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05-01-2024, 10:04 AM | #1 |
Join Date: Aug 2004
Location: Cockeysville, MD
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What rules are y'all using?
I'm thinking of starting up a new Traveller campaign, but am getting stuck with decision paralysis on what rules I need to play. What's the censuses these days? What are y'all running?
G: Traveller (with 3rd edtion) G: Traveller converted to 4th Interstellar Wars What spaceship rules (ISW, Spaceships)? Part of me wants to sit down and do a clean conversion of Mongoose 2nd to GURPS 4th... but I know that leads to spending all my time converting and never getting to the running of the game.
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05-01-2024, 05:49 PM | #2 |
Join Date: Jul 2007
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Re: What rules are y'all using?
Just before Covid I was running T-20 Traveller because it was a Pathfinder group and I didn't want to put them off with a new rules system. I also ran it a couple of times at a game store.
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05-02-2024, 08:52 AM | #3 |
Join Date: Jan 2005
Location: Minnesota
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Re: What rules are y'all using?
Technically, I run Interstellar Wars . . . but in practice my players are just using GURPS Lite unless we run into corner cases. That's for convention pick-up games where I hand out pre-gen characters.
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05-04-2024, 12:06 PM | #4 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: What rules are y'all using?
The good news is - you can simply utilize Classic Traveller Ship/Vehicle rules and adapt the GURPS system to it. If you can do that with Classic Traveller rules, you can do it with any other system you so desire.
Do you miss the idea of a single missile hit having significance in a ship to ship combat - something that doesn't really come into play with the GURPS TRAVELLER system of combat - then use the MAYDAY Rules. If you like the idea of using FUSION power plants as they are in GURPS TRAVELLER, then simply handwave the Classic Traveller ship rules such that it doesn't need monthly fuel for running its fusion reactors and only use Jump Fuel as it is used in GURPS TRAVELLER. There is nothing to keep you from using MEGATRAVELLER ship building rules and vehicle building rules either - just make sure you get your hands on the errata for Megatraveller. ;) Long LONG time ago, when GURPS had just come out, and GURPS FANTASY (the first instance of Magic being introduced to GURPS) - I used THE ARCANUM's magic system grafted onto GURPS. When I needed modern Firearms and GURPS HIGH TECH first edition had yet to leave their printers - I had utilized another game system to craft my own rules for modern weapons. In short? You can GRAFT the rules from any other game system into GURPS - whether it is 3e or 4e that you use.
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05-05-2024, 09:04 AM | #5 |
Join Date: Apr 2012
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Re: What rules are y'all using?
If the players don't care, go with GURPS 4 for the base rule set. Might as well use the latest. GT plays well with V4.
As far as ship/vehicle rules, does it really matter that much? Unless your players are going to play ship designers, the important parts of a Type S Scout have stayed the same from the black box Classic Traveller through Mongoose V2. 100T, J2, M2, 1 turret, one small vehicle bay, minimal cargo space, etc. Same for the other likely PC owned, operated ships. As to whats under the access panels, do some mystical hand waving if that becomes important and get on with the game. |
05-09-2024, 07:19 AM | #6 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: What rules are y'all using?
Setting: Traveller: The New Era (at least, that's what it started as)
Rules: GURPS 4e Equipment: 4e's UT, etc., filtered through "Does this fit a Traveller game?" Starships: Designed in Spaceships, with houserules.
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