character background that might find a reason to come to this particular world – be it a mercenary company that could be hired to put down a rebellion, or an agent or scoundrel working one side or the other of a smuggling operation.

The content of the books are top notch and generally useful. The presentation, on the other hand, leaves a little something to be desired. Already short texts, the first two pages of each PDF are the cover art and credits, and the last two are the standard licensing boilerplate, leaving some of the books to less than ten total pages of content. This wouldn’t be the end of the world for a $4 product, but a frank look at the presentation of that content immediately shows where layout tricks were employed to pad things further. Margins are a full inch and a half, with an additional half-inch “gutter between the two columns. Combine this with a 14 point font, and things go quickly from “published book” to “freshman English essay” territory.

A better solution, albeit a less financially beneficial one, would be to take these guides and merge them together into a series of books. Each one would have two, three, or even five complete systems in them. The font could be normalized, and the margins shrunk, and it would still give 20 or so pages of solid content, which could be sold for a very understandable $12 or so.

Are they useful? Heck yes – they can be a real lifesaver. That said, I don’t know that I’d invest in them myself, as I could fairly easily generate these statistics from Book 6:Scouts (Classic Traveller), and come up with the necessary military, political or corporate intrigue on my own. If you’re just starting out, though, they make a great primer on what real preparation for a “sandbox” game looks like.



Rating:
[3 of 5 Stars!]
Quick Worlds 16: Serapis
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Quick Worlds 15: Vasynov
by Alexander L. [Featured Reviewer] Date Added: 01/17/2012 07:01:22

Originally Published at: http://diehardgamefan.com/2012/01/17/quickworldsfortraveller/

Quick Worlds 15: Vasynov – An open and fickle society, ruled as a participatory democracy, where the whims of the majority are indulged, and culture can change swiftly as the pendulum of public opinion swings both ways on an issue. The cities are underground, and no surface water exists. Room exists for intrigue amongst the asteroid belt miners, with two companies squaring off. And conflict can be manufactured from the current political layout that denies the vote to any citizen in the system who doesn’t live on or under the surface of the primary world.

So you’re GMing a game of Traveller, and your players decide to pull a fast one on you. No matter how you guide them, they have made up their minds to pull up stakes and head to a different system, abandoning the one on which you invested so much time in setup and preparation. They hop in their Free Trader and hit the jump button, arriving somewhere else entirely, expecting you to pull adventure and excitement out of your… well, you know where.

What do you do?

Of course you can just stop your game for a while, pull out the books and generate a world, or even pick one off of the map you have drawn up with some loosely generated world stats. Then you’re either wasting more precious gaming time coming up with new plots and hooks and double-crosses, or you’re winging it for the rest of the session.

Or you can pull out one of the Quick Worlds series from Gypsy Knight Games!

Each supplement is a complete survey of a system in it’s entirety. Everything that can be easily detailed is, including a full survey of all of the stars, planets, moons and the like in the system, as well as the civilizations that reside upon them.

Most of the books come with some depiction in addition to the text of the layout of the system, either with a map of the orbits, or for a world with a significant number of moons, a map of that world and all of her satellites. In addition, the primary world will be mapped out in the traditional, “world as a 20 sided die” Icosahedral projection, with indicators of terrain type and the location of major cities and starports.

At the world level, descriptions of the terrain and atmosphere, as well as the presence of any seas of note are made, as well as a general survey of the climate on the world. Major cities are discussed, and government and legal systems are broken down in more detail than can be represented by a single die-roll. This tends to be where the plot hooks begin to pop up in inset boxes, with indications of how real conditions are in comparison to how the world itself wants to be perceived. Each city and spaceport is described, to some level of detail, without going into too much depth..

Finally, further information about the system as a whole, and how it interacts with visitors and its neighbors is discussed, and plot hooks and ideas are expanded upon, with a focus upon the sort of character background that might find a reason to come to this particular world – be it a mercenary company that could be hired to put down a rebellion, or an agent or scoundrel working one side or the other of a smuggling operation.

The content of the books are top notch and generally useful. The presentation, on the other hand, leaves a little something to be desired. Already short texts, the first two pages of each PDF are the cover art and credits, and the last two are the standard licensing boilerplate, leaving some of the books to less than ten total pages of content. This wouldn’t be the end of the world for a $4 product, but a frank look at the presentation of that content immediately shows where layout tricks were employed to pad things further. Margins are a full inch and a half, with an additional half-inch “gutter between the two columns. Combine this with a 14 point font, and things go quickly from “published book” to “freshman English essay” territory.

A better solution, albeit a less financially beneficial one, would be to take these guides and merge them together into a series of books. Each one would have two, three, or even five complete systems in them. The font could be normalized, and the margins shrunk, and it would still give 20 or so pages of solid content, which could be sold for a very understandable $12 or so.

Are they useful? Heck yes – they can be a real lifesaver. That said, I don’t know that I’d invest in them myself, as I could fairly easily generate these statistics from Book 6:Scouts (Classic Traveller), and come up with the necessary military, political or corporate intrigue on my own. If you’re just starting out, though, they make a great primer on what real preparation for a “sandbox” game looks like.



Rating:
[3 of 5 Stars!]
Quick Worlds 15: Vasynov
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Quick Worlds 14: Hiallt
by Alexander L. [Featured Reviewer] Date Added: 01/17/2012 07:00:47

Originally Published at: http://diehardgamefan.com/2012/01/17/quickworldsfortraveller/

Quick Worlds 14: Hiallt – A mostly desert planet, with a quirky government of despotic rule for rigidly enforced 15-year terms. A radical split between the young and unmarried versus the married in terms of sexuality and sexual mores. More political intrigue as the Duke, an elected role, is about to end his term. Possible survival adventure in the high deserts, and perhaps even the chance to find long forgotten colonies of people out where nobody thinks anyone lives.

So you’re GMing a game of Traveller, and your players decide to pull a fast one on you. No matter how you guide them, they have made up their minds to pull up stakes and head to a different system, abandoning the one on which you invested so much time in setup and preparation. They hop in their Free Trader and hit the jump button, arriving somewhere else entirely, expecting you to pull adventure and excitement out of your… well, you know where.

What do you do?

Of course you can just stop your game for a while, pull out the books and generate a world, or even pick one off of the map you have drawn up with some loosely generated world stats. Then you’re either wasting more precious gaming time coming up with new plots and hooks and double-crosses, or you’re winging it for the rest of the session.

Or you can pull out one of the Quick Worlds series from Gypsy Knight Games!

Each supplement is a complete survey of a system in it’s entirety. Everything that can be easily detailed is, including a full survey of all of the stars, planets, moons and the like in the system, as well as the civilizations that reside upon them.

Most of the books come with some depiction in addition to the text of the layout of the system, either with a map of the orbits, or for a world with a significant number of moons, a map of that world and all of her satellites. In addition, the primary world will be mapped out in the traditional, “world as a 20 sided die” Icosahedral projection, with indicators of terrain type and the location of major cities and starports.

At the world level, descriptions of the terrain and atmosphere, as well as the presence of any seas of note are made, as well as a general survey of the climate on the world. Major cities are discussed, and government and legal systems are broken down in more detail than can be represented by a single die-roll. This tends to be where the plot hooks begin to pop up in inset boxes, with indications of how real conditions are in comparison to how the world itself wants to be perceived. Each city and spaceport is described, to some level of detail, without going into too much depth..

Finally, further information about the system as a whole, and how it interacts with visitors and its neighbors is discussed, and plot hooks and ideas are expanded upon, with a focus upon the sort of character background that might find a reason to come to this particular world – be it a mercenary company that could be hired to put down a rebellion, or an agent or scoundrel working one side or the other of a smuggling operation.

The content of the books are top notch and generally useful. The presentation, on the other hand, leaves a little something to be desired. Already short texts, the first two pages of each PDF are the cover art and credits, and the last two are the standard licensing boilerplate, leaving some of the books to less than ten total pages of content. This wouldn’t be the end of the world for a $4 product, but a frank look at the presentation of that content immediately shows where layout tricks were employed to pad things further. Margins are a full inch and a half, with an additional half-inch “gutter between the two columns. Combine this with a 14 point font, and things go quickly from “published book” to “freshman English essay” territory.

A better solution, albeit a less financially beneficial one, would be to take these guides and merge them together into a series of books. Each one would have two, three, or even five complete systems in them. The font could be normalized, and the margins shrunk, and it would still give 20 or so pages of solid content, which could be sold for a very understandable $12 or so.

Are they useful? Heck yes – they can be a real lifesaver. That said, I don’t know that I’d invest in them myself, as I could fairly easily generate these statistics from Book 6:Scouts (Classic Traveller), and come up with the necessary military, political or corporate intrigue on my own. If you’re just starting out, though, they make a great primer on what real preparation for a “sandbox” game looks like.



Rating:
[3 of 5 Stars!]
Quick Worlds 14: Hiallt
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Quick Worlds 13: Chennai
by Alexander L. [Featured Reviewer] Date Added: 01/17/2012 07:00:16

Originally Published at: http://diehardgamefan.com/2012/01/17/quickworldsfortraveller/

Quick Worlds 13: Chennai – a seeming Utopia, the people of Chennai might wind up being the worst enemies of your player characters – you see, they like their government, and tend to see the police as being entirely beneficial to their well-being. Smugglers take note, the prices might be good, but most everyone is going to be helping out the opposition. More chances for some adventure related to travel through jungles, or by way of political intrigue as part of the otherwise carefully controlled political process.

So you’re GMing a game of Traveller, and your players decide to pull a fast one on you. No matter how you guide them, they have made up their minds to pull up stakes and head to a different system, abandoning the one on which you invested so much time in setup and preparation. They hop in their Free Trader and hit the jump button, arriving somewhere else entirely, expecting you to pull adventure and excitement out of your… well, you know where.

What do you do?

Of course you can just stop your game for a while, pull out the books and generate a world, or even pick one off of the map you have drawn up with some loosely generated world stats. Then you’re either wasting more precious gaming time coming up with new plots and hooks and double-crosses, or you’re winging it for the rest of the session.

Or you can pull out one of the Quick Worlds series from Gypsy Knight Games!

Each supplement is a complete survey of a system in it’s entirety. Everything that can be easily detailed is, including a full survey of all of the stars, planets, moons and the like in the system, as well as the civilizations that reside upon them.

Most of the books come with some depiction in addition to the text of the layout of the system, either with a map of the orbits, or for a world with a significant number of moons, a map of that world and all of her satellites. In addition, the primary world will be mapped out in the traditional, “world as a 20 sided die” Icosahedral projection, with indicators of terrain type and the location of major cities and starports.

At the world level, descriptions of the terrain and atmosphere, as well as the presence of any seas of note are made, as well as a general survey of the climate on the world. Major cities are discussed, and government and legal systems are broken down in more detail than can be represented by a single die-roll. This tends to be where the plot hooks begin to pop up in inset boxes, with indications of how real conditions are in comparison to how the world itself wants to be perceived. Each city and spaceport is described, to some level of detail, without going into too much depth..

Finally, further information about the system as a whole, and how it interacts with visitors and its neighbors is discussed, and plot hooks and ideas are expanded upon, with a focus upon the sort of character background that might find a reason to come to this particular world – be it a mercenary company that could be hired to put down a rebellion, or an agent or scoundrel working one side or the other of a smuggling operation.

The content of the books are top notch and generally useful. The presentation, on the other hand, leaves a little something to be desired. Already short texts, the first two pages of each PDF are the cover art and credits, and the last two are the standard licensing boilerplate, leaving some of the books to less than ten total pages of content. This wouldn’t be the end of the world for a $4 product, but a frank look at the presentation of that content immediately shows where layout tricks were employed to pad things further. Margins are a full inch and a half, with an additional half-inch “gutter between the two columns. Combine this with a 14 point font, and things go quickly from “published book” to “freshman English essay” territory.

A better solution, albeit a less financially beneficial one, would be to take these guides and merge them together into a series of books. Each one would have two, three, or even five complete systems in them. The font could be normalized, and the margins shrunk, and it would still give 20 or so pages of solid content, which could be sold for a very understandable $12 or so.

Are they useful? Heck yes – they can be a real lifesaver. That said, I don’t know that I’d invest in them myself, as I could fairly easily generate these statistics from Book 6:Scouts (Classic Traveller), and come up with the necessary military, political or corporate intrigue on my own. If you’re just starting out, though, they make a great primer on what real preparation for a “sandbox” game looks like.



Rating:
[3 of 5 Stars!]
Quick Worlds 13: Chennai
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Quick Worlds 12: Megara
by Alexander L. [Featured Reviewer] Date Added: 01/17/2012 06:59:35

Originally Published at: http://diehardgamefan.com/2012/01/17/quickworldsfortraveller/

Quick Worlds 12: Megara – A cold, high-tech world (though little about the world as presented demands that it be such) laboring under the yoke of not terribly charismatic dictator, third in a dynasty, Megara is a world on the brink of revolution. It provides a place where the secret police tries to keep an eye on everything, but the power at the center is losing it’s hold. It’s a venue for revolution, for smuggling, and for all manner of political intrigue.

So you’re GMing a game of Traveller, and your players decide to pull a fast one on you. No matter how you guide them, they have made up their minds to pull up stakes and head to a different system, abandoning the one on which you invested so much time in setup and preparation. They hop in their Free Trader and hit the jump button, arriving somewhere else entirely, expecting you to pull adventure and excitement out of your… well, you know where.

What do you do?

Of course you can just stop your game for a while, pull out the books and generate a world, or even pick one off of the map you have drawn up with some loosely generated world stats. Then you’re either wasting more precious gaming time coming up with new plots and hooks and double-crosses, or you’re winging it for the rest of the session.

Or you can pull out one of the Quick Worlds series from Gypsy Knight Games!

Each supplement is a complete survey of a system in it’s entirety. Everything that can be easily detailed is, including a full survey of all of the stars, planets, moons and the like in the system, as well as the civilizations that reside upon them.

Most of the books come with some depiction in addition to the text of the layout of the system, either with a map of the orbits, or for a world with a significant number of moons, a map of that world and all of her satellites. In addition, the primary world will be mapped out in the traditional, “world as a 20 sided die” Icosahedral projection, with indicators of terrain type and the location of major cities and starports.

At the world level, descriptions of the terrain and atmosphere, as well as the presence of any seas of note are made, as well as a general survey of the climate on the world. Major cities are discussed, and government and legal systems are broken down in more detail than can be represented by a single die-roll. This tends to be where the plot hooks begin to pop up in inset boxes, with indications of how real conditions are in comparison to how the world itself wants to be perceived. Each city and spaceport is described, to some level of detail, without going into too much depth..

Finally, further information about the system as a whole, and how it interacts with visitors and its neighbors is discussed, and plot hooks and ideas are expanded upon, with a focus upon the sort of character background that might find a reason to come to this particular world – be it a mercenary company that could be hired to put down a rebellion, or an agent or scoundrel working one side or the other of a smuggling operation.

The content of the books are top notch and generally useful. The presentation, on the other hand, leaves a little something to be desired. Already short texts, the first two pages of each PDF are the cover art and credits, and the last two are the standard licensing boilerplate, leaving some of the books to less than ten total pages of content. This wouldn’t be the end of the world for a $4 product, but a frank look at the presentation of that content immediately shows where layout tricks were employed to pad things further. Margins are a full inch and a half, with an additional half-inch “gutter between the two columns. Combine this with a 14 point font, and things go quickly from “published book” to “freshman English essay” territory.

A better solution, albeit a less financially beneficial one, would be to take these guides and merge them together into a series of books. Each one would have two, three, or even five complete systems in them. The font could be normalized, and the margins shrunk, and it would still give 20 or so pages of solid content, which could be sold for a very understandable $12 or so.

Are they useful? Heck yes – they can be a real lifesaver. That said, I don’t know that I’d invest in them myself, as I could fairly easily generate these statistics from Book 6:Scouts (Classic Traveller), and come up with the necessary military, political or corporate intrigue on my own. If you’re just starting out, though, they make a great primer on what real preparation for a “sandbox” game looks like.



Rating:
[3 of 5 Stars!]
Quick Worlds 12: Megara
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
21 Plots
by Mysterious B. [Verified Purchaser] Date Added: 01/09/2012 18:15:38

This early version shows a clear love of the game - unlike 1001 Patrons this book was written with the love of old Classic Traveller in mind - even though, it is not set in the Classic Imperium - there are no excesses each adventure hook is nicely balanced and provides an interesting segway for adventure that treats the players and referee as actors in a much larger drama just merely hinted at. The plots are believable and enjoyable. Cannot wait to see more from this company.



Rating:
[5 of 5 Stars!]
21 Plots
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
21 Plots Too
by Mysterious B. [Verified Purchaser] Date Added: 01/09/2012 18:12:42

An excellent cover and excellent plot hooks that build upon the earlier book of adventure seeds (21 Plots) like its predecessor volume, it shows the authors really get Traveller and have no qualms about the love of the game. Very few plots are extravagant or unbelievable, even nicer is that these plot hooks are hooked up with worlds with the Cascadia subsector (although a Referee can easily determine how do a setup without buying all those worlds or subsector book - just (s)he will have do more legwork). Excellent art round it all out.



Rating:
[5 of 5 Stars!]
21 Plots Too
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Displaying 136 to 150 (of 163 reviews) Result Pages: [<< Prev]  ... 10  11  [Next >>] 
pixel_trans.gif
0 items
 Hottest Titles
 Gift Certificates