[Trav] What Traveller for a new game?

#1
Ok, my Wednesday night group has expressed an interest in playing SF. If I want to get them playing Traveller, what of the new shiny Mongoose stuff do people recommend?

I have the 2nd edition core book. Do I need the central supply catalogue (my gut says yes), or High Guard, or the vehicles book?

For new Traveller players who aren't going to want to absorb a lot of lore, do you recommend any or all of the current campaigns? They like a good fight on occasion, but aren't particularly interested in creating a team of gun bunnies. In fact, I can guarantee that at least one PC will have minimal combat expertise or interest, and at least one more will end up enthusiastic but rubbish in a fight.

Just to make things a little more complicated, the Wednesday game is online, currently using Roll20 and Discord for video. Is there a good VTT for Traveller, and are there good resources for online play (maps, deck plans etc)?

Feel free to chip in random anecdotes as well as advice, I love a good "we played this campaign and it killed us all, twice" story.
 

First Age

D&D h@ck3r and Hopepunk
Staff member
#2
Ahhh Traveller my old friend that I simply haven't played or run for ages. In fact, grabbing all the 2nd edition MgT, was the death knell, as I flounced away FAITHlessly to Infinity, Impulse Drive, Solar Blades and a few others. But Trav, I still love, so yeah man!

My wandering eye has nothing to do with the quality of the 2nd edition; it might be the best out there with a few 'weird bits'. My sweet spot might be to blend the neatest elements of second back into Cepheus to produce my own traveller and publish, but because that's a time sink I don't have, I'd probably go with 2e to get a game on the table.

For a combat light, RP heavy, kind of a game you could probably get away with just the core book and bolt in some additional ships pre-made that are out there. All the other books add worthily to the core. If you want to do the vehicle and ship design thing then essential to get High Guard and Vehicle guide.

If and when I ever get back out to Traveller I will doubtless make some use of all the core books. I'd go with Third Imperium, because, well, you know, it has lots to go at. Specifically, I'd mess around a bit out on the fringe, probably in Foreven (https://zhodani.space/maps/the-foreven-sector/).
 

Guvnor

Administrator
Staff member
#3
I would buy the Pirates of Drinax campaign and nowt else. But Dom would say "and High Guard".

Pirates is huge, sandbox, with massive resources in a wide open sector
 
#5
I also got the Central Supply Catalogue since my "pirates' need to spend their money on some cool gadgets, else why are the amassing wealth. Intresting to see that Traveller is so British that catalogue is avoids the American spelling "catalog".

cover_traveller_central_supply_catalogue.jpg
 
#9
Pirates is huge, sandbox, with massive resources in a wide open sector
Does it come with lots of pre-written encounters/adventures? While I'm sure I can prep a few in advance, I bet I'll run out of time to create stuff pretty quick. Hence I'm looking for plenty of pick-up-and-play material.
 

Guvnor

Administrator
Staff member
#11
Does it come with lots of pre-written encounters/adventures? While I'm sure I can prep a few in advance, I bet I'll run out of time to create stuff pretty quick. Hence I'm looking for plenty of pick-up-and-play material.
There is an entire prewritten campaign of adventures. The good thing about is that as long as you start at the beginning, you can then more or less run them as you see fit. Most 'Pirates' games I read about tend to get divergent fast, which is fine and works great.

Yes, I think the first 2 Reach adventures are great and have reviewed them here.
 
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