Outsiders & Others

Review: T5 Traveller5 Core Rules 3-Book Set (2015)

The Other Side -

T5 Traveller5 Core Rules 3-Book SetWe 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.

Classic Traveller Mongoose Traveller Traveller 5

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. 

BTW: This is also my 5,000th post here at the Other Side!

Review: Traveller Main Rulebook (2008)

The Other Side -

Traveller Main Rulebook (2008)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. 

improved layout

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.  

Miskatonic Monday #121: Death is the Final Escape

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: Death is the Final EscapePublisher: Chaosium, Inc.
Author: Bryan Rudolf

Setting: Jazz Age BostonProduct: Scenario
What You Get: Fifty Nine page, 8.58 MB Full Colour PDF
Elevator Pitch: Can an escape artist escape his end?Plot Hook: Murder-suicide lifts lid on vaudevillian villainy.
Plot Support: Staging advice, five pre-generated Investigators, eight handouts, one map and three sets of  floorplans, thirteen NPCs, three spells, two Mythos tomes, and Mythos creatures.Production Values: Professional.
Pros# Great cover and artwork# Could be adapted to other time periods# Detailed meaty investigative scenario# Potential addition to a Lovecraft Country campaign# Delightfully vile cult ceremony description# Nuanced depiction of a cult that is more than just evil# Clearly staged chase resolution# Interesting, but serviceable way of getting (too) close to the villain

Cons# Needs a slight edit# Vaudevillian villain
Conclusion# Classic investigative Call of Cthulhu scenario set in New England# Well developed professional scenario in which the Investigators encounter a cult that is much more than just evil for the sake of it.

Operative Orientation

Reviews from R'lyeh -

Today you graduated from Meny. Today you graduated as a SLA Operative. A SLA Op. A Slop. Tomorrow you and your squad will take your first job, your first BPN or Blue Print New file, given to you by a BPN Officer at your nearest BPN Hall. You’re pretty sure it’ll be in Downtown, literally down town in the great metropolis of Mort City. It could be a Blue, and you could be exterminating a nest of rats or sewer pigs, doing a gang sweep, or breaking up some upstart soft company. It could be a White and you’ll find yourself monitoring strange activity in a neighbourhood or investigating a murder or even the activities of one of those serial killers that plague the reaches of Downtown. Or it could be Green and you’ll find yourself assigned to one of the bridgeheads out in Cannibal Sector 1, alongside the Shiver who enforce the law in Downtown, or even off planet, though being a greenhorn, that seems unlikely. Perhaps it will be Red, an emergency like a riot or a terrorist attack by DarkNight or Thresher and then you’ll get TV coverage and your chance to look good on camera, catch the eye of sponsor? Maybe. You got your BOSH SLA Blade. You got your FEN 603 Auto-Pistol. You got your ITB Mutilator Fist. You got your PP664.2 Body Blocker armour. It ain’t much, but it’s a start. You got your SLA Ops badge and Security Clearance 10. You paid your Bullet Tax. You’re ready. You’re an Operative for SLA Industries.

However, there are greater dangers which threaten Mort City, home to SLA Industries, the planet of Mort, and The World of Progress which encompasses the whole of the universe and the company’s industrial worlds, home worlds, resource worlds, labour worlds, war worlds, and more. The Grosh, the Krell, and the Momic—previously forgotten and thought lost Conflict Races from the dawn of SLA Industries’ founding, nine centuries ago—have returned from Conflict Space and begun to war against The World of Progress. SLA Industries faces a ‘Great Enemy’, said to be imprisoned on a world known as ‘White Earth’ from where twisted and bitter secret knowledge has leaked. Some of this was learned by an amateur scholar deep in Lower Downtown, the knowledge driving him to first make blood sacrifices to White Earth, and then found the Shi’An Cult dedicated to White Earth. In the decade since its founding, the Shi’An Cult is Downtown’s largest growing religion, its members dedicated to summoning horrifying monsters from White Earth, and whilst probably killing themselves in the process, sowing fear and terror amongst the downtrodden citizens of Mort. However some threats come within. In a company as large as SLA Industries, it is easy to hide corruption; the newly formed Moral Right Division sends out patrols to educate civilians on the virtues of morality, dignity, and civility, but mostly consist of bully boys out to have a good time and repress the populace; and then there is Mr. Slayer, the head of SLA Industries, an undeniably evil megacorporation and government. He has his own secrets. Who he is. Where he is from. What he knows and what he has done to ensure the growth and survival of his company. These secrets and knowing the Truth about The World of Progress? That is the ultimate danger as The World of Progress stands on the precipice of the World of Change.

This is the set-up for SLA Industries, a roleplaying game originally published in 1993 by Nightfall Games. Since its initial release, it has suffered a somewhat peripatetic existence, finding home with publisher after publisher, but receiving relatively light attention from each. However, the roleplaying game finally got attention it deserved in 2016 with the release of the excellent SLA Industries: Cannibal Sector 1, before releasing SLA Industries, Second Edition following a successful Kickstarter campaign. With the publication of the second edition, SLA Industries has been given a major overhaul. This includes an entirely new set of mechanics, the ‘S5S’ System; an updating of the setting from its original year of 901sd to 915sd; and a makeover. Like Cannibal Sector 1 before it, SLA Industries, Second Edition is generously illustrated with gloriously gorgeous and gory artwork. The artwork in the first edition was good, but here, in rich, full colour, we get to see The World of Progress and its splatterpunk, noir horror dystopia like never before.
In SLA Industries, players take the roles of Operatives for the company. A Player Character in SLA Industries, Second Edition is defined by his Species, stats, Ratings Points, skills, and traits. SLA Industries, Second Edition has nine Species. Three are Human-like. These are Humans; Frothers, drug-fuelled and tolerant who go berserk and fight with a power claymore; and Ebonites, who use the mystic power of the Ebb to alter the fabric of reality. They are divided between Ebon and Eban, who embody the positive and negative versions of the Ebb. SLA Industries also bioengineer SLA Operatives, the Stormer 313 ‘Malice’ and the Stormer 711 ‘Xeno’, designed for their speed, ferocity, and their presence in combat and thus on camera. Shaktar and Wraithen, are aliens, Shaktar being honourable warriors with fleshy dreadlocks and a prehensile tail, and Wraithen, feline and reptilian hunters known for their acute senses and response times. Advanced Carrien and Neophron are new additions to SLA Industries and thus as Operatives. Advanced Carrien or ADV Carrien are Carrien Pigs which have survived their litter and raised by SLA Industries to work as SLA Operatives because they are highly adapted to life on the polluted World of Progress. The Neophron are bird-like aliens, known for their grace, charm, and inquisitiveness, who prefer methods other than violence.

An Operative has six stats—Strength, Dexterity, Knowledge, Concentration, and Cool. The sixth is Luck, except for the Ebonite, who have the Flux stat instead. Stats are rated between zero and six, whilst the skills are rated between one and four. Ratings Points represent an Operative’s ratings in various areas, such as televised action, corporate sponsorship, or faith in his own abilities. They are expended to overcome obstacles, perform cinematic feats, or avoid certain death or defeat. They are divided between three categories—Body, Brains, and Bravado. To create an Operative, a player selects a Species, assigns twelve points to his stats, thirty points to skills, chooses traits—positive and negative, and purchases equipment beyond the standard assigned to all Operatives. Skill points also come from the Operative’s Species and choice of Training Package, which include Strike & Sweep, Close Assault, Heavy Support, Scout, Medic, Investigation & Interrogation, Technical, and Bureaucrat.

Tanktop – Stormer 313 ‘Malice’
Close Assault Operative, SCL 10
Strength 6 Dexterity 5 Knowledge 1 Concentration 1 Charisma 1 Cool 3 Luck 2
Hit Points: 28
Rating Points
Body 4 Brains 0 Bravado 2
Initiative Bonus: 6
Species Abilities: Regeneration (2), Physical Favourite
Traits: – 
Skills
Strength – Climbing 2, Melee Weapons 3, Throw 1, Unarmed Combat (Brawling) 3
Dexterity – Acrobatics 2, Athletics 2, Pistol 1, Rifle 2, Stealth 2
Knowledge –
Concentration – Detect 1
Charisma –
Cool – Intimidate 3, Survival 1
Luck –
Money: 100c, 100u
Equipment – Boopa CASDIS, Finance Chip, Headset Communicator, Klippo Lighter, Operative organiser & admin kit, Pack of Contraceptives, SLA Industries ID Card, SLL Badge, Two Sets of Cloths and Boots
Armour – PP664.2 Body Blocker armour
Weapons – Stormer Chucklerduster (2), FEN 603 Auto-Pistol (4 clips), SLA Blade, SLA 10-05 Bully Boy Shotgun (4 clips)

Mechanically, SLA Industries, Second Edition uses the ‘S5S’ System. This is a dice pool system which uses ten-sided dice. The dice pool consists of one ten-sided die, called the Success Die, and Skill Dice equal to the skill being used, plus one. The Success Die should be of a different colour from the Skill Dice. For example, if Tanktop needed to make a Stealth check, his player rolls a total of four dice—the Success Die plus two Skill Dice for Tanktop’s Stealth skill of two, plus one. The results of the dice roll are not added, but counted separately. Thus to each roll is added the value of the Skill being rolled, plus its associated stat. If the result on the Success Die is equal to or greater than the Target Number, ranging from seven and Challenging to sixteen and Insane, then the Operative has succeeded. If the results of the Skill Dice also equal or exceed the Target Number, this improves the quality of the successful skill attempt. However, if the roll on the Success Die does not equal or exceed the Target Number, the attempt fails, even if multiple rolls on the Success Dice do. Except that is where there are four or more results which equal or exceed the Target Number on the Success Dice. This is counted as a minimum success though.
Luck can also be spent to reroll dice. This is either a point to reroll the Success Die or any of the Skill Dice, but can also spend them on a one for one basis to improve the result of the Success Die.For example, Tanktop has captured Angus Ablanko, a suspected Dark Night sympathiser. He has clammed up and refuses to talk. Tanktop looks him over, gives him the once over and promises to drag him down the street and into every single fight by rope with his hands tied… “Think of it like a fight on the telly, but really, really close up.” And then he grins. Tanktop has Intimidate of three, so his player rolls the Success Die and three Skill Dice plus one, for a total of five. He will be adding a total of six—three each for the Intimidate skill and the Cool stat—to each of the dice. The Game Master has set the Target Number at Complex or ten, because Angus is showing a bit of bravado. However, Tanktop’s player rolls five on the Success Die, and then five, six, eight, and ten on the Skill Dice. This an unbelievable success, and Angus literally collapses blubbing and begging the Stormer not to drag him into any fights. Between sobs, he tells Tanktop’s squad—because he cannot even bring himself to look at the Stormer—who his contact is, where he hangs out, where he lives, and what he thinks he is planning.Combat uses the same ‘S5S’ System and is in the main relatively simple and straightforward. It can, however, be nasty, brutal, and short. The standard Target Number for combat is ten or Complex and if the attack roll is successful, that is the result of the Success Die is sufficient, any successful results on the Skill Dice either add extra damage or a specific body area being hit. If an Operative’s player rolls four or more successful Skill Dice, the Operative both inflicts extra damage and hits the target’s head. If an Operative’s or target’s Hit Points are reduced to zero, they are dead. They are at critical condition if they have six or less Hit Points left and suffer a wound if they suffer damage which reduces their Hit Points by half.
Against incoming damage or attacks, an Operative has three options—defensive manoeuvres, cover, and armour. In melee, an Operative can assign one or more levels of his skill to defence to reduce his attacker’s roll or actively and solely dodge using Acrobatic Defence to do the same. Similarly, cover makes the target harder to hit, whilst armour reduces damage taken, but at the same time, can damage the armour itself. Different ammunition types inflict different amounts of damage, but SLA Industries impose a Bullet Tax on all ammunition. This is simply because close combat looks better on television and garners higher ratings.

Operatives can look good on camera through the use of Ratings Points, which lend themselves to a cinematic style of play. Ratings Points fall into three categories—Body, Brain, and Bravado, as do their associated Feats. For example, ‘How Did You Hit That?’ and ‘Tear Right Through Them’ are Body Feats, ‘I Just read About That Yesterday!’ and ‘Lucky Guess’ are Brain Feats, and ‘Charming Smile’ and ‘Pure Grit’ are Bravado Feats. They either cost one or two Ratings Points and add a bit more colour and dynamism to what an Operative can do.

Ebonites—and some threats faced by SLA Industries—have access to the mystic power of the Ebb to alter the fabric of reality. Not quite spells, not quite psionics, the study of the Ebb is divided between ten disciplines, ranging from Awareness, Blast, and Communicate to Senses, Telekinesis, and Thermal (Blue/Red). Like skills, each discipline has four ranks, but each rank grants access to a pair of abilities. For example, at Rank 2, the discipline Reality Fold grants ‘Jump Port 2’ and ‘Shared Port’, the ability itself being akin to teleportation. Points of Flux have to be expended to use disciplines, an Ebonite calculating the formulae for each discipline via their Deathsuits, which takes concentration.
The mediatisation of violence within The World of Progress is in part represented by a lengthy list of arms and armour, and other equipment. All of which is very nicely illustrated. This adds to elements of game play as not only do the stats of a weapon or suit of armour matter, but so does their name and look. After all, they are designed to look good on television and if an Operative can get good coverage on camera, then he might gain sponsorship from a manufacturer. The equipment list also includes a lengthy list of combat drugs, one reason the roleplaying game carries a mature warning.
Rounding out SLA Industries, Second Edition is ‘Threat Analysis’ and ‘Web of Lies’. The former presents a wide range of dangers that the Operative might face on the streets of Mort and beyond. These threats range from Carnivorous Pigs, Carrien, and things that seep in from White Earth to rival soft companies such as Dark Knight, Thresher, and Tek Trex, Dream Entities, serial killers, and the freelancer mercenaries and vigilantes known as Props. These are all decently detailed and superbly illustrated.
‘Web of Lies’ is a chapter of advice for the Game Master. It is ultimately where the problems with SLA Industries, Second Edition come to head. What it covers is advice on running the game, in particular, the Blueprint News file types, what they entail, their importance, and what the rewards they pay out to the Operatives. Added to this are Hunter Sheets, essentially bounties on particular targets or persons of interest, which are suggested as being suitable for single sessions or one-shots. The advice also covers handling the game’s mechanics, sponsorship deals for the Operatives, what they might do on their downtime, and more.

The issue with ‘Web of Lies’ is that it suggests something more than it covers, and that feeling pervades SLA Industries, Second Edition throughout. The focus in the roleplaying game is on beginning Player Characters and Operatives, and their taking on Blueprint News file mission after Blueprint News file mission, in order to increase their Security Clearance, climb the corporate ladder, gain sponsorship, and fame and fortune. It does a very good job of explaining what an Operative does in SLA Industries, Second Edition and The World of Progress. From the outset, a player and his Operative knows what he is expected to do… and yet. SLA Industries is roleplaying game and a setting which has secrets—deep secrets. These are hidden behind layers of bureaucracy and conspiracy within The World of Progress, and ultimately, playing the roleplaying game is about discovering or being exposed to them and the consequences of that happening. Yet despite the colour fiction in the pages of SLA Industries, Second Edition hinting at those secrets and conspiracies, none of them are actually explored in its pages or supported with advice on how to include them in play. Which is exactly what a chapter entitled ‘Web of Lies’ suggests it might do, but does not. For the player who has been a fan of SLA Industries since original publication, this is very much less of an issue, but for anyone new to the roleplaying game and its rich setting, they are going to be left mystified as to what the significance of the colour fiction is and likely wondering quite what SLA Industries is ultimately about. This is despite the fact that SLA Industries, Second Edition goes out of the way in places to make itself and The World of Progress accessible, especially with the guide to Operative life which clearly explains what an Operative does on a daily basis.

SLA Industries is a roleplaying game from the nineteen nineties and ultimately, it does something that is so typically nineteen nineties. It hides its meta-plot. Or rather, its backstory. As typified by the superhero roleplaying game, Brave New World, it keeps what is really going hidden from both players and Game Master, even though Brave New World revealed some of its secrets, SLA Industries, Second Edition does not even do that. However, this does not mean that as written, SLA Industries, Second Edition is unplayable, as it still provides the means to explore a very dark corporate dystopia. Perhaps though, a scenario or two would have helped.

Physically, SLA Industries, Second Edition is superbly presented. The layout is clean and tidy, and though it needs a slight edit in places, it is engagingly written with lots of colour fiction. The artwork though, is amazing, and really does a fantastic job of bringing The World of Progress and its rain sodden, polluted, and horror haunted streets (and beyond) to life like never before.

SLA Industries, Second Edition is a great update to the original nineties darkest of dark dystopian roleplaying games. The designers have revisited the setting of The World of Progress and clearly worked hard to update it, to make it more accessible, and represent it in gloriously gorgeous colour. For the most part, they have succeeded, yet so much of The World of Progress is only hinted at and left inaccessible and that can only hamper the Game Master in the long run.

The true nature and secrets of The World of Progress will have to wait for revelations in future supplements, but as an exploration of what Mr Slayer wants you to know, SLA Industries, Second Edition is the ultimate in dark dystopian splatter punk and corporate horror roleplaying. 
—oOo—

Nightfall Games is at UK Games Expo which takes place from Friday, June 3rd to Sunday, June 5th, 2022.

Luna Larcency

Reviews from R'lyeh -

Luna-1 is a supplement for Judge Dredd and the Worlds of 2000 AD. Like The Robot Wars before it, it is as different a supplement as there has been for any of the four roleplaying games based on the Judge Dredd comic strip from the pages of 2000 AD, and that is all down to its focus. Traditionally, supplements for a Judge Dredd roleplaying game have concentrated on particular aspects of the setting—criminal organisations, crazes, psi-talents, block wars, and more—but Luna-1 focuses upon the one storyline, examining its episodes or Progs, and exploring their ramifications in detail. In Luna-1, this is the six months in which Judge Dredd is assigned to serve as Judge Marshall of Luna-1, a colony on Earth’s moon governed by judges from all three Mega-Cities. Told in Progs 42-59, this storyline thus takes Judge Dredd off Earth and onto the oxygen-short, crowded, and lawless and often wild frontier of the Moon. Here gangs and perps can escape the Mega-Cities to hide out and continue their criminal activities; corporations shorn of the scrutiny and regulations of Earth, build and hold more power and influence; resources are poor—especially oxygen, which needs to be paid for; even though they might hate each other, the Mega-Cities of North America and the Soviet East-Meg cities, will come together to participate in the Lunar Olympics; and criminal conspiracies work behind the scenes to take over the Moon! The supplement includes a Prog by Prog guide to the storyline with story hooks which the Game Master can develop as part of her campaign; descriptions of the Moon’s most notable locations and events, as well as what it like to both live and enforce the law there; new Exploits and Careers for Judges, Perps, and Civilians; an examination of a Moon-set campaign inspired by the ‘Luna-1’ storyline; stats and write ups for numerous NPCs; and more. 
LUNA-1 opens with a description of the Moon and a history of its settlement, including its important locations, such as the famous Armstrong Monument or Moonie’s Ranch, home to the reclusive corporate boss, C.W. Moonie, where he has ranchers raise genuine protein cake-fed, bio-engineered cattle on actual grass, their meat being highly prized by gourmets. The inhabitants of the Moon reside in domed settlements, ranging in size from urban sprawls to classic frontier towns. The maintenance of these domes is vital to everyone’s survival, as is a supply of oxygen, which of course, the inhabitants of the Moon have to pay for! The Oxygen Board has a monopoly on the supply. So it can be expensive! The Mega-Cities’ Justice Departments sometimes use Safe Houses on the Moon to keep witnesses safe. The Moon is also home to colonies from the other Mega-Cities beyond North America, including Shi-Shen Territories and Sov-Cities Territory, the closest they get to territories of the Mega-Cities. Locations important to the Moon, but back on Earth are detailed too, such as Moonray Tower and Temple of Lunar Light, a cult often described as being full of ‘loonies’. Events, like the Land Race—a race to grab new opened up territory, and the Lunar Olympiad are covered as well. They are all accompanied by adventure seeds.
In terms of mechanics, LUNA-1 provides numerous new options for Player Characters and NPCs of all types. New Judge Careers include Luna Judge, Zero Squad Judge (trained to work in zero gravity), Customs Judge, and more. STAR Judges or ‘Special Target Attack Retaliation’ Judges are drawn from all three North American Mega-Cities and their allies and assigned to police Earth’s off-world colonies, so the Player Characters could actually be a mixed group from various cities, not just Mega-City One. New Civilian Careers include Xenodiplomat, Corporate Executive, and Settler, whilst Perp ones include Luna Raider, Gunslinger, and Smuggler. They all include their own Exploits which can be gained by choosing them as Careers during character creation, and all provide interesting options for both Player Characters and NPCs. As expected, all of the characters from the ‘LUNA-1’ storyline are included in LUNA-1, from simple Badlands Gang Member and Futsie to Deputy Luna Marshal Tex, Judge Mex (complete with lasso for reigning in Perps), Elvis the Killer Car, and Judge Dredd himself. These can be used as is, if the Game Master wants to run the ‘LUNA-1’ storyline for her players and their characters, or simply used as inspiration for a campaign set on the Moon.
The campaign advice for the Game Master examines the how and the why of setting and running stories for Judge Dredd and the Worlds of 2000 AD. This should not just be because the setting itself is cool, but rather because there are particular types of stories which can be set there, which in this case might involve the Lunar Olympics or the looser regulations applied to corporations. It also highlights the differences between Mega-City One and the Moon—as well as colony frontiers, and how that will change game play. Smaller communities means fewer places to hide and everyone knows everyone’s business, including that of Perps, plus colonies like the Moon rely much more on technology for everyone’s survival. Only light synopsises are given for the fourteen Progs which make up the ‘LUNA-1’ storyline, more attention being paid to the whole storyline as a roleplaying campaign with a beginning, middle, and end. There is advice here on how to use Dredd, for it might be that the Player Character Judges are actually seconded to the unrelenting lawkeeper as his deputies.
The full adventure in LUNA-1 is ‘Sundance Rising’, an unashamed space western. It is set further on the frontier of the Moon in the isolated toon of Grey Rock. Inspired by the film High Noon, the town’s Judge, William Kane, is gunned down by the Sundance Gang, led by the vicious Preacher Jackson and the Judges are sent into restore order. The scenario and setting of Grey Rock is nicely detailed and there are notes too to run with Civilians as inhabitants of the town taking the law into their own hands and fighting back and also as Perps attempting to impress Preacher Jackson enough to become members of the Sundance Gang. Either way, this is a good scenario with lots going on that should provide multiple sessions of play.
LUNA-1 does not just cover Judge Dredd’s six-month secondment to the Moon, although that is its primary focus. That is told in Progs 42-59, but there were stories which took place between this and the events of ‘The Robot Wars’—as detailed in the supplement of the same name, and these are detailed in LUNA-1, again Prog by Prog. Each includes a synopsis, settings and locations, villains and bystanders, how the story can be used ‘Outside the Law’ (that is, used with Perp and Civilian Player Characters rather than Judges), and suggested further adventures. Some of these can be used as part of a Moon-set campaign, some not, but either way, the Game Master is given another eleven story hooks! Lastly, an appendix takes the Game Master—and potentially, her player’s characters to Titan. This includes a complete description and history of the penal colony where corrupt Judges are sentenced and again hooks and for the Game Master’s campaign.
Unlike ‘The Robot Wars’ storyline there is perhaps less satire and less social commentary in LUNA-1. Obviously, there is the rampant commercialism, but the Moon-set storyline is more of a means to tell stories away from Mega-City One and on the frontier in the style of the Wild West than anything else. The writing style has settled down a bit and there is more of the comic strip’s humour coming through than there was in The Robot Wars.

Physically, LUNA-1 is a slim, but nicely presented book. It is an engaging read and it is liberally illustrated with artwork from the ‘LUNA-1’ story and the other Progs it details in its pages. This is all black and white artwork and it is drawn from the very early issues of 2000 AD so there is certain quaintness to it since it dates from before the character of Judge Dredd evolved into the way he looks today.
Luna-1 picks up where The Robot Wars left off, continuing its fantastic approach to turning episodic source material into gameable content. The humour is stronger, even if the satire is not, but this is thoroughly excellent sourcebook on ‘LUNA-1’ story, for the stories which can be told in and around it, and of course on the Moon (and other frontier settings) for Judge Dredd and the Worlds of 2000 AD (or in fact, any roleplaying game based on Judge Dredd).
—oOo—


En Publishing will be at UK Games Expo which takes place from Friday, June 3rd to Sunday, June 5th, 2022.

Micro RPG III: Blades & Spells

Reviews from R'lyeh -

Lâminas & Feitiços or Blades & Spells is a minimalist fantasy roleplaying game from South America. In fact, Blades & Spells is another Bronze Age, Swords & Sorcery minimalist fantasy roleplaying game done in pamphlet form from Brazil. In actuality, Blades & Spells is a series of pamphlets, building from the core rules pamphlet to add optional rules, character archetypes, spells, a setting and its gods, and more, giving it the feel of a ‘plug and play’ toolkit. The Storyteller and her players can play using just the core rules, but beyond that, they are free to choose the pamphlets they want to use and just game with those, ignoring the others. So what is Blades & Spells? It describes itself as “…[A] simple, objective and dynamic minimalist RPG game where the Storyteller challenges the Player and not the character sheet.” It is written to pay homage to the classic Sword & Sorcery literature, uses the Basic Universal System—or ‘B.U.S.’—a simple set of mechanics using two six-sided dice, and in play is intended to challenge the player and his decisions rather than have the player rely upon what is written upon his character sheet. Which, being a minimalist roleplaying game, is not much. So although it eschews what the designer describes as the ‘classic restrictions’ of Class, Race, and Level, and it is very much not a Retroclone, there is no denying that Blades & Spells leans into the Old School Renaissance sensibilities.
Blades & Spells: An agile, objective and dynamic minimalist RPG defines a Player Character in simple terms. He is Human and he has a Name, Focus, Background, and Equipment. His Focus is either Fighter, Mystic, Intellectual, Support, or Specialist, whilst his Background includes goals, skills, knowledge, adjectives, and at least one flaw. He also has ten Hit Points. Character creation is a five-minute job and everything can be recorded on an index card.

Ublaf the Unbelievable
Focus: Fighter
Background: Ublaf is a blond, blue-eyed warrior from the frigid north, who has come far south to make his fortune and prove himself to the girl he wants to marry, but who has so far spurned his advances. He is a good hunter, and capable with both axe and spear, but has no tongue for languages. So often others think him a fool—or ‘Unbelievable!’. He is often impulsive, but invariably tries to be helpful and friendly.Hit Points: 10

Mechanically, the Basic Universal System of Blades & Spells uses two six-sided dice. To undertake an action for his character, a player rolls the dice attempting to equal or beat a difficulty number set by the Storyteller, ranging from Easy at three all the way up to Epic at twelve. Any roll less than this is a failure and also adds a new complication to the plot. If a Player Character can gain an Advantage from either his Background or Focus, the difficulty number is reduced by two, but increased by two if his Background or Focus would impose a Disadvantage (though this would not increase the difficulty number beyond twelve). Ideally, elements of a Player Character’s Background should work as both Advantage and Disadvantage, depending on the situation. For example, Ublaf’s Impulsiveness would be a Disadvantage if there was trap he could have spotted before he acted, but an Advantage in attempting a foil an assassination attempt on a merchant.

Combat in Blades & Spells is deadly, with attacks, whether by a weapon, magic, or a creature, being either light, strong, or fatal. A Player Character could be killed with a couple of strong blows or even one fatal blow as he only has ten Hit Points (monsters can have more), and once they are gone, that is it. Although monsters have a Challenge Rating equal to the standard difficulty numbers, Player Characters do not, so the default is probably Normal or six. However, shields and armour, in whatever form they take, reduces damage and the Storyteller can allow a Player Character to make a defensive or dodge manoeuvre.

Magic and spells are available to all Player Characters. No spells are described in the base rules for Blades & Spells, but instead, the player decides what the aim of the spell is. Is it to Attack, Defend, Create an advantage, or Overcome an obstacle? The Storyteller sets the difficulty number and the player rolls. If successful, the spell is cast and has the desired effect. Failure though means that the Player Character has suffered Arcane Corruption, which might be that the spell effects turn on the caster rather than the intended target or a second grotesque head grows from the caster’s shoulder, which stays for a few days before withering away, in the meantime annoying everyone with its different opinions and ideas.

So that really is it to Blades & Spells: An agile, objective and dynamic minimalist RPG. Or at least the core rules. It fits on two sides of a single sheet of paper. It is cleanly laid out, although it does need an edit in places to account for the translation from Portuguese to English. It has a decent piece of artwork on the front. It is also perfectly playable barring a couple of issues. One is that it does leave the Storyteller to wonder what sort of complications a failure of a dice roll might add to the plot and it does not state what the difficulty number is for hitting a Player Character in combat.

Blades & Spells is a simple, straightforward set of mechanics, but there are numerous optional pamphlets which expand upon its core rules and turn Blades & Spells into a fully rounded roleplaying game rather than just a core set of mechanics. Nevertheless, Blades & Spells: An agile, objective and dynamic minimalist RPG is a solid, serviceable, easy to learn and play, minimalist roleplaying game.

One Last Set of Russian Made Orcs

Fantasy Toy Soldiers -

This is the last set of Russian made orcs I have left to post.  I do not know who made them.  There are a bunch of amazingly talented people producing their own figures in the Tehnolog Fantasy Battles style.  These orcs have a primitive look with excellent detail and mean looking faces.













Scale Shot





Dee’s Discernments

Reviews from R'lyeh -

The Sight: A True & Faithful Relation of Acts of Supernatural Foresight, Uncanny Vision, divers Readings of Occult Tokens: shewing the Particulars of SOME SPIRITS is a supplement of magic for The Dee Sanction: Adventures in Covert Enochian Intelligence. Or rather The Sight is a supplement of alternative and deeper magic for The Dee Sanction. For in The Dee Sanction, all Agents of Dee have magic. For under the terms of the Act Against Conjurations, Enchantments and Witchcrafts, it permitted those with heretical knowledge to work off their sentence in service to, and in protection of, Her Majesty, Queen Elisabeth. This includes the one Favour, the very low key magical, Angelic means of influence that the Agent can bear upon the world, learnt through study of a corrupting tome or tutelage at the hands of a secret society. Theirs is a minor magic, but amongst their number, since after all, the authorities are on the constant lookout for any capable of even minor magics, there will be those capable of more—much more.

The Sight is a short supplement which introduces to four new talents—Aura Reading, Prophecy, Scrying, and Token Reading—to The Dee Sanction. It also provides guidance on visions, communing with spirits, possession, hypnosis, and the miraculous intervention of the Divine Chorus. Potentially, it increases the magical potency of the Player Characters or Agents, as well as adding a degree of uncertainty when using their magic. To determine if an Agent or indeed, an NPC, has the Sight, the supplement uses an expanded table over that given in The Dee Sanction. When a player uses the table, he either rolls larger dice types or draws from a full deck of playing cards to account for the increased number of entries. Standard rolls or number playing cards indicate that the Agent has a Favour, as in the core rules for The Dee Sanction, but here every entry has a list of three options, which the player can choose from or take all three, depending how much magic the Game Master wants her player to know.

Rolls of elven or twelve, or draws of either a Jack, Queen, or King, if using cards, determines whether has the Sight. Aura Reading enables an Agent to view and interpret someone’s supernatural aspects, Prophecy to see the future, Scrying to see things that are unseen, and Token reading to examine the lore and history bound up in objects. They are further divided into three, the die result or card determining which particular one an Agent has. For example, Prophecy includes Danger Sense, Things to Come, and Fortune Telling, whilst Scrying includes Visions, Divinations, and Summoned Advisor. There is some overlap to these, but there is every effort to make them different and feel different in play. Divination, for example, allows an Agent to experience the environment around a specific person, place, or event once a significant connection is established with them, which would require the blood or hair of the person, or an object from the location. Whereas Things to Come gives brief visions or warnings of threat, perhaps upon meeting someone, and is always involuntary.

Use of the Sight requires a player to succeed at a Supernatural Challenge. However, unlike the angelic nature of Favours, the Sight is supernatural in nature and therefore fickle. Which means that even in a player facing roleplaying such as The Dee Sanction, the Game Master gets to roll as well as the player. This elevates what would be a Supernatural Challenge in an Uncertain Challenge. The results of the use of the Sight range from Untruthful to Truthful depending upon whether the player and the Game Master both falter, one succeeds and one falters, and both succeed. The result, especially if the Agent is attempting to see the future, is only a possible future and it need not be easy to understand. In fact, it should be cryptic, and further, it should only told to the player of the Agent with the Sight, and done so in private. Further, the player should not write it down. This accentuates the uncertainty of the Sight. Inspiration for such foretellings is provided in a pair of tables.

The Sight also covers communing with spirits and talking with angels, the former answering a few questions, the latter even performing a miracle. There are rules here as well for possession and exorcism, and for both major and minor miracles. Both lend themselves to story possibilities, and of course, Enochian is the language of the angels, so it seems obvious to have talking with angels included here.

Physically, The Sight is cleanly and tidily laid out. It is lightly illustrated and consequently less obtrusive in comparison to the core rulebook.

The Sight is an excellent expansion to The Dee Sanction: Adventures in Covert Enochian Intelligence. Its rules are all entirely optional, and even if the Game Master decides not to add them to her campaign of The Dee Sanction or does not necessarily want her players’ Agents to possess them, they can remain the province of the NPCs or simply a source of ideas. However it is used, The Sight: A True & Faithful Relation of Acts of Supernatural Foresight, Uncanny Vision, divers Readings of Occult Tokens: shewing the Particulars of SOME SPIRITS still open up further story avenues and ideas as well as making the use of magic uncertain.

—oOo—


Just Crunch Games will be at UK Games Expo which takes place from Friday, June 3rd to Sunday, June 5th, 2022.

Friday Filler: Burgle Bros 2: The Casino Capers

Reviews from R'lyeh -

Some games have a table presence as soon as you have them unboxed and everything is out on the table. Others have table presence as soon as you look at them, and that presence follows through from the moment you hold them in your hand to point where you are actually playing them. Colt Express, the 2015 Spiel des Jahres Winner from Ludonaute is an example of the former, taking place aboard a card board train which you set up and attempt to rob. Burgle Bros 2: The Casino Capers is an example of the latter. It comes in a block-shaped box which when you stand it up, looks a cartoonish rendering of a Las Vegas casino. Open—or rather unfold—the box and everything inside comes stored in plastic trays and once these have been removed, a leg is inserted into the receivers in each of the four corners of the box and the box itself is then flipped over to stand on those legs. A playmat, showing a four-by-four playing grid, is placed both on top of the box and under the box. Together these two playmats, when laid out with the rooms and locations of the casino, form the playing surface for Burgle Bros 2: The Casino Capers and the target of the players and their characters and their heists. Add wall sections and playing pieces or meeples illustrated with yet more themed artwork and what you have in Burgle Bros 2: The Casino Capers is a board game with table presence. And yet… Burgle Bros 2: The Casino Capers looks a little rickety. The top of the box is not quite flat. Plus playing under the box is a little fiddly. Which is all a bit of a shame, because Burgle Bros 2: The Casino Capers really does look like a great game, with great artwork that supports its theme. However, Burgle Bros 2: The Casino Capers does not have to be played using this three-dimensional set-up, as clever as it is. It can be played using just the playmats, and it works just as well.

Published by Fowers Games, Burgle Bros 2: The Casino Capers is a sequel to Burgle Bros. and both are co-operative games. In Burgle Bros., between one and four players perform a heist on an office or bank, attempting to locate a safe whilst dodging patrolling guards, all done in the style of a sixties heist. In Burgle Bros 2: The Casino Capers, between one and four players attempt to break into a Las Vegas casino, locate and open a safe, and get away with the loot. However, Burgle Bros 2: The Casino Capers is much more of a challenge than Burgle Bros. This is no night-time burglary—it must be performed during the day. Security is tighter and the safes are tougher, plus there are Bouncers who will follow patrol routes, but who are always on the lookout for any Commotion which they will want to break up. And since this takes place during the day, the casino is thronging with guests. Some are customers, some are not. Some are helpful, most are not. A player might be forced to make a detour to avoid a drunk or get caught up with a saleswoman who never stops talking, be spotted by an undercover member of the casino’s staff or hide from a Bouncer in a crowd. On the plus side, the players are skilled and have gear too, but both only have a limited use. And when the crew manage to get to the safe and crack it open, they have to take the loot and get it out of the casino in an exciting finale!

At the start of the game, the game’s tiles are randomly placed on both floors of the casino, face down. Each floor must have an ‘Escalator’ and a ‘Monorail’ tile. The ‘Safe’ tile is placed on the second floor, whilst the ‘Owner’s Office’ tile is on the first floor. The Patrol Cards for each floor are shuffled and one drawn for each floor to determine where the Bouncer on each floor starts from and where the guests are placed. Guests are represented by poker chips, and these are also placed face down. A second Patrol Card is drawn to indicate where the Bouncer is going to move to, at least initially. Each time a Bouncer reaches his destination, a new Patrol Card is drawn to determine the new destination location, and so on and so on, until the Patrol Card deck is empty. In which case, the Bouncer will start hunting for the nearest player. Eight walls are placed randomly on each floor. These block movement and sight between locations. Then the first—or the next, if Burgle Bros 2: The Casino Capers is being played a campaign—Finale card is drawn out of its envelope, and its text read out. This adds flavour and detail to the heist. The rules on the back will only be revealed and come into play after the players have emptied the safe.

A player receives a character and the character’s three pieces of Gear, either by choice or at random. There are a total of nine in the game. With a maximum number of four players, this adds variety and replay value to the game. For example, Rook is an Elvis impersonator who has an ‘Earpiece’ which enables him to move any player to an adjacent tile, but not through a wall; a set of ‘Facemasks’ which enable two players to swop places; and can ‘Impersonate’ another player to use one of their already prepared items of gear. All great takes an action to prepare, but no actions to use. All have a limited number of uses before they are flipped over granting a last one-shot bonus action before being discarded, and for the most part, an item of Gear affects another player rather than the one using it.

The aim of Burgle Bros 2: The Casino Capers is for the players to enter the casino, locate both the Owner’s Office and the escalator on the first floor and then go up to the second floor. They must find the safe and open it. Not only do the players get the loot, but they also get to turn over the Finale Card and bring its rules into play. The Finale Card also details the players’ means of exit. There nine heists in Burgle Bros 2: The Casino Capers and thus nine different Finale Cards. Initially, Burgle Bros 2: The Casino Capers is designed to played in order, but once they have been played through once, the Finale Cards can still be played again, but in a random order.

A player’s turn consists of two phases—the player phase and the Bouncer phase. On the player phase, a player can take up to four actions from a choice of four. These are ‘Move’, ‘Peek’, ‘Use While Here’, and ‘Prep’. ‘Move’ is to an adjacent tile, revealing any face down poker chip and resolving it, and then resolve any ‘When You Enter’ effect if the tile has one. ‘Peek means to look at an adjacent tile, whilst ‘Use While Here’ is an optional action on a tile, again if it has one. Lastly, ‘Prep’ means to ready a piece of Gear for use.

In the Bouncer phase, the Bouncer on the same floor as the player moves three spaces towards the destination on the current Patrol Card. If the Bouncer moves through any tile occupied by a player, that player gains two Heat. If a player gains six Heat, either from encountering a Bouncer or from particular locations, not only does that player lose, but every player loses! If a Bouncer is hunting after running out of Patrol Cards and their routes to follow, he moves directly towards the nearest player. So it is very much in the best interests of the players to avoid the Bouncers on both floors. Out of the Bouncer phase, a Bouncer will also move towards a Commotion when it is created in a particular tile. When a Bouncer is hunting the players, a Commotion can actually be used as a distraction, which is both helpful and thematically brilliant.

Each of the tile types has particular effects. For example, in the ‘Buffet’ a cube is added to the tile each time a player enters it. When there are three cubes, a Commotion is caused, the cubes are removed, and the Bouncer moves three rather than the standard one space towards it. If a Bouncer enters the ‘Crow’s Nest’, he surveys the adjacent tiles and if there are players on them, they each gain one Heat. At the ‘Table Games’, a player rolls two dice and if he rolls either seven or eleven, he loses one Heat, but causes a Commotion on any other roll. Both the ‘Lounge’ and ‘Pool’ tiles have their own decks of cards for even more random events.

Locating and opening the safe is a multi-stage action. First, the players need to locate both the ‘Owner’s Office’ tile on the first floor and the ‘Safe’ tile on the second floor. They also need to reveal all of the tiles in the same row and column as the ‘Safe’ tile. Second, they need to locate the ‘Moles’ they already planted in the casino ahead of time. There are four of them in the casino and when a player finds one, he can be exchanged for a single die at a cost of two actions. This die is stored on the ‘Owner’s Office’ tile. Third, when a player is on the ‘Owner’s Office’ tile, he can transfer it to the ‘Safe’ tile. A player on ‘Safe’ tile can expend an action to roll the dice. If any of the numbers match those tiles in the same row and column as the ‘Safe’ tile, they are covered up, including multiple numbers. One die is returned to the ‘Owner’s Office’ tile, but a player can continue expending actions to roll the dice as long as one remains on the ‘Safe’ tile. Completely covering all six numbers in the same row and column as the ‘Safe’ tile means that the players have cracked the safe’s combination and triggered the effects of the Finale Card. If the players fulfil the victory conditions on the Finale Card, they have won the game.

At the end of the game, it can all be put away, or alternatively, the players can fill out the Heist Log if Burgle Bros 2: The Casino Capers is being played as a campaign. Successfully pulling off a heist increases their Suspicion value, ranging between one and ten, but failing decreases it. If they were successful they get a sticker to add to the Trophy Case in the bottom of the game’s box, and whether or not they win or lose, they do get an alternative piece of Gear which can be used in future heists. The rulebook also include a variant rules for ‘Dead Drops’, representing randomly distributed pieces of ‘Gear’ that the players must find rather than being assigned everything at game’s start. This makes the game more challenging, whilst the separate ‘Casing the Joint’ makes it less so by reducing the element of randomness in terms both set-up and game play.

Physically, Burgle Bros 2: The Casino Capers is very well produced and it is a great looking game. The rulebook is simple and straightforward to understand, though a lot of the game’s nuances are expected to come out in play rather than be explained in the rules. Some of the Gear cards could have done with clearer explanations though.

Burgle Bros 2: The Casino Capers is a fantastic combination of both theme and random events. The theme is instantly recognisable and playable, the casino heist a la the film Ocean’s 11, only the sixties version rather than the noughties update. It is very much get into the casino, case the joint, avoid the bouncers, dodge the guests, luck out on the Craps table, and slip into the safe room to crack the combination, but it is also another theme present too. One which Burgle Bros 2: The Casino Capers constantly threatens to tip over into—farce! The possibility of running into the wrong guest or Bouncer one too many times or entering the wrong room, and more, all threaten to endanger the heist attempt, and perhaps tip the attempt over into farce and then failure. Burgle Bros 2: The Casino Capers is an easy game to teach and play, but difficult to beat because of random events, and whilst that can be both great and frustrating—it can be a little too random in places, where the game really scores is theme and story. Theme because everyone loves a heist and story because all that randomness can set up great stories as the players run into that drunk one too many times or find a spot to pause whilst the Bouncer moves past or an item of Gear gets a player a out of a tight spot. Plus the Finale Cards simply add more theme, not just with the narrative at the start of the game, but also with the extra rules for the getaway at the end of a heist.

Ultimately, you do need to be lucky to pull of a heist in Burgle Bros 2: The Casino Capers. However, the theme is sheer brilliance, the game is fun to play, and together, everything in the game helps build a great stories.

Review: Traveller20 (2002-2007)

The Other Side -

Traveller20 (2002, 2007)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.

Traveller20 (2006-7)
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 GuidebookThe 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.

 Characters and CombatBook 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.

 Equipment and DesignBook 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.

 Worlds and AdventuresBook 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. 

Review: T4 Marc Miller's Traveller (1996)

The Other Side -

T4 Marc Miller's Traveller (1996)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.

I mean, can you tell which book these two sections are from.  There is a small hint.

Encounters
Encounters

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. 

Review: Traveller: The New Era (1993)

The Other Side -

 The New Era"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!

USS Protector

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.

Crushing itFlashback to when I called the ending to S2 of Picard nearly 30 years ago.

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.

Review: MegaTraveller (1987)

The Other Side -

MegaTraveller Players' ManualIt 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 Players' Manual

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

This book covers everything the player needs to create a character, including Basic and Enhanced options, learn about the core mechanic (and the Universal Task Profile), skills, combat, and psionics. 

Reading through this I do get the feeling that this is a cleaned-up and updated version of Traveller.  While I can see the larger changes, the subtle ones are less clear to me.  My impression is that a MegaTraveller character could operate in a Classic Traveller game. 

Layout and rule-wise there are a lot of clarifications. For example, Page 9 details Task Resolution and the Universal Task Profile.  This would be called setting a difficulty level in other games.  There are the levels of difficulty and what you need to roll over (3, 7, 11, and 15) which is different (slightly) than the "just 8 or better" of Classic Traveller.  Rolls can also be altered by skills, risk, time, and other factors.  This page gives a great overview and the first place I see a real improvement.  Now my understanding is that many of the rules here came about in various publications, both books and supplements from GDW (Merchant Prince and Mercenary seem to be prime sources here) as well as periodicals.  IT IS POSSIBLE that by 1986 people were playing with rules that resembled this.  This the codification of all of those rules.

Character creation, both basic and Advanced/Enhanced are covered.  This is largely similar to what I saw in Classic Traveller (CT) except I did not see anywhere where you can die before mustering out.  The tables have been expanded to include military and non-military careers including Scouts and Merchant Princes.  Even the example is a Doctor now. 

Skills are detailed and this list seems to get larger with each new edition.  What I like about MegaTraveller is that skill advancement is right after this section and much clearer. 

Character creation and skills take up half the book.

SIDE NOTE:  A lot of the tables and other character creation details (like character flowcharts) are set to one page or two pages.  So printing out material from your PDF is easy.  I can take a page with me to know what my character needs to do to advance for example or keep a list of all the skills with me.  Page 9, the UTP is a prime example of this layout feature.

Combat comes up next.  Again not a surprise since combat is an important part of Traveller.  I don't think I expressed this before, but maybe MegaTraveller makes it more obvious, but combat looks like it is a deadly affair.  Again, no practical experience here, but going through the numbers I am surprised I did not notice it before.   There are charts of weapons and damage, but not the catalog of guns we found in Traveller 2300. 

The last dozen or so pages cover special rules, like mapping and special types of combat.

At the end, where it always is it seems, is the section on Psionics.

Throughout the book, there are little boxed texts that give some more background on the fallen Imperium.  Little bits of history and background to add flavor.  This new time period is the big deal with this edition. 

The inside cover maps of the Spinward Marches and the Third Imperium look like they were taken from a previous version of Traveller.  The Imperium map is dated 1115 and this game takes place in 1116 and beyond.

MegaTraveller Referee's ManualMegaTraveller 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. 

More Notes

It appears that MegaTraveller, in addition to being a pencil and paper RPG was also a couple of video games, as if my Traveller Envy wasn't enough already. MegaTraveller 1: The Zhodani Conspiracy and MegaTraveller 2: Quest for the Ancients were released in 1991 for the Atari ST and MS-DOS systems and in 1992 for the MS-DOS and Amiga systems respectively.  These might be fun to try and find for the retro-gaming computer I built over the winter. 

GURPS Traveller

GURPS Traveller was released in 1998 for GURPS 3rd Edition.  It covers the same time span as MegaTraveller, but there was no rebellion.  I guess the idea was to preserve the feel of Classic Traveller. 

I like GURPS well enough, but I have stated before that GURPS has no soul to it; at least not to me. IT's too bad really since I do enjoy a good Universal game.  Their supplements have always been top-notch though. I have never been so happy to spend money on game I know I won't play.

Miskatonic Monday #120: Into the Unknown

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: Into the UnknownPublisher: Chaosium, Inc.
Author: Sean Johnston

Setting: Near Future Antarctica & BeyondProduct: Scenario
What You Get: Thirty-Four page, 1.02 MB Full Colour PDF
Elevator Pitch: Atlantis: The Lost Empire meets Pitch BlackPlot Hook: An elevator straight to a hell offers ‘the experience of a lifetime’. 
Plot Support: Staging advice, seven handouts, one map and two sets of  floorplans, no NPCs, and nine monsters and Mythos creatures.Production Values: Underwhelming.
Pros# Science Fiction horror one-shot# Could be adapted to earlier modern time periods# Hints at interesting future setting# Decent descriptions# Potential for Investigator versus Investigator action
Cons# Needs a strong edit# Linear and light plot# No pre-generated Investigators# More exposition heavy travel log than adventure# Potential for Investigator versus Investigator action
Conclusion# Serviceable set-up leads somewhere interesting with a plot that is more story than interactive.# Into an unknown of what the Investigators are supposed to do.

Review: 2300 AD Traveller: 2300 (1986)

The Other Side -

 2300A new week and a new set of rules to read over.  This week I am going for a span of 20 years. Traveller, in its first 10 years, stayed pretty consistent and took me about two weeks to work through.  The next 20 years are going to be much faster.

I am going to start off with one today I only know very little about.  Traveller: 2300 also known as 2300 AD.  

Before getting into any books or research here is what I do know.  This was supposed to be the start of a new line for GDW.  It dealt with the earliest time in the Traveller Universe, specifically 2300 AD on Earth. There was a tie-in with their Twilight 2000 game line.   In 1986 I was very deep into AD&D to exclusion of all else save for college prep. 

So this one is 100% new for me.

2300 AD or Traveller: 2300

Ok. Let's do this one right from the start.  This is not really a Traveller game.  While I am sure many people worked it out so it could be the past of Traveller, my very, very limited understanding of the history of Traveller's Imperium suggests that likely isn't.  But I am sure people with better knowledge than me can say for sure.   Since I have a sci-fi game set more or less in the 2300s I figure why not pick this up to see what it is like. 

For this review, I am only considering the PDF available from DriveThruRPG.  I *thought* I had bought it from FFE years ago, but I can't find my copy.

PDF. 131 pages. Color cover, black & white interior art.  The scan is OCRed and bookmarked.  The scan of the cover is rough, but the interior looks better. 

The Introduction reads like many RPG books. "This is an RPG", "here are some expectations." And so on. 

Player's Manual

History covers the history of this setting with the horrible nuclear war in 2000.  I must have been sleeping. I am kidding of course, RPGs are great fun but they have not been great at predicting the future really. Now I have no way of telling, but I think this is basically the same history as GDW's other game Twilight 2000. It certainly feels the same. I never played the game myself.   This history section covers the fall and rise of humankind as they venture out into space by the year 2300.  Wars and geo-political rivalries are also covered and how they still affect the day-to-day lives of humans on Earth and in Space.  This flows into the next section.

Political Geography talks about Earth and beyond of 2300.  America is split up (ok that one is not so far-fetched) with Texas as its own republic (which seems to be a reoccurring theme in a lot of things I am reading right now) and other "American" nations. Mexico is split up. Europe ie, well Europe.  I think the authors overestimate the older rivalries a little.  Germany reunited long before 2000 in a largely peaceful integration and the European Union has been going pretty strong if you ignore Brexit.  

In space we colonies at L-4 and L-5 (LaGrange Points), Mercury (not likely, but I'll go with it), Mars, the Asteroids (much more likely), the moons of Jupiter, and just beyond Saturn.  No mention of Lunar colonies at all here. 

The chapter on Technology is interesting. By 1986 we had seen nearly 10 years of Moore's Law in effect for computers, so the authors of this game give computers a bit more power.  I would argue it is not really enough still, but getting there. There is a bit about AIs and psychosis that feels like something I just read in Robert A. Heinlein's Friday.  There is some detail on transportation and medical sciences as well.

Colonies cover the fifty-five colonies on twenty-nine inhabitable worlds.  Since these colonies are largely extensions of Earth-based interests they are classified by which "Arm" they are in (American, Chinese, French) or which "Finger" of the Arm (Canadian and Latin for America or the French Frontiers).   This is followed by Foundations that provide services for citizens after the collapse of the governments in 2000.

Twenty pages in we finally get to Character Generation.  If you didn't know this was "not Traveller" before then you learn it here.  There are four physical attributes: Size, Strength, Dexterity, Endurance, and four psychological ones: Determination, Intelligence, Eloquence, and Education.  You roll a 4d6-4 (generating a score between 0 and 20) and you can re-roll one physical and one psychological attribute.  Strength and Dexterity are altered by homeworld and gravity type.

Like Classic Traveller you have skills that can be determined by Background and Career.  But no hint of dying in Character Gen (is this even Traveller then???).  

This all takes us right to Skills and Careers.

The "Shopping sections" Equipment, Weapons, Vehicles, and Armor follow.  Weapons cover all sorts of guns (as expected) and a few laser-based ones. Vehicles does not cover starships.  The currency of choice is the French Livres (Lv). 

We get some star charts and tables of the nations of the systems.

Referee's Manual

While this is all one file, it was obviously once a boxed set with separate books.  Pages 54 to 105 cover what was the separate Referee's Manual.  I will also point out that the Bookmarks in my PDF stop working well at this point.  There are bookmarks, but they don't always go where they should and are indented oddly.

What would have been the back cover of the Referee's Manual has some really great insight.  It credits Marc W. Miller (Traveller) and Frank Chadwick (Twilight: 2000) as two of the "big name" designers of 2300.  The implication here is that 2300 was something of an in-house game combining elements of Traveller and Twilight:2k.  As a designer myself, I find that fascinating.  Maybe, just maybe, more fascinating than the actual game!  Internally they called it The Game. And it sounds like that played it out from 2000 to 2300 in turns of 5 or 10 years to get us where we were then.

Life on the Frontier covers the implied setting of the Traveller 2300 game. 

Tasks and Combat are largely the same sorts of sections, with combat a special case of task resolution.  Clue #2 that this is not your father's Traveller: 1d10 for task resolution and not a 2d6.  Here you need to roll higher than a 7 with every 4 points above or below that as a target number difficulty. You add your plusses from skills to your roll and if needed an attribute divided by 4 (+0 to +5) range. 

Both Tasks and Combat have charts of successes and failures and what you do with each.

Star Travel finally gets off of the Earth and out into the colonies.  The stutterwarp is travel mode of choice to get to distant stars. There are limitations.  The drives of these ships can travel great distances but have to jettison their spent radioactive fuel in the gravity well of a system.  This process takes some time.  So there is a limiting factor on how far a ship can practically travel.  There is some detail on tinkering with your starship, but not at the level I have come to associate with Traveller.  Space Combat follows right after this.  What is nice about this one is there are some photos of ships on a space hex-grid.  

Ship Listing is the "shopping list" of Starships.  It lacks the "used cars" feel of Classic Traveller. 

World Generation is next.  It covers quite a lot of detail to be honest. More than I expected.

NPCs are next, followed by World Mapping and Animal Encounters

There are some star maps, star charts, and some blank forms for Star Data, World Data, and Colony/Outpost Data.

Also included is a sample adventure, The Tricolor's Shadow.  It has maps, adventure ideas and two scenarios to run. 

Two alien species are introduced in the end, The Kafers and The Pentapods.  They are presented as NPCs only, not as playable species.

--

Traveller 2300 is not a bad game to be honest, it just isn't really Traveller is it?  I would be better with it IF I could try to figure out a way to make it work with more up-to-date history. But by that point, I could instead use it as a guide and run a Classic Traveller game and limit it to this time period and location.  

There is another issue with playing this sort of game.  Traveller 2300 suffers from our collective inability to really predict the future.  That is no slight on the designers, that is just human nature.  Compare the tech in this game to that of The Expanse RPG.  Both cover humanity's first step to the solar system and beyond.  Both cover roughly similar time periods (2300 vs. 2359) and both can play the same sorts of games.  In Traveller 2300 you have the stutterwarp to get to extra-solar planets and int he expanse has the ring gates.  The differences lie in the subtle predictions.  Computers are much more powerful in the Expanse, but FTL tech is non-existent (save for the ring gate).  Traveller 2300 has FTL (in a limited fashion by design).  Compare both to say Star Trek of the same period, neither has anything at all like the Ambassador Class Enterprise-C. 

Still this is a good game for a grittier version of Traveller, if you don't mind the system change, or for an advanced version of Twilight 2000.

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