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Castles & Crusades Player Archive
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 06/29/2022 11:47:27

Originally posted here: http://theotherside.timsbrannan.com/2022/06/class-struggles-castles-crusades-core.html

The logical extension of the Castles & Crusades class discussion is to go through the Castles & Crusades Player Archive.

I will give a brief review of this book so people will know what I am talking about. For this review, I am only considering the PDF from DriveThruRPG. I thought I had the hardcover version of this as well, but I guess I don't. Will need to remedy this.

PDF, 128 pages. Hyperlinked and bookmarked. Color cover art and black & white interior art.

This book collects most of the classes published in various Castles & Crusades books including the core and the Adventure's Backpack. What is not here are some of the classes from the various Brian Young Codex books. There are some here, but I would have to go through all the books to know how many are here and how many are not. I do not see this a miss. Many of the Codex classes are very specific to their time and place and to remove them from that context they would loose something special.

This book covers the basic (levels 1 to 13) and advanced (expanded) information (levels 13 to 24) for all the classes. The classes are:

Arcane Thief, Archer, Assassin, Barbarian, Bard, Chromatic Mage, Cleric, Divine Knight, Druid, Duelist, Dwarf (Heisen Fodt), Elf, High (Oraalau), Ethereal Knight, Fighter, Foresworn, Gnome (Hugrin Dun), Goblin, Eldritch (Ieragon), Halfling (Felon Noch), Illusionist, Knight, Luminary, Magic-User, Monk, Oathsworn, Pacer, Paladin, Pirate, Primal Druid, Ranger, Rogue, Rune Mark, Seeker, Skald, Thief, Warrior Priest, and Wizard.

There is a split between the classes "Basic" entry which covers levels 1 to 12 or 13, and the Expanded entry later in the book for levels up to 24. This has some immediate consequences. While I am not a fan of my class information getting split up like this, many games only go to about levels 12-14 anyway. So this would cover the majority of all games played. It does give us a nice split today port these classes over to any OSR game based on B/X D&D (max level 14) or something Hyborea (max level 12). Then you can pull in the expanded information as it is needed if it is ever needed.

The Core/Players Handbook classes are here as are some classes that only appeared in limited-run products. It is really nice to have them all in one place. Great for anyone playing a C&C game, you just need to make sure that your Castle Keeper agrees on them.

Old School Games based on D&D usually do not handle multi- and dual-classes as well as say more modern versions of D&D. Castles & Crusades makes some vast improvements here with rules on this. They also add options of "Class Plus" or add some features from another class, Dual classing and Reclassing. What is missing here is the Class and Half from the Core Players Handbook. While anyone with this book will have the Players Handbook, it might have been nice to see here.

I mentioned in my coverage of the Adventurers Spellbook that the spells can be ported over to other D&D and D&D-like RPGs. In particular, I mentioned the Chromatic Mage being used in the OSR clone Chromatic Dungeons. The class is presented here in the Player's Archive. Yes, this class can be moved over rather easily, maybe even easier than moving it over to AD&D. Likewise nearly any class here can be used in AD&D or OSR clone. Want to play a Primal Druid in Old-School Essentials? No problem, they can be added with ease.

Note: Speaking of which the layout here aims to give each class a two- or four-page spread to keep referencing the classes easy to read and view at the table. The PDF then allows for ease printing of these classes. Playing a Warrior Priest and don't want to cart your hardcover around? Print pages 90 and 91 back to back and staple them to your character sheet. Everything you need. This does mean there is some unused white space after each class, but for me, this is well worth it.

With this book and the option within I could spend an entire month creating and posting characters and no two would even be remotely the same. A must-have for any Castles & Crusades fan.



Rating:
[5 of 5 Stars!]
Castles & Crusades Player Archive
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Castles & Crusades Adventurers Spellbook
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 06/28/2022 12:42:00

Originally posted here (with pictures and more details): https://theotherside.timsbrannan.com/2022/06/plays-well-with-others-castles-crusades.html

For the purposes of this review, I am considering both the PDF from DriveThruRPG and the hardcover I purchased from Troll Lords.

256 pages. Color cover, black & white interior art.

This book covers (mostly) the spells of the four major spell-casting classes in C&C; Cleric, Wizard, Druid, and Illusionist. There are also two new types of spell-casters in this book, Runic Magic and Chromatic Magic.

The vast bulk of this book is given over to the spells of four classes (170+ pages). The spells are listed by class and then the alphabetic description follows. Many of these are going to be familiar since they are pulled from various C&C books and the Player's Handbook in particular. This is not a bug, but a feature. I wanted a book that had all of these spells in one place and this is what they advertise it as.

There are minor typos here and there and the art is recycled, but none of that matters to me. I am here for the spells. Honestly, I have no idea how many spells are here but it has to be upwards of 1,000. For example, there are 379 Cleric spells (0 to 9th level), 366 Druid spells, 437 Wizard spells, 305 Illusionist spells, and over 200 rune magic spells. That's a lot of magic.

I mentioned Runic Magic a couple of times. Rune Magic. Anyone can use runic magic, but the character has to master the runes first via an attribute check, this also assumes they have the necessary codices needed in order to learn the runes.

The spells of the Chromatic Mage is also presented here. This class is detailed more in the Castles & Crusades Player Archive, which I will cover on that review.

If you are a fan of magic, spells or just have a desire to have a complete set then I would say pick this up.



Rating:
[5 of 5 Stars!]
Castles & Crusades Adventurers Spellbook
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Castles & Crusades -- Mystical Companions
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 06/27/2022 12:31:24

Originally posted here: https://theotherside.timsbrannan.com/2022/06/monstrous-mondays-mystical-companions.html

I have never hidden my love of Castles & Crusades and I would play a lot more of it if I could. It really does capture the feel of older D&D, maybe something of a Basic-era mixed with Advanced, through the lens of 3rd Edition. One really could consider it the evolution of AD&D2 into the new millennia.

This week I want to do more with Castles & Crusades, but I am going to do it from the point of view of some of my regular blog features. Today is Monday and that means Monstrous Mondays. So I am going to review and discuss the Castles & Crusades Mystical Companions book.

I can't believe that it has been three years (almost to the day) since I reviewed the 5th Edition version of this book. I had meant to do much sooner than this.

The Troll Lord's Mystical Companions is the update to their fantastic Book of Familiars. It comes in two flavors, A Castles & Crusades version, and a D&D 5th Edition version. I have both in digital and PDF formats, today I am going to focus solely on the Castles & Crusades version. Yes, they are in fact different enough that two separate reviews are really needed.

I was always going to use this book in my Magic School games, whether that game used an Old-School ruleset (like Castles & Crusades or OSE) or (now) D&D 5th Edition. I think that highly of it. Now it is something I am using as part of my War of the Witch Queens campaign where every character has an animal companion, pet, or familiar. My oldest kid has taken my 5th edition version and made it his own.

Mystical Companions for Castles & Crusades

For this review, I am considering both the PDF version from DriveThruRPG and the hardcover version I purchased from Troll Lord Games.

Hardcover book and PDF. 192 pages, full-color art by Jason Walton and Peter Bradley. PDF is bookmarked. This book is divided up into 12 chapters and 5 appendcies. Largely focusing on the various Castles & Crusades classes and their respective animal companions.

Chapter 1: Familiars and Companions

This gives us our basic overview of the book and the concepts of an animal companion in the Castles & Crusades game. Pro-tip. Even a casual read of the chapter titles should clue you in that if you wanted to use this with AD&D 1st ed you very easily could. There is also the notion that Animal Companions and Familiars, while similar and can perform similar roles and tasks are very different from each other.

On Animal Companion vs. Familiar. While rules in the book cover book and treat them somewhat interchangeably an Animal Companion is more like a loyal pet or friend. A Familiar is a creature summoned to work with the PC. Animal Companions are free-willed, familiars are not.

For ease, I am going to use"animal companion" for all cases unless a distinction needs to be made.

There is the concept here of Advantages, this allows the character to summon an animal companion. In truth, I think this works better in 5e than it does here, but I will explore this a bit more. Additionally, there are various Powers and Tricks animal companions can have or impart to their player characters.

Animal companions are all treated as other creatures from the beginning. They have HD, hp, AC and more scores.

Advantages are a new mechanic for C&C to allow them to take on various "powers" or "features." It was introduced in the Castle Keepers Guide as an optional rule, here it is required. It is, very simply put, a "Feat" system for C&C. That does not really describe it well enough, but it is close.

Different classes get new Advantages at different levels. Various abilities and powers of the animal companions are detailed here. Including what sort of special powers you can get by taking another animal companion/familar at higher levels.

If you are playing AD&D 1st Ed and really want to do familiars correctly then I highly recommend this book.

The following chapters each deal with the various C&C classes (and their AD&D counterparts in my readings) and their respective animal companions.

Chapter 2: Barbarian Familiars & Special Mounts

I don't recall Conan having a pet, but Cú Chulainn is known to have had some pet dogs. Since Barbarians feel closer to nature they have totem animals; an animal or creatures revered by their culture. This chapter covered these, and all the expected animals are here, but there are also totems for mammoths, displacer beasts, dire creatures of all sorts, and even small dragons.

Chapter 3: The Bard’s Familiar

Bards typically have familiars that aid in their singing or musical magics. Providing a number of powers to aid their abilities.

Chapter 4: The Cleric’s Familiar

These are not so much as animals and more attendant spirits. The least of the messengers of the cleric's god(s). Often they are here to provide the cleric guidance or omens. These creatures can, and often do, take on animal shapes. What that shape is depends largely on the cleric's domain.

Chapter 5:The Druid’s Familiar

Similar to both the Barbarian's and the Cleric's familiar. Here the deciding factor is the terrain/environment the druid is native to. There is a large sidebar/section on Druid Familiars vs Druid Animal Companions.

Chapter 6: The Fighter’s Familiar

This one seems a bit odd, but they do make a case for it. A good historical example might be the Mongolian fighters and their horses, or the hunting dogs of Celtic cultures.

Chapter 7: Monk Familiars

Again not one you normally think about. These seem to follow the same logic of the barbarian, but in stead of totem spirits they are manifestations of ancestor spirits. Think Mu-Shu from the animated Mulan.

Chapter 8: Paladin Special Mounts & Familiars

Paladins already get mounts. This extends that logic a bit more.

Chapter 9: The Ranger’s Familiar

Honestly, all Rangers should have an animal companion of some sort. This codifies it.

Besides. Every ranger needs a red panda familiar.

Chapter 10: The Rogue’s Familiar

Like the fighter, one does not normally associate Rogues/Thieves with animals, but honestly, it would be good. Think of Laurence Fishburne's character "The Bowery King" and his pigeons or D&D's own history of associating thieves with cats (the Grey Mouser from Lankhmar or Gord the Rogue).

Chapter 11: The Illusionist’s Familiar and Chapter 12: The Wizard’s Familiar

Putting these two together since they follow similar ideas. This is as close as we can get to the classic idea of a familiar. The natures of their familiars are different, which is great, it provides more distance between these two classes.

Appendix A: Animals

"Monster stats" for various (51) mundane animals.

Appendix B: New Monsters

Likewise, these are new monsters (36). Many are either familiars or creatures that feed on familiars.

Appendix C: New Spells

A bunch of new familiar summoning and related spells for all spell casting classes.

Appendix D: New Magic Items and Artifacts

Magic items to summon, control, or aid familiars and animal companions.

Appendix E: Dragon Riders

This last section covers a new class/path, the Dragon Riders, and how these rules are used for that class. While many of the same rules are used here as for familiars this takes them to a new place and should be considered optional.

This is the Appendix/Chapter that my son grabbed this book from me for, BUT he opted not use their Dragon Riders but kept the book anyway for everything else.

A Dragon Rider is a Path that can be added to any class, but some have more use for it than others. If the idea of PC Dragon Riders concerns you, then keep in mind it is being sold as "optional". And also Dragon Riders of some form or another have been around since the dawn of the game. If it is something you want, then there is plenty here for you to use.

If I ever ran a Magic School game with this then Dragon Riders would be included.

Index

We end with a robust index and the OGL section.

Final Thoughts

A note about art. There is not as much in this book as other Troll Lord books, but what is here is from the fabulous Peter Bradley and Jason Walton, who also gives us the cover art.

Your results may vary, but this book has quickly gone from a neat oddity to one of our must-have books for my Old-school games. My son uses it in the 5e games he has run so much that I have not seen my 5e version of this book in months since it is now in with all of his books.

Do you need this book? I say yes, but only if you are adding animals of any sort to your game, be they pets, familiars, mounts, companions, or all the way up to Dragon Riders.

Use in Advanced Dungeons & Dragons

I am going to limit my thoughts here to AD&D 1st Ed. The only reason I am not considering 2nd Ed is that 2nd Edition has a skill system that should be incorporated with these rules a little more explicitly. For 1st Ed, I can see a craft DM using this book more or less as-is.

I know Troll Lords does not sell this book as an AD&D book. But anyone who is a fan of C&C is likely a fan of AD&D. (Although I should point out I talked to a couple of real hardcore C&C fans at Gary Con who had never played AD&D First Edition.) But in any case, this is a fantastic reference for the 1st edition all the same.



Rating:
[5 of 5 Stars!]
Castles & Crusades -- Mystical Companions
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Legends & Lore (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 06/16/2022 15:42:24

Originally posted here: https://theotherside.timsbrannan.com/2022/06/one-mans-god-legends-lore-2nd-edition.html

For this review, I am considering the hardcover book published in 1990 and the files from DriveThruRPG. 192 pages. Color cover and inserts, black & white and blue interior art.

My history with Legends & Lore is a complicated one. Deities & Demigods was my very first AD&D hardcover purchase. I was playing a Cleric in D&D B/X at the time and wanted to expand his role in the game. I thought a book of gods would be a great in. Plus it was mythology that got me into D&D to begin with, so it was a natural choice for me.

Like many at the time I also, rather immaturely, chaffed under the name change of "Deities & Demigods" to "Legends & Lore" feeling that TSR was bowing to the smallest, but loudest, contingent of people criticizing the game. But I would later buy a copy so my collection of AD&D hardbacks would be complete. Fast forward a couple of years and now AD&D 2nd Ed is the new game on the block and there is a new Legends & Lore out. This time I did not mind the name, maybe because I was now in college and saw that it fit the content better. I recall sitting in the apartment of my old High School DM and his cousin was there (he lived in the apartment below) and we were discussing the new L&L book. I can't say the discussion was very favorable towards the new book.

Before I delve into that, let's look at the book and I'll bring up that discussion as it pertains.

Legends & Lore was written by James M. Ward (who gave us Gods, Demi-gods, and Heroes and Deities & Demigods) and Troy Denning. This book has the advantage of being the one that is most in common with three different versions of the D&D game. The book is called revised and updated, and it is certainly that, but there are plenty of similarities between this book and the 1st Edition one.

This book contains 11 different mythologies, down from the 17/15 of the previous edition. This was one of my first points of contention with the book back in 1990. Where were the Babylonia and Summerian? The Finnish or the Non-humans? One could have easily combined (and made a good argument for it) the Babylonian and Sumerian myths. Combined they still were not as long as the Egyptian myths cover.

My second point of contention, and even then I knew this was a very weak leg to stand on, is that the stats were gone. Oh sure there were brand new stat blocks for worshipers and what the gods can do and there were the stats for their "Earthly" avatars, but the long, and let me just say it, Monster Manual-like stats were gone. Yes. These are not supposed to beings you can, or even should, hunt down to kill.

My last complaint, and again this one is weak, is that so much of the art was reused for this edition.

Granted sometimes the older art was used to great effect. Other times, less so. Thelb K'aarna art for Cú Chulainn? Nope. Not buying it. They would have been better using Moonglum.

The book does though do a very good job to laying out the powers of Greater, Intermediate (new to this edition), Lesser, and Demi- Gods. Power common to all gods are discussed and powers they grant to their clerics, in general, are discussed, with the details of each god. Ok. So this means each god takes up more space. That explains some of the loss.

There is a solid human focus here and that is by the design of the book since they are drawing more from history.

Each of the pantheon/myths is presented in more or less of the same format. We get a covering of the myths and an explanation on where they come from. There are some new spells listed and some new magic items. We follow with the Gods, usually the most powerful first working our way down to demi-gods and ascended heroes. Where appropriate there are also monsters and sometimes maps/plans of centers of worship. Pyramids for the Aztecs and Egyptians, temples, and so on.

Also included with each god are the duties of the priesthood and what their requirements are. These will include alignment, ability score minimums, Weapons the priests are allowed to use, armor restrictions, what spheres of clerical magic they will have access, what other powers might be granted, and whether or not they can turn or command undead or even have no effect on them at all. This is the forerunner of 3rd Edition's Channel Divinity power for Clerics.

The myths include American Indian, Arthurian Legends, Aztec, Celtic, Chinese, Egyptian, Greek, Indian, Japanese, Newhwon, and Norse.

One Man's God

Now I want to look at each of these and see how they would fare using the lens of One Man's God. Or, to put it easier. Are there any demons here?

American Indian

Covers some similar ground (as all the myths do) as the original Deities & Demigods. No monsters here, but a lot of heroes.

Arthurian Legends

No gods at all here, despite how important Christian mythology, especially around the Holy Grail, is to these tales. Only a note that "Authur's deity remains distant and unapproachable." The Grail is mentioned as a magical relic, but not much more about it. There are only two monsters here, The White Hart and The Questing Beast.

Aztec

Aztec myths are full of demons and demon-like creatures. What does 2ne ed give us? A paragraph about how the mythology is lacking in fantastic creatures. Sorry, not buying that one.

Celtic

Now Celtic myths have monsters, and I have talked about many of them before, but only a very few could be considered demons in the AD&D sense of the term. Here we get a lot of gods and only one hero, Cú Chulainn.

Chinese

Again China has tons of creatures that could be called demons in the AD&D sense. The Neglected Ancestral Spirit could be considered demonic. But are they AD&D demons? I am going with no.

Egyptian

Not sure I am liking that blonde-haired, green-eyed version of Isis here. It is likely that our first concept of demons came from Egyptians. Well.,, I would argue they came from the Sumerians who would then influence the Egyptians. Also, Egyptians have a ton of gods, so no monsters at all in this section. Not even Apep and Ammit.

Greek

Many of the primordial titans of Greek myth would get new life in Roman myths and then get ported over to Christian mythology. Geryon is one notable example. As far as Greek myths go this one has the gods a bit better organized. The Furies or Erinyes are now "Lesser Gods" which tracks with some myths and here their alignment is Neutral. Among the monsters are Cerberus (NE) and the Gigantes (CE) which are bit like the primordial versions of the giants. These work great for my Hüne which are bit like demons.

Indian

One of Kali's great powers is her ability to scare away demons. It's why she is put at the head of armies. Does this book give us any? Sadly no monsters are mentioned here.

Japanese

This one feels a bit more research than the original D&DG. While no demons, the god Amatsu-Mikaboshi would make for a reasonable devil or some other type of fiend; a unique, Prince level one. He is a rebel god and would not submit to the other gods, so there is a bit of Lucifer in him. That and the fact he is called the "Dread Star of Heaven."

Nehwon

Our odd one out since it is not a world myth but rather the creation of Fritz Leiber. Again Tyaa could pass for a demonic queen in many settings along with the Birds of Tyaa.

Norse

The Norse gave us fire and frost giants and many of those primordial giants are quite demon-like. Lots of heroes here, as to be expected, and some monsters. Garm and Fenris Wolf could both be considered to be like demons as well.

In the end this book represented a paradigm shift that was not just part of AD&D 2nd Edition but happened along with it. Even future books that dealt with gods handled them a little different than this, but along the same paths of evolution.

What was the outcome of my story about talking with my friends about this book? Well if you see the image of the cover I used, well that is my own book. I didn't buy it right away, in fact it was many years later before I picked up a copy of Legends & Lore. Strange that a book that was really one of my first purchases for AD&D would in the very next edition become one of my last.



Rating:
[4 of 5 Stars!]
Legends & Lore (2e)
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Sorceress
Publisher: Sade
by Timothy B. [Featured Reviewer]
Date Added: 05/31/2022 15:02:39

8 image files of a redhead sorceress. Various poses with transparent backgrounds. She is partially armored and carries a staff.



Rating:
[5 of 5 Stars!]
Sorceress
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Unnamed heroes #2
Publisher: Sade
by Timothy B. [Featured Reviewer]
Date Added: 05/31/2022 14:55:24

Nine images of the pictured hero. Works great as a noble or other important NPC. The art is very good.



Rating:
[4 of 5 Stars!]
Unnamed heroes #2
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Girls of Fantasy #1
Publisher: Sade
by Timothy B. [Featured Reviewer]
Date Added: 05/31/2022 14:46:43

6 images, three different figures with a transparent or detailed background each. The art is good and I am glad I bought it, I just need to find a good use for it.

I like Sade's style and I would love to find more places I could use this art.



Rating:
[5 of 5 Stars!]
Girls of Fantasy #1
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Be-witched Stock Pack
Publisher: Sade
by Timothy B. [Featured Reviewer]
Date Added: 05/31/2022 13:28:34

10 High-res CG images of witches.

I like Sade's style and I would love to find more places I could use this art.

I used some of this art for the Sisters of the Aquarian Order.



Rating:
[5 of 5 Stars!]
Be-witched Stock Pack
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Traveller Core Rulebook Update 2022
Publisher: Mongoose
by Timothy B. [Featured Reviewer]
Date Added: 05/25/2022 11:51:09

Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-mongoose-traveller-2nd-edition.html

We are coming to the end of my journey with the Traveller rule system. Not 100% at the end, but getting there. Today I want to talk about the newest, 2nd Edition of Mongoose Traveller. This edition is an update to the Mongoose Traveller from 2008. Again it coexists with the T5 Traveller from Far Future Enterprises I reviewed yesterday. The only thing I can liken it to is the coexistence of D&D 4e and Pathfinder 1st Edition. Though which one is which is a matter of opinion. Traveller 2nd Edition was first released in 2016. A revised update was released in 2021 and called the "2022 Edition." Both are the same rules though the 2022 update has a few improvements in layout and editing. For this review I am just going to consider the 2022 version and notes from the 2016 version.

Traveller Core Rulebook Update 2022

PDF. 266 pages. Full-color covers and interior art. Bookmarked and hyperlinks table of contents.

Traveller is experiencing a renaissance of sorts. We live in time where old-school games are really popular, sci-fi is having a new golden age (have you seen all the Star Treks we now have?) and Traveller is riding that wave. The new Traveller is best seller on DriveThru with the 2016 version a Mithral bestseller and the 2022 version a Platinum bestseller as of this writing. I also know my FLGS sells the books hand over fist. One of the reasons I wanted to do my deep dive into Traveller now was because of all of this.

So how is the 2022 Edition?

In a word it is gorgeous.

Mongoose, back in the early d20 boom, earned a bit of a reputation of a "spaghetti publisher" as in "throw a plate of spaghetti against the wall and see what sticks." As time went on their reputation improved. These days they get a lot of credit for not just having solid books, but also serving the d20 bust. Though some less than perfect editing sneaks in. The 2016 edition seemed to have this problem; at least that is what I have read online. Both books had high-quality color art, there are some pieces in the 2016 edition I actually like a little better, but in general, I am pretty happy with what I see. Happy enough to wish I had grabbed the physical books when I was last at my FLGS.

What about the rules?

The book is similar in many ways to Mongoose 1st Edition, but enough differences in layout and organization. For the first time, the designer did NOT try to invoke the feeling of old Classic Traveller. This is a GOOD thing. To attract new players they needed to make this a new game.

Introduction

This covers the various reasons why you might want to play Traveller and the different ways to play. I was hoping that among the examples of Star Trek and Starship Trooper they would include the most British of all Traveller shows, "Blake's 7." Which always was my goto example.

There are some suggested books to read such as Traveller Companion, High Guard, The Third Imperium, and more. I don't have those so I can't comment on them here. What it does tell me that this version of Traveller is set in the Third Imperium. So that is something to look forward too.

We get some game and dice conventions and descriptions of the Tech Levels.

Traveller Creation

Character creation is next as expected. This follows much along the lines of all Traveller versions. You roll your six abilities/characteristics. We are back to our standard six from Classic Traveller with the same point spread and averages. The CCP is still here too.

You pick your background skills and then move to the next phase. There are good flow charts for character creation and the character sheet is annotated. You go into your pre-career (aka school) and then move to your career.

Like the first edition, careers are laid out with face pages so everything you need for a career is at a glance.

This is quite helpful really. The careers supported in this core rules are Agent, Army, Citizen, Drifter, Entertainer, Marine, Merchant, Navy, Noble, Rouge, Scholar, and Scout. There is an extra "career" that of Prisoner. Possibly to do that epic Stainless Steel Rat or Farscape adventure.

Various benefits and of course mishaps occur, leaving you with extra cash, some property or medical debt.

There are some Skill Packages now. There is a push here to get all the players and characters working to gether to make sure there is cohesion.

We then get some examples of Alien species. The Aslan and the Vargr.

Skills and Tasks

This chapter is combined as it really should be. The system is basic which is what you want. The character rolls a 2d6 and need to get greater than an 8 to succeed. There are various Die Modifiers added and the Target number (the "8") can be be altered depending on the task difficulty. There are example throughout which works well. An "Impossible Task" for example would require 16 or more rolled on the check. There are also levels of success and failure. So if the roll is missed by -6 that is an "Exceptional Failure." A roll of 6+ over the target number is an "Exceptional Success."

The amount of time spent on a skill check can alter the results and there are opposed checks as well.

The rest of the chapter covers all the skills, their specialities and descriptions.

Combat

Combat is a always separate and it is a special case of a skill check. What I do like about this system is that combat can rely on STR or DEX as appropriate and is not hard-coded like say D&D. For example Initiative can be modified by DEX or INT.

The combat phase is broken down into Significant, Minor, and Free actions. You can do one Significant and one minor action per round or three minor actions. You can perform anynumber of Reactions or Free Actions as permitted. What can be done in these actions is detailed. Attacking an opponent is Significant action, as is giving orders (Leadership). Minor actions are things like aiming, reloading, changing stance.

Damage is discussed and it is very deadly.

Encounters and Dangers

This combined the old Encounters and Animal Encounters chapters of Classic-era Travellers. There are all sorts of environmental dangers, diseases, high and low gravity situations, radiation, falling and so much more. Hmmm. Maybe best just to stay on your homeworld. To quote Leonard McCoy from the 2009 Star Trek movie "Space is disease and danger wrapped in darkness and silence."

Animals are discussed and even a few examples are given.

NPCs are also presented with the ubiquitous d66 tables of quirks, motivations and more that Traveller fans love.

Equipment

Covers the economy briefly and plenty of things to spend your precious few credits on. The list here is not highly different. What is different here is the new level of art added to the lists. Descriptions of arms and armor are paired with great color art of these items. More than that there are tech items, medical equipment, computers, and survival gear. Various toolkits are also described such as Planetary Sciences and Psionicology Toolkits.

And of course guns.

Each bit of equipment comes with a TL rating.

Vehicles

Cover most moveable craft that are not Starships. Each one gets a TL rating, an associated skill needed to operate, speed factors, crew/pilot and of course cost. Nothing is free in the Imperium.

Spacecraft Operations

A mostly alphabetical listing of everything (mostly everything) that can go on in a ship.

Space Combat

Similar to other versions and the combat chapter above. This details how ships can fight including movement, targeting, and firing phases. Along with damage and reactions. The chapter is not large but remarkably detailed.

Spacecraft Construction

I think I would have put this chapter before combat. Mayb put combat after Common Spacecraft.

Distinctions are made between interplanetary and interstellar spacecraft. Like character creation, there is a helpful flowchart.

Common Spacecraft

I rather love this chapter. This lists all sorts of spaceships with their details and a full color picture and some deck plans. This is also laid out so many of the ships have all their details on the facing pages.

Many of these ships are found in previous versions of Traveller too. So it adds a nice bit of continuity to it all.

Psionics

Stuck near the end is psionics again. There are talents and powers and the Psion Career. I have always liked the Psionic powers section in Traveller, but this one really makes me want to play one. The Careers are all numbered 1 through 12 with the "Prisoner" at 13 (Navy for example is 8). The Psion career is appropriately numbered "X."

Trade

Covers basic trade between the worlds/systems/colonies. There is a huge d66 list of Trade Goods to be used by Referees.

World and Universe Creation

This chapter feels more like Classic Traveller than the others. Sadly no equations to apease the math geek in me but a lot of information all the same. The section is not huge and I a sure there are additional books for more worlds out there. But there is enough here to get you started.

Index

The index is comprehensive and hyperlinked.

Unlike previous versions of Traveller there is no included adventure here.

--

Ok. What can we say here at the end? Or in other words who should buy this Traveller and what does it have over other Editions/Versions?

Who Should Buy This?

Much like D&D is synomous with Fantasy Roleplaying, Traveller is synomous with SciFi Roleplaying. IF you want to try science fiction out then for me the obvious first step is to see what Traveller is doing.

Traveller 2nd Ed 2016 vs. 2022

Both corebooks are still on the DriveThruRPG market now. They are the same system. I have both and while the rules are largely the same the organization of the 2022 version is much better.

Classic Traveller vs. Mongoose Traveller 2nd Edition

Ah. The old-school vs. new-school debate. We live in a time where not only you can get new Traveller in print you can get old Traveller in print as well. Which one should you play? I think the choice comes down to experiences. Both games really let you play the same game. Both games are fun. Both games take on some basic assumptions but largely leave the rest of the universe to your imaginations.

IF you started with any version of Traveller and enjoy that, then stick with that, but certainly check this one out. IF you have never played any version of Traveller before then the Mongoose 2nd Edition, 2022 version is the one to get. You can buy it at DriveThruRPG or your FLGS.

Mongoose Traveller vs. FFE Traveller

We owe a lot to Far Future Enterprises for getting all the Traveller books from 1977 up to today scanned and added as a PDF to both their website and to DriveThruRPG. That is a huge debt we owe them. However, I can't exactly recommend Traveller 5 over Mongoose's version. There might be content in the FFE Traveller 5 that I could port over. But I think to show my appreciation for what they have done, I'll keep buying the older Traveller materials.

In the end, for me, Mongoose Traveller 2nd Edition is, right now, the best Traveller I can buy.

I'll make an effort to grab a print version the next time I am at my FLGS. Right now there is no Print on Demand version for the 2022 edition.



Rating:
[5 of 5 Stars!]
Traveller Core Rulebook Update 2022
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T5 Traveller5 Core Rules 3-Book Set
Publisher: Game Designers' Workshop (GDW)
by Timothy B. [Featured Reviewer]
Date Added: 05/24/2022 11:44:52

Origninally posted here: https://theotherside.timsbrannan.com/2022/05/review-t5-traveller5-core-rules-3-book.html

We are entering a strange time now. There are now two editions of Traveller on the market, the Mongoose version and now, in 2015, a new version from Far Future Enterprises, the inheritor of Game Designers' Workshop intellectual properties. This one is designed to be a new edition of the Traveller 4 edition and thus an "unbroken line" from Classic Traveller. I have the Traveller 5.09 version I grabbed from Far Future Enterprises and the 5.10 version from DriveThruRPG. For the purposes of this review, I am going to be considering the 5.10 version.

T5 Traveller5 Core Rules 3-Book Set

As with Classic Traveller, this version is split up into three books. They are not little, and the covers are not included, but they do have the same names. So that is fine.

Each book has a comprehensive table of contents of all three books.

Book 1: Characters and Combat

PDF. 208 pages, black & white and color interior art.

Starting out this has a different feel than other versions. We start with the the typical "What is a Roleplaying Game" bits and "What is Traveller" under the Traveller is a Role-Playing Game section with an example of play. What follows is a bit on the Galaxy (weird to see how little of it is charted in Traveller), A Brief History of the Universe, and The Foundations of the Universe. The feel here is one of situating the characters in the Traveller Universe first as opposed to having the character operating in the universe as Classic Traveller does. Thematically (not rule-wise) this makes it a bit closer to MegaTraveller.

Traveller Uses Dice takes us back to the real world. There seems to be some new dice mechanics being introduced here in the form of "Flux Rolls." We get bits on Money, Ranges, and Humanity. I have to admit I admit I am not liking the organization so far. The topics seem to come at random.

Ok. We finally get to a chapter Characters are the Central Focus of Traveller, but not till page 46.

Characters still have the same six basic characteristics/abilities but there are an additional two added, Psions (Psi) and Sanity. Then there are another eight that are also used that are combinations of the regular six. I can't help but feel that something that was elegant is not needlessly complicated.

Eleven pages later we get to Characters and Careers. This covers the careers that we see in many versions of Traveller. I do like the art on the various medals a character can get while in the service, nice touch. The careers are comparable to previous versions. Each carrier gets a single page of detail which is nice really, print it out and staple it to your character sheet card. There are also many tables for backgrounds.

There is a new section on Genetics. There are some lists and diagrams for family trees (genetic trees) but I am not seeing the in-game application to this yet. I guess if your character is genetically modified this would be good. Sections on Chimeras, Synthetic Lifeforms, and Clones follow.

Tasks are next and deal with how you do things in Traveller. We are back to a Roll Under task resolution. A few pages discussing how tasks are determined with an example of three character with low, medium and high dexterity.

Skills is introduced with a Master Skill list, though "Massive Skill List" would also be appropriate. There are a lot of skills here. Skills and their descriptions take up the next 40 pages.

Equipment is given the acronym QREBS for Quality, Reliability, Ease, Bulk/Burden, and Safety.

We jump back to character focus with Intuitions, Personals, and The Senses.

We get to the second half of the title 2/3 of the way into the book. Combat. Up first is Personal Combat. This covers all sorts of types of combat, conditions, environment, movement, and more. There is even an example of combat between two groups of five combatants. This is good, because I still have no real good notion of how combat works in this system. This follows by a list of weapons.

Dice is next and covers all the rolls for 1D to 10D and the Flux die. Look I have a Master's degree in Stats, I like math, I like numbers. But this feels needlessly complicated to me.

The book ends in an Index (but hyperlinks and the PDF is not bookmarked).

Book 2: Starships

PDF. 304 pages, black & white and color interior art.

One of the things I love about Traveller has been their starship-building rules. It's like character building and I don't feel bad about min-maxing or even meta-gaming it.

We start out with the basic anatomy of a stellar hex grid. Ok, that is useful. This introduced us to the section on Star Systems. We get some brief overviews of systems and some helpful charts and tables to describe them. This is followed by Star Ports (places to go in the system) where the adventures usually begin.

Starships are next and cover all sorts of starships. The same sorts of details are here as in other versions of Traveller. I would need the rules side by side to see the differences, but it feels more like Traveller T4 than anything. Lots of color art for the various types of ships are a nice touch. Our old friend the Beowulf-class Free Trader is present.

Starship Design and Construction covers how to build and pay for these ships. All of this is recorded on the Ship Card, like a character sheet for ships. This is a feature that goes back to the beginning.

Maneuvering is next, or how your ship is a ship and not a space station. This includes interplanetary travel. Jump covers interstellar travel.

Plenty of sections on how Power, Sensors, Weapons, Defenses, Fuel, and Space Combat work. Far more detail than I recall in any version of Traveller so far.

Trade and Commerce Between the Stars section is next. Traveller is built on the reality that goods and people need to move between the starts and there is an economy based on that.

Technology and Tech Levels are discussed in detail. Followed by Lifespans of intelligent species (why wasn't this in Book 1?), Interstellar Communities, Computers, and Robots.

This book was a bit better organized than Book 1, up till the end that is.

Book 3: Worlds and Adventures

PDF. 304 pages, black & white and color interior art.

This covers Worlds and Systems. It seems that some of the System material from Book2 would have been better here.

If Book 1 creates characters, and Book 2 creates Starships, then Book 3 creates worlds and systems. Again pretty detailed with charts and graphs galore. This covers the first 94 pages or so.

Makers or building things run the next 80 odd pages. Seems like this should have been in book 2.

Special Circumstances are next for the next 70 pages. This includes Psionics. This covers psionic characters and their powers. This also covers the Zhodani.

There is an interesting sub-section on Sophonts, or intelligent non-humans. Again, this would have been better served in Book 1 I think, but I do see why it is here.

We don't get to Adventuring until page 270 and then it is only 10 pages. Very underserved in my mind.

Each book ends with book specific Appendicies and Indexes.

--

So. 816 pages of PDF rules for Traveller 5.10. (FYI my Traveller 5.09 weighs in at 760 pages).

What do I know? Well. This version of Traveller is an interesting view of divergent evolution. In 2015 to 2019 (and still) there are two in print, live versions of Traveller out there. Traveller 5 and Mongoose Traveller. Both have the same ancestor, Classic Traveller, but each went on a different path.

We also live in a world now where ALL versions of Traveller are easily available in PDF, Print, and POD versions.

Given all of this, I just can't see myself playing Traveller 5. There is a LOT here I can see myself using though. I do not regret buying it at all. Far from it. I think my goal here is to grab anything I can find that is useful that is still roughly compatible with the Classic Traveller Core.

My issues with Traveller 5 are largely from the organization of the material and the over-complication of the rules. I am not a fan of roll-under systems, but I can get over that for the right game.

I give Far Future Enterprises credit for trying to expand the game in a new direction, it's just a direction I am interested in going in these days. At nearly $45 for three (four if you count the "Read me" pdf, which I don't) PDFs and no POD option is a bit rich for most people's blood.

Still, I am a perpetual sucker for the sunk cost fallacy, so I am always looking for an excuse to use all my books.



Rating:
[3 of 5 Stars!]
T5 Traveller5 Core Rules 3-Book Set
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Traveller Main Rulebook
Publisher: Mongoose
by Timothy B. [Featured Reviewer]
Date Added: 05/23/2022 12:19:20

Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller-main-rulebook-2008.html

We are getting to the end of our journey into the various editions and versions of Traveller. Today I am bringing us to the modern era and will spend some time with the various Open Gaming editions of Traveller. That's right. Traveller has hit the retro-clone stage of development. 2008 was not all that long ago. This blog was up and running at this point and I was beginning work on a lot of the projects you know me well for. So consequently I was not really paying all that much attention to what was going on in the world of Traveller.

While I mentioned that we are hitting the "retro-clone" phase of Traveller's development, it was not (as far as I can tell) Mongoose that released the Traveller SRD. That was the work of Jason Kemp. But I will get to all of that in a bit when I review the Cepheus Engine.

Traveller Main Rulebook (2008)

PDF. 192 pages (plus covers). Black & White art with a red accent.

Traveller has had a long history. This new version from Mongoose celebrates that history by essentially going back to the beginning with the look and feel of Classic Traveller.

How much does this feel like Classic Traveller? So much so that I am kinda struggling with what to say other than "wow this is like Classic Traveller!" Not in a "they copied The Traveller Book" way but more in a "These are people that began playing this game 30 years ago and now want to introduce new gamers to that game" way.

Everything about this book is a serious nostalgia trip. And given that I have been spending all this time with all versions of Traveller, a serious case of déjà vu.

Introduction

Our introduction to the Traveller game. There are some minor references to "The Third Imperium" but much like the LBBs this game is largely setting-free. Some examples of play are given and the various Technology Levels (TL 0 to 15) are given.

Character Creation

This is very, very similar to the Classic Traveller Character Creation even down to our good friend Alexander Jamison returning.

Side note: I have decided that once a character musters out of one of the services (Army, Marines, Merchant Marines, Navy) they are gifted a sword. Seems like something that should happen and explain why Jamison here has a cutlass in a universe full of lasers.

The big changes here (and see throughout this book) are better layout for looking at options and checklists and guides. This version does an amazing job of getting a new player up and going fast.

You can't die in character creation, but there is still a lot going on. Also there is a point-buy feature for assigning your points to your six abilities. We are again back at an average of 7 for abilities and the UPP is back.

There are still a lot of careers to choose from, more than in The Traveller Book. Life events follow. Someone close to your character can die, but not your character. Though you can muster out and be in medical debt.

There is a section on aliens. Here we get the Aslan, Droyne, Hivers, K'kree, Vargr, and the Zhodani. Given the way the rules of this version are written, I can't see why the older Alien Modules couldn't still be used here.

Skills and Tasks

Skills are very familiar but seemed to be pared down a little. Die Modifiers (DM) are discussed as well as how to do a task check right away. Each skill is detailed along with any specialties under that skill.

Combat

This chapter gets an upgrade in my mind and shows the familiarity Mongoose has had with d20 and other modern systems. Actions are divided into Minor and Significant Actions along with Reactions and any number of Free actions. These are made very clear. Combat actions (a significant action) is detailed on what needs to be rolled. All of this was in previous versions, but now they are more upfront and bolded.

Encounters and Dangers

This is the analog to the older Encounters and Animals sections. Plenty of charts and boxed text to help a referee out when building encounters. Encounters are more than just strange new animals on weird worlds. There are rivals, other humans, and corporate actions just to give some examples. Quite a lot really. True to Traveller there are plenty of d66 tables for all these encounters.

Equipment

Your characters' shopping lists. It looks like this is very similar to other equipment lists of other editions. I will note (because this is me) that computers finally feel right. They, and a lot of the other equipment here feel like futuristic equipment. Computers are tiny and powerful. There are "smart guns" that help you hit your target, holographic displays, and robots and drones in their own sub-section.

Each bit of equipment comes with a TL rating.

Spacecraft Design

Distinctions are made between interplanetary and interstellar spacecraft. Like character creation, there is a helpful checklist.

Common Spacecraft. This is less of a chapter section and more of a sub-section of Design. This list of common ships with their details, some maps, and a picture.

Spacecraft Operations

An alphabetical listing of everything (mostly everything) that can go on in a ship.

Space Combat

Similar to other versions and the combat chapter above. This details how ships can fight including movement, targeting, and firing phases. Along with damage and reactions. The chapter is not large but remarkably detailed.

Psionics

Ah. Psionics. Stuck out into the back half of the book again. Psions are given a "career" write-up as the other character types.

Trade

Covers basic trade between the worlds/systems/colonies.

World Creation

This chapter feels more like Classic Traveller than the others. Sadly no equations to apease the math geek in me but a lot of information all the same.

Index

A pretty good index (not hyperlinked), a character sheet and a hex grid.

--

So this might be the best version of Classic Traveller to date. Same rules more or less (I admit I could not spot any major differences), the feel of Classic Traveller and in a cleaned up and reorganized fashion. I know there is a 2nd Edition coming up (I have already started on that) but there is a simple elegance to this edition.

There is also a Book 0 to get you started. It is a cut down version of the Core Rules at 32 pages and is Free. I have both in the same three ring binder I have The Traveller Book in.



Rating:
[5 of 5 Stars!]
Traveller Main Rulebook
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D20-01 Traveller20 Core Rules Set
Publisher: Far Future Enterprises - Traveller
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
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T4 Marc Miller's Traveller
Publisher: Far Future Enterprises - 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
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TNE-0300 Traveller: The New Era
Publisher: Far Future Enterprises - Traveller
by Timothy B. [Featured Reviewer]
Date Added: 05/18/2022 12:49:20

Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller-new-era-1993.html

"Don't stop thinking about tomorrow Don't stop, it'll soon be here It'll be better than before Yesterday's gone, yesterday's gone."

Fleetwood Mac's 1977 hit "Don't Stop" came out the same year as Classic Traveller. It was also, more or less, the theme that covered the intro the 1990s. Newly elected Bill Clinton had used it as his campaign theme song and even Fleetwood Mac got back together long enough to play it at his inaugural ball in 1993. Think about the start of the 90s for a second. Everything seemed possible then. I was in Grad School, working part-time (only 60 hours a week) for the Navy writing code. I was taking classes, and teaching. I had broken up with my long-time girlfriend and soon started dating someone who would in just a few more years be my wife! So yeah the future was full of endless possibilities in 1993.

Traveller: The New Era feels like the most "1993" game ever. Tomorrow was here and Yesterday (Classic Traveller if you will) was gone.

For this review, I am only considering the PDF I just downloaded from DriveThruRPG. My original one was corrupted and I was wondering if I was even going to get to do this one today. I saw the PDF in DT was updated back 2014, so I grabbed a new one. Glad I did. I remember my first one was very hard to read and the text was blurry. This new one is much clearer. I also recall that some of the pages had a green background, this one does not.

Traveller: The New Era (1993)

PDF. 386 pages, color covers, black & white interior art. Oddly there are no PDF bookmarks in this file. The book is also available as a softcover PoD. I have no idea which printing this is. I understand the first printing had a few errors.

This book is a beast. I think (not 100% sure) that this was a boxed set of different books.

One of the first things I noticed about this edition is that Frank Chadwick and Dave Nilsen are listed for Game Design and Marc Millar is only listed for Design of the previous version of Traveller. I remember some of this back in the day, but for now, I am going to focus on just what is in the book.

The book is divided up into various large sections. The table of contents seems to deny my guess that this pdf was separate books at one point. Ok, no problem.

Introduction (and History)

This is our introduction to the Traveller Universe. The History section is the most important for this edition since it sets up how this is different than the previous editions. For starters, the Imperium has completely collapsed. Classic Traveller was taking place roughly around 1110 of the Imperial Calendar. MegaTraveller dealt with the aftermath of the Emperor's assassination in 1116. This Traveller jumps ahead by 85 or so years to the 1201 "The New Era." Honestly from a design/edition perspective, this makes a lot of sense.

It is a neat background and welcome (in a manner of speaking) to older players but new players likely won't care about this. The "world" of TNE is very different than that of MegaTraveller of Classic Traveller. Even at just a few pages it is still more background than we got in the LBB of Classic.

Characters

Character creation in TNE feels similar and different at the same time. You are still rolling 2d6, though now it is a 2d6-1. This changed the average from 7 to 6. There are still six attributes that are roughly the same. TNE has Strength, Agility, Constitution, Intelligence, Education, and Charisma. Classic Traveller had Strength, Dexterity, Endurance, Intelligence, Education, and Social. So similar. TNE also offers a point spread of 36 to distribute if you prefer. We are still using the UPP, only now a 666666 denotes an average character instead of 777777. Abilities are determined, then the background generation begins. Like previous versions of Traveller, you decide on a homeworld (which can affect some abilities) and work out your starting careers.

This version seems to have more careers than previous versions, but keep in mind I am only looking at core books for now. Character generation covers about 43 pages total. So quite a lot really. NPCs cover about 8 pages, with a nice playing card system to determine motivations.

The character creation rules now make no assumption of species or gender, so that is left to the player. Thre are 5 pages of alien templates to add to characters at the end of this section. There are Hivers, Vargr, Aslan, Zhodani, and Droyne.

The New Era

This covers what is, well, new for this version of Traveller's universe. These are the AI Virus, the Star Vikings, and The Wilds. I don't need to know much about Traveller or TNE to know these elements were not well received. The Virus reads like how we looked at computer viruses in the 90s. The flowchart looks like something you would find on a Mac Quadra 900 (btw I consider that a Feature, not a Bug).

I can see a smart AI virus attacking all sorts of computers, but even today we have good anti-virus software and still a couple of dozen operating systems (I count 7 or 8 different ones in my house alone) that do not transmit viruses to each other even when networked.

The Star Vikings seem like an inevitable addition to the game. The Wilds, likewise.

All of this seems like an attempt to provide a little more chaos around the "edges" of the star systems. That is, give the PCs more to do and ways to make it through or hinder them in some ways.

Referees

A little more than a quarter of the way through we hit the Referee's section. The system seems closer to that of Traveller 2300 than it does of Classic Traveller or MegaTraveller. There are now d20 rolls added to the rules. Reading through in detail now there are a lot of d20 rolls. More details are given on how to make the rolls than I recall in MT or CT.

Skills are discussed in terms of what they can do. And the Referee gets some adventure ideas. This section is only about 70 pages. I was expecting a bit more.

Worlds & Travel

Now, this is a meaty section of about 100 pages. The world generation system feels similar-ish to other Traveller games, no point reinventing everything I guess. Though there is a lot more detail here. It does look like it can create worlds much the same way as MegaTraveller.

This section also includes the Encounters and Animals sections from previous versions with some modifications. Same with space travel.

Interestingly enough the Psionics section, usually stuck into the back of the book, is now here. I still think it should be with Character creation, but ok. It is also expanded. In the realm of purely new-to-a-core-rules material, there is a sections robots. Even if it tells us there are nearly no production facilities for robots still operational outside of the Spinward Marches in the New Era.

Combat

The next nearly 100 pages deal with all forms of combat. From personal to space combat. The rules are updated and seem to cover most situations. Hard to tell without doing it. I am still thinking I need to run simulated combat for each version to see how they are. Do something silly like a Borg Cube vs the Death Star or a Colonial Viper vs an X-Wing vs. a Buck Rogers Thunderfighter.

Combat is different than other versions of Traveller.

There is some advice here too on using minis in a game. Their recommendation is to paint them all white to make them easier to see. "Step 5 Admire your Work" is something I do naturally!

Equipment & Technology

The section covers roughly 40 pages. I can't help but notice the effect that Star Trek: The Next Generation has seem to have had here. Med bays and medical scanners look like they were taken from a Federation garage sale. Ok...it's not that bad. Excuse a little levity on my part here. We still have a section on drugs.

We are keeping the same assumptions (and rules) about Technology Levels which is still hanging out at TL 16.

Computers have fared a little better in this edition. At least the batteries of the future are closer to what we have right now. I hate to harp on this, but my phone today can do nearly everything on pages 340 to 343. I am being unduly harsh here I know.

The section of Starships though once again fills my heart with longing for the stars. Many of these I am familiar with. You may not have been on the internet talking about Star Trek or starships, but I certainly was.

The last few pages are worksheets for Characters, Combat charts, and the Index.

--

So. My feeling on Traveller TNE is that it was an attempt to keep Traveller moving forward.

I have gone through the TNE book more and compared them to my "Gold Standard" the Traveller Book and I am now seeing a lot more differences in terms of rules than I did on my first couple of read-throughs. This is the issue with reading a gamebook vs. playing the game. Further research outside of this book lets me know that other GDW games of the time were using the same rules. This is expected really. Game companies began to discover that using one system in-house was much cheaper in the long run. Not only did it mean you could hire fewer people to write, but you could also lift large sections of text from one game to fill in for another. This does create an issue though. There are two different writing "tones" here. I have no evidence but I am going to say the older-ish material was Frank Chadwick and the newer stuff was Dave Nilsen.

Rereading the rules prior to this post it dawned on my why I felt so much of it was familiar. It was Traveller-speak, but the rules were an old favorite of mine Dark Conspiracy. I rather liked that game back in the later 90s when I first encountered it and was looking for a new horror game to be my "home game" (spoiler, it was CJ Carrella's WitchCraft that won that battle!)

This an interesting idea though. Dark Conspiracy + Traveller The New Era would make for an interesting BlackStar-like game. I am sure I am not the only one who did that. Given the post-apoc feel of TNE I am not sure that hoards of undead would not feel so out of place, to be honest.

So we have a system that the older players don't like and newer players can't get into in a setting that the older players hate and the newer players have no investment in. Sound about right?

Still. There are some ideas here that I might mine. I am glad I have the PDF but I am not picking up the PoD anytime soon.



Rating:
[3 of 5 Stars!]
TNE-0300 Traveller: The New Era
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MT MegaTraveller Players' Manual
Publisher: Far Future Enterprises - Traveller
by Timothy B. [Featured Reviewer]
Date Added: 05/17/2022 12:27:45

Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-megatraveller-1987.html

It is 1987. The year I graduated from High School and my first year in University. I knew about MegaTraveller, anyone that read Dragon Magazine even as infrequently as I was then knew about it. But again it is not a game I played. I do recall seeing it* played at a local con (SIU had a bunch of them) but (and this is the asterix) I could not really tell if it was Classic Traveller or MegaTraveller at the time. They had a lot of cool spaceships on a black hex map. I would not actually read MegaTraveller until the late 1990s. I was working on my Ph.D. and commuting all over Chicago. I found a local library that would honor my U of I Chicago library card and they had a copy of the MegaTraveller Player's Manual. I can't recall my impressions of the time all that much, just a memory of being on the commuter train and reading it.

Rereading it now I find the rules are largely similar to Classic Traveller. I know some clarifications and changes have been made but I am not qualified enough to pick them out.

The thing that is most obvious is the setting. The Emporer has been killed along with all his heirs and his assassin is claiming the throne. And so are about half a dozen or more people. So the empire has fallen and this is called the "Time of Rebellion." Does Traveller have...Star Wars envy?? I am sure that is not 100% true.

I have NO data to back this up, but my perception is that MegaTraveller was a hit. I think it appealed to people that wanted to play but not have to get into 10 years worth of back product. In many cases my D&D analogy extends here with MegaTraveller as AD&D 2nd Edition. The Jim Holloway art certainly helps that along.

My understanding is that MegaTraveller came as a boxed set. With Players's and Referee's books. Today you can get them as PDF via DriveThruRPG or from Far Future Enterprises. I will be considering the PDFs from DriveThruRPG for these reviews. It is nice to have these now after so many years.

In general, the scans are ok to good. Some attempt has been made to clean them up, but they are obviously scanned from printed products and not the original files. They are OCR'ed and have bookmarks. The scans look fine on my PC and on my iPad, but I don't think they would work well for Print on Demand yet.

MegaTraveller Referee's Manual

PDF. 108 pages. Color covers, black & white interior art.

The Referee's Manual opens with the various factions vying for control in the Imperium. Just a page, but it really set the tone for me. I can see how this would be a great game to play with the various factions working with and against each other for ultimate control while the PCs work whatever angles they can to either get more power or just stay alive. I was skeptical of change when I first read it, but now re-reading it many years later I am very excited about it.

This book covers similar territory as the Players' book, save from the game master's perspective. Again I am drawn in by the parallels of the format and layout of this game as AD&D 2nd Ed. which will hit the stands in another 2 years. I am not suggesting TSR copied GDW but instead that this was something that was a logical extension of many 2nd Edition games released around this time.

There is a longer breakdown of Tasks and resolutions here that makes me happy to see. I never ran a Traveller game, but with this book I think I could.

Star System and World Creation is next including a discussion on world profiles. It is detailed, without being overly so, and will get any Ref going on world creation. It doesn't have the same feel to me as the Classic Traveller section doing the same thing, but I think that is fine. Lots of tables here and no equations to solve. Kinda miss that.

Sections on Animals and Encounters are similar to their Classic Traveller counterparts. Detailed enough to keep you going for a while

Trade and Commerce cover the next 10 pages. Again, brief but enough to start. I imagine that entire books can (and maybe have) been written on this topic. I also imagine that this is an area where the Imperium's fall would also be a prime place for adventures. Smuggling cargo, protecting shipping lanes, getting something like medical supplies to another part of the system but other factions want to stop you or steal what you have? Yeah, lots of ideas.

Craft Design and Evaluation cover the next 34 or so pages. More craft seem to be available to the MegaTraveller character/group than the Classic Traveller ones. If this review is late in posting it was because I was making starships again. With CT I like system building more, here I like starship building more.

This is logically followed by Starship Combat.

We end with a couple of stellar maps.

Reading through these now I kind of lament not getting in on this fun back then. Classic Traveller with all its supplements, and add-ons, and alien modules, and board games seemed like a steep hill to climb. I erroneously felt MegaTraveller was the same way. Just looking through was DriveThruRPG and FFE have on their sites it doesn't seem to be that much to me know. It is still far more than want to buy right now and far more than I'll ever play, but it is nice to know it is all there.



Rating:
[4 of 5 Stars!]
MT MegaTraveller Players' Manual
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