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This is a nice way for people to get their hands on the 1981 edition. I bought the print edition, and if I end up running a game, then my players can easily get hold of the same edition either free as a PDF or relatively cheaply in print.
The only disadvantage compared to the original is that it doesn't lie flat. So I'll probably use my 1981 books for consulting tables during play, but this copy is great for quickly checking rules or for having with me while away from home.
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Way to complicated to be playable. The main task resolution system can involve rolling upwards of a dozen dice for a single task, and you roll for everything. Trying to create a random alien results in something truley random and not realistic in the slightest. I needed the forums to be able to understand starship and vehicle design which were broken and no one really had any good ideas on how to fix. By the time I had it all worked out I had lost interest and never even got to play a single session. Plus it feel like a scam to release a product for sale in basically a Beta version, have the people who purchase it be the testers, and then release it again on yet another kick starter for the final version. I bought the hard copy because I wanted a hard copy, not a doorstop and a PDF.
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A fine toolkit for making one's science fiction RPG.
Lots of implied setting with space to make one's own.
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Incredible stuff.
- Although very dense (very, very dense) it can be easily used for any sci-fi setting, even outside of Traveller.
- Remember, the thought "very dense" simply means that rules can provide as amazing details you'd imagine. Amazing in a good way, IMO.
- Black covers with red bar is there and my pdf has bookmarks, so...
- No "blank/missing pages".
- You don't have to make all the rolls when creating a character/vehicle/starship/solar system/universe. The GM and players could simply read through the lists and choose what they want. The lists are wonderfully detailed but use them as you wish.
- In my opinion, combat should be deadly and here it is. I like it.
- Book 1: almost 270 pages,Characters and Combat; chapters are: Basic Info, Characters, Core Concepts, Fighting and Appendixes
- Book 2: almost 288 pages, Starships; chapters are: How Ship Systems Work, Starship Activities, Technology and Appendixes
- Book 3: almost 292 pages, Worlds & Adventure; chapters are: Systems and Worlds, World Surfaces, Makers, Special Circumstances, Adventuring and Appendixes
- Create several types of characters: species, genetics, chimera, androids, synthetics, and clones
- Core Concepts: tasks, skills, knowledges, talents, intuitions, personals, senses
- Fighting: personal combat, combat charts, the armor
- Starships: adventure class ships, starship design processes, starship design charts, elements of the "shipcard" (ship stats).
- How Ship Systems Work: maneuver, Jump, power systems, sensors, weapons, defenses, fuel
- Starship Activities: ship combat, ship combat charts, trade classifications, trade and commerce
- Technology: understaning tech, tech charts, lifespans of intelligent species, interstellar communities, computers consoles controllers, personalities and brains, robots and mechanical persons, robotmakers charts
- Systems and Worlds: star system creation, world generation charts, world mapping (parts 1-4)
- World Surfaces: terrain, altitudes, depths, and speeds
- Makers: gun makers and charts, armor makers and charts, vehicle makers and charts, thing makers (general stuff) and charts w/examples.
- Special Circumstances: Psionics and charts, sophonts and creation charts, beast makers and charts
- Adventuring: adventures, EPIC adventure
- Between the books are several appendixes: Dice, Imperial Calendar, Master Mods, Mega Corps, Building Weapons, Quick Armor Tables, Crimes, and Important Concepts.
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One thing serious is bad... one-minute turns. I can make a sandwhich in that time
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Avoid even with discount.
This is an incredibly low quality product, not only is it a low effort, badly put together, incomplete mess, you can even see text with different font and size pasted over the original text so badly you can still see bits of the old text peeking around the shody patch of newer text.
$20 is a joke, I paid $3 and I still feel ripped off.
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For those who loved the Megatraveller era and its style, this module is like a time machine that will definitely leave one with a warm sense of nostalgia for RPG days gone by. Author Philip Athans and his team have done stellar work to recapture and preserve the super high quality production standards that DGP set when it was publishing the game, delivering this seemingly lost forever MT adventure in a seemless fashion more than 30 years after it was first announced. Though originally concevied as a trilogy of adventures (hence the subtitle vol.1), this book is a more or less complete adventure inclusive of narrative, maps, illustrations, and profiles. GMs and players will find everything they need to run a solid game in this book, and they won't be disappointed. The cover art by Ian Stead is briliant in its consistency with the original publications, and Rob Caswell's interior art compliments the product in every way. An appendix detailing the design history of this book by Nick Gibbins and Joshua Bell is a welcome addition, especially for those interested in the backstories of the RPG industry. It is rare to find little to nothing to criticise in an RPG product, but every now and again the community is treated to a real gem. This is defintely one of those. - ABG
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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.
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Overly complicated.
Almost no pictures.
The author rambles and uses unnecessarily complex language in order to sound smart. Instead you get a clunky RPG that promisses a lot and delivers little.
I bought it because it's often concidered a classic. I can't see myself ever actually playing this.
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Very playable even today. This reprint is a very practical introduction to the mechanics of Classic Traveller. And will feel very familiar to anyone playing other editions of Traveller or clones like Cepheus Engine. I bought the print edition and it was very readable in the slim paperback form, maybe not the easiest to reference at the table but lots of bookmarks and print outs in a binder cheaply solves that problem. You can get a lot of gaming done with just this book and some 6-sided dice. If you've never tried Traveller, grab this and roll up a character. You'll immdiately want to go on an adventure once you get a taste!
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A wonderful piece of nostalgia, put together with skill. The scans are clear, with the possible exception of the blank subsector map, but these days a cunning Traveller can easily find that elsewhere. And it's not only nostalgia: the rules still work, and the game is playable. Excellent package.
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A huge encyclopedic expanded mechanics edition for the traveller universe. This is basically the mechanics, tables and rules for building a universe, but itself doesn't have enough to run a campaign without other information.
It has the best treatment of tech levels from any traveller edition, rules for early prototypes and when you make something at a higher TL that was earlier. Like an internal combustion type of automobile, possible at TL5, but made at TL9 might be a much better more solid thing.
The tables for creation of an alient Sophont is amazing.
Word of warning, this is a level of "crunch" that I have not seen this side of Adanced Squad Leader. I love it, but it won't be for everyone. I suspect the best use of this would be as a good reference for Referees to help with TL, settings, worlds, etc. There seems to be a mechanic ro table for everything.
(Heck it even has rules for making the old Annic Nova!)
If you want these books, suggest you get the newest rules and these to supplement. They will be compatible.
4/5 since it isn't really a standalone game, it needs a campaign setting if you are going to run T5. It possibly could be the best possible Referee reference in campaign building.
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O melhor Guia de Armas, de uma maneira geral, para RPG. Contém, tantas armas, em tantas categorias, desde as mais comuns como AKs e ARs, até armamaentos obscuros e desconhecidos.
Interessante como o dano no sistema proposto (TW2000) é uma escala numérica simples, então é muito fácil convertê-lo para qualquer sistema.
Recomendo muito, foi uma das minhas primeiras compras, e até hoje acho que foi a melhor.
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Good job. I ordered the print on demand version. It's very well made and quite cheap. I never had the original LBB but I always wanted a print copy of them, this seemed to be the next best thing. I was correct, I'm very satisified and glad I. have this book.
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Well I have been playing Traveller only a short while, but I'm really glad I found it. Truely a beautiful game, capable of almost anything. I got T5 because it's the newest edition from the original designer, how can that be beaten? He invented it. I am very impressed with T5. It's a work of true genius. Yeah I see a lot of reviews saying its a toolkit etc, no it's not. It's an awesome modular game. You can make it as complicared or as abstract and simple as you want. He just included an absurd level of detail, you can go as far as you want in adding crunch to the game using these books. Or you can make your game childishly simple. It's genius. Yes its hard to find stuff in the books but once you get the hang of where stuff is it's fine. I love these books, but you have to not be overwhelmed by the awesome level of details.
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So great! No more flipping back and forth (wasn't there an errata on that?? let me find it...) Great, great job that keeps this game alive another few decades.
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