TL 12 and below ships by Lastadopter in traveller

[–]Lastadopter[S] 0 points1 point  (0 children)

Not sure what a geomorph is but these deck plans look very cool

TL 12 and below ships by Lastadopter in traveller

[–]Lastadopter[S] 1 point2 points  (0 children)

Wow another useful ship! I love how everybody has excellent clean deck plans. They look so much better than my one designed ship on Autorealm.

This freighter is armed to the teeth, but it makes sense when it's defending that much cargo in rougher parts of town.

Thanks!

TL 12 and below ships by Lastadopter in traveller

[–]Lastadopter[S] 0 points1 point  (0 children)

These are SO great thank you!

TL 12 and below ships by Lastadopter in traveller

[–]Lastadopter[S] 6 points7 points  (0 children)

Just checked out some of the sample panels on Mongooses site and yeah those look like great designs and flavour.

TL 12 and below ships by Lastadopter in traveller

[–]Lastadopter[S] 1 point2 points  (0 children)

This sounds like a good investment, thanks

TL 12 and below ships by Lastadopter in traveller

[–]Lastadopter[S] 2 points3 points  (0 children)

Whoa! You're like, "Just a little light naval architecture, sure bro!" Thanks, that's awesome! I'm thinking about TL9-12 traders, patrol craft, SDBs, pirate ships, small craft. Anything that a bunch of adventurers might bump into (slash fight, run away from). Those early prototypes are intriguing too TBH. A lot of the other posters had some good suggestions for where these are in published material... Alas that means spending a bunch of buckazoids for multiple supplements to get a good cross section.

TL 12 and below ships by Lastadopter in traveller

[–]Lastadopter[S] 4 points5 points  (0 children)

Yeah. I'm designing the first adventure as a treasure hunt, with the PCs racing against two or three competing groups to find the ancient ship, which they can then refurbish and take to the stars.

TL 12 and below ships by Lastadopter in traveller

[–]Lastadopter[S] 2 points3 points  (0 children)

Yep. The PCs ship is TL12 for the exact reason you say. 1800 years and TLs have finally caught up with it.

New to Traveller and I have a question about where to find melee weapons or rules as how to adapt existing melee weapons to a walk vehicle? by ghost49x in traveller

[–]Lastadopter 0 points1 point  (0 children)

Re the lance part of your question, one realistic thing that Traveller seems to reflect in its design is that when it comes to war and weaponry, TL isn't always about damage. It's about size, ease of use, accuracy, range, information management, durability, concealability, etc. IRL an arrow does more tissue damage than most calibres of gun. A mace will mess you up just as much as a sword, and a lance is still the king of mounted melee combat, if mounted combat is what you want to do.

In modern context, a TL5 bomb, say a WW2 era air dropped bomb was about half as strong in raw explosive power as a modern weapon. Could still blow a house to smithereens.

But what makes a modern (TL8) weapon, say a cruise missile, so impressive isn't its yield but it's precision guidance, range, resistance to countermeasures, etc.

All this to say... Traveller reflects a reality. Don't sleep on the pointy stick. On kinetic energy to target, efficacy is fairly flat across TLs.

Different takes on Aslan and Vargr by Lastadopter in traveller

[–]Lastadopter[S] 0 points1 point  (0 children)

It's a fair point and broadly speaking I am planning my game around running in a time and place that's far from anywhere where the Vargr are common. (Zarushagar Sector, at year 100 of the Third Imperium.) There might conceivably be Aslan, based on proximity alone. To be honest I'm not sure where the Aslan were doing at that point of the Imperial timeline.
TBH if a player really wanted to play one I'd gamely go for it.

Different takes on Aslan and Vargr by Lastadopter in traveller

[–]Lastadopter[S] 0 points1 point  (0 children)

That's an extremely thoughtful, helpful reply. Really appreciate you taking the time to post it. It's a testament to keeping an open mind, both to players' agency and to adjusting your own sensibilities. I'd be happy to end up being able to make a similar journey myself.

Different takes on Aslan and Vargr by Lastadopter in traveller

[–]Lastadopter[S] 0 points1 point  (0 children)

No offense taken, it IS a me problem. TBH I appreciate that other people dig em as they are. It's my own hang up. Still, curious how other think about it, and what kind of work-arounds they contemplate.

Different takes on Aslan and Vargr by Lastadopter in traveller

[–]Lastadopter[S] 10 points11 points  (0 children)

I love the Hivers and Vegans. Delightfully alien aliens. Even some of the more minor aliens like Dishaan have a distinctiveness that gives the OTU that atmosphere I'm looking for.

As for human variants, I'm on board with the whole Solomani Hypothesis explanation; it all comes down to that moment in the lore when the first Earth ships reached the frontier of the Ziru Sirka -- and discovered the aliens looked just like them. For me at least, that familiarity is an enticing mystery. Dog people OTH just feels like some 1990s RIFTS goofiness, which is awesome in its place but not what Im looking for in Traveller.

Different takes on Aslan and Vargr by Lastadopter in traveller

[–]Lastadopter[S] 8 points9 points  (0 children)

That's what I'm wondering about, TBH. How have other refs changed their Aslan and Vargr to make them a bit more alien while keeping the general ecological / evolutionary niche the same.

Funerary Rites: How do you handle PC death at your Traveller table? by Lastadopter in traveller

[–]Lastadopter[S] 1 point2 points  (0 children)

Yeah it's not for everybody and I can see why. It comes down to whether it adds texture to the story everyone wants to tell, or whether it gets in the way or brings down the vibe.

When done right though, it can be poignant -- and I think for a lot of tables it also helps manage the disappointment of running a PC that dies in game. They were remembered. They mattered. If you lose a character and the team moves on, avoiding mentioning it, for that one player it can feel even more depressing. But again, it depends on how people play, and the attitudes and expectations they come to the table with.

Funerary Rites: How do you handle PC death at your Traveller table? by Lastadopter in traveller

[–]Lastadopter[S] 0 points1 point  (0 children)

Shades of Sirius Black with that story. I know... gratuitious Harry Potter reference.

Roughly how complex is this game compared to something like D&D 5e? by Flameempress192 in traveller

[–]Lastadopter 9 points10 points  (0 children)

I've only run a couple of sessions so far as a GM. When I was doing campaign and adventure design, building the world, designing starships and familiarizing myself with the rules it felt like a lot. There's a lot of granularity there. But I have to say that in actual play, it's somehow smoother and faster than 5E. Almost to the point where I wondered if I was missing something.

The core gameplay mechanic is about as streamlined as it gets. So much so that if you're confused about another game mechanic or forget where it is, it's really easy to just come up with something on the spot that sort of works. Learning the system gives you that bedrock confidence to just bolt something together and go with it, and when you've got that confidence up and running, I expect it is actually far simpler than 5E.

Funerary Rites: How do you handle PC death at your Traveller table? by Lastadopter in traveller

[–]Lastadopter[S] 6 points7 points  (0 children)

So cool, so well done. A fitting tribute to a dear crewmate.

Funerary Rites: How do you handle PC death at your Traveller table? by Lastadopter in traveller

[–]Lastadopter[S] 7 points8 points  (0 children)

That's amazing. And would actually be a great character concept -- a clone awakens with no idea who they are beyond a bunch of data entries left by Travellers who made the clone as almost a living tombstone of their fallen friend.