Wednesday, March 28, 2012

Traveller World Tags: Homeworld, Military Rule, Prison Camp...

Good Afternoon, All:

In the eighth of my short series of posts on Traveller World Tags, I'm focusing on the following remarks that are often tracked along with trade codes: Homeworld (Hw), Military Rule (Mr), Prison Camp (Pr).

My thoughts on world tags for these remarks can be found below.

Homeworld (Hw)

Allies/Contacts:Colonial administrator; Friendly research xeno-sociologist; Leader of "peace faction" natives; Ranger/scout-turned-liaison
Rivals/Enemies:Ambassador of competing foreign power; Ruthless offworld investor; Xenophobic native leader; Zealous native priest or shaman
Targets:Captured offworlder; Local religious icons made of gold; Treaty between natives and offworlders; Xeno-sociological research data
Locales:Native village; Offworlder colony; Site sacred to the local religion; Treaty site
Challenges:Bizarre native customs; Competing foreign power seeks treaty that excludes the party's polity of allegiance; Native factions feuding over offworlder presence; One side commits an atrocity

Military Rule (Mr)

Allies/Contacts:Downtrodden local; Humanitarian aid official; Local medical doctor; Underground resistance
Rivals/Enemies:Cruel patrolman; Secret police; Traitorous turncoat; Vengeful freedom fighter
Targets:Captured plunder; Forged travel papers; Shipment of rations or medical supplies; Weapon cache
Locales:Burned-out settlement; Internment camp; Military headquarters; Site of battle or massacre
Challenges:Curfews; Military patrols; Rationing; Travel restrictions

Prison Camp (Pr)

Allies/Contacts:Helpful sycophant; Innocent man falsely accused; Overworked security chief; Stressed out technician
Rivals/Enemies:Arrogant prison guard; Corrupt warden; Opinionated smuggler; Vengeful prison gang leader
Targets:Criminal mastermind; Map of possible escape route; Security system access codes; Smuggled luxury items
Locales:Patrol headquarters; Secret smugglers' landing site; Squalid living quarters; Weapon cache site
Challenges:Criminal gangs; Guards with itchy trigger fingers; Interdiction cruisers; Security systems

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Tuesday, March 27, 2012

Traveller World Tags: Ancients' Site, Subsector/Sector/Regional Capital, Exile Camp...

Good Morning, All:

My apologies for the short delay in getting this out. In the seventh of my short series of posts on Traveller World Tags, I'm focusing on the following remarks that are often tracked along with trade codes: Ancients' Site (An), Subsector and Sector/Regional Capital (Cp, Cx), Exile Camp (Ex).

My thoughts on world tags for these remarks can be found below.

Ancients' Site (An)

Allies/Contacts:Ancients cult pilgram; Local guide familiar with the site(s); Naive research scientist; Offworld collector
Rivals/Enemies:Ancients cult leader; Artifact thief/smuggler; Corporate spy; Swindler selling fake artifacts
Targets:Ancient artifact (functional or broken); Map to secret/hidden Ancients' site; Proof of the site's inauthenticity; Research based on reverse engineering artifacts
Locales:Ancients cult shrine/religious center; Government permit office; Secret/hidden Ancients' site; Smugglers' warehouse
Challenges:Angry Ancients cultists; Malfunctioning Ancients artifact; Permits required to access the site; Site is actually a well-constructed fake

Subsector and Sector/Regional Capital (Cp, Cx)

Allies/Contacts:Diplomatic liaison; Merchant House representative; Politician's aide; Professional bodyguard
Rivals/Enemies:Ambitious admiral; Enemy spy/terrorist; Merchant House lord; Overconfident noble
Targets:Confidential executive report; Diplomatic courier pouch; Holovids of certain "indiscretions"; Incriminating military orders
Locales:Foreign embassy; Law offices representing a particular politician; Republic Senate antechamber; Special interest group headquarters
Challenges:Diplomatic immunity; Foreign intelligence operatives; Political corruption; Protest rallies

Exile Camp (Ex)

Allies/Contacts:Blockade runner; Helpful sycophant; Innocent administrator falsely accused; Overworked security chief
Rivals/Enemies:Exiled despot; Over-zealous warden; Relentless assassin; Vengeful smuggler
Targets:Exile; Family heirloom; Map of possible escape route; Smuggled weapons
Locales:Patrol headquarters; Secret smugglers' landing site; Squalid living quarters; Weapon cache site
Challenges:Planetary blockade; Political reprisals; Security systems; Victims of political atrocities

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Friday, March 23, 2012

Fantasy Friday: Sandbox Encounters From A To Z...

Good Afternoon, All:

For today's installment of Fantasy Friday, I wanted to discuss my plans for next month's A-Z Challenge. The goal for the A-Z Challenge is to write 26 posts in the month of April, one a day except for a given day per week (usually Sunday). The topic of each post starts with a different letter of the alphabet, creating a series of hopefully related posts that your readers will find entertaining or at least useful.

While I know that I'm moving most of this blog toward Traveller, the month of April is going to be all about fantasy, because it is admittedly easier to write for. In my case, I'm going to focus on Sandbox Encounters. I intend to write up 26 different encounter types I can use in my Madlands Campaign, to help when I need a random encounter in my game. Of course, these can be used by fantasy GMs with minimal changes, particularly if you're running a sandbox campaign or a game set in the Hammersong's Legacy campaign setting. With a little creativity, many of these encounters can be used in other genres as well. (Well, maybe not the supernatural encounters, but the rest should be good.)

The basics of Sandbox Encounters can be found in my post entitled Inspired by Red Tide: The Shadow Syndicate Encounters, although I'm changing it up just a little bit. In essence, I'm looking at the following write-up format, which is a simplified version of the Red Tide write-up, but suitable for my own purposes. Note that I'm not including stat blocks in my version, although I may, if I have the time and motivation to do so.

Sandbox Encounter Format:
  1. Brief Description. This will be a paragraph describing the encountered creature or type in general.
  2. Encounter Groups. This section provides three different encounters of escalating power levels: Novice (levels 1-3), Seasoned (levels 4-6) and Veteran (levels 7-10), to borrow terms from Savage Worlds. Each simply lists the members of such a group, and provides some basic treasure for the encounter.
  3. Encounter Ideas. This d6 table will contain six different scenarios that the GM can either choose directly, randomly select, or use as inspiration for a given encounter.

I am currently looking at detailing the following Sandbox Encounters:
  1. Adventurers' Expedition
  2. Banth
  3. Canker Hound
  4. Dinosaur
  5. Earth Drake
  6. Fyrcat
  7. Giant
  8. Horror From Beyond
  9. Iron Golem
  10. Jackal Lord
  11. Kelshani
  12. Lupiscupine
  13. Mantid
  14. Night Hag Cult
  15. Ogre
  16. Pyrolisk
  17. Quickling
  18. Revenant
  19. Serpentfolk
  20. Troll
  21. Unicorn
  22. Vulturan
  23. White Ape
  24. Xenophobic Patrol
  25. Yakshini
  26. Zegoth

If you have any other suggestions than the ones above. please feel free to make them. I'm pretty open, and I'm sure my players would enjoy a few surprises, so long as they fit the flavor of the setting.

With Regards,
Flynn

Wednesday, March 21, 2012

Traveller World Tags: Rich, Water and Vacuum...

Good Afternoon, All:

In the sixth of my short series of posts on Traveller World Tags, I'm focusing on the following trade codes: Rich (Ri), Water World (Wa), Vacuum (Va).

My thoughts on world tags for these trade codes can be found below.

Rich (Ri)

Allies/Contacts:Free trader captain; Luxury resort chief of staff; Rec chem pub owner; Starving artist
Rivals/Enemies:Arrogant noble; Interplanetary thief; Merchant House planetary director; Vengeful duelist
Targets:Black market military-grade cybernetics; Contraband luxury items; Fine liquor; Shipment of recreational chemicals
Locales:Art gallery/museum; Corporate headquarters; Luxury resort; Private mansion
Challenges:Bureaucratic red tape; Corporate espionage; Deranged or inebriated cyborg; Exaggerated social classes

Water World (Wa)

Allies/Contacts:Aquabot operator; Life support systems technician; Research scientist; Talkative submarine captain
Rivals/Enemies:Delusional leviathan hunter; Local seaport portmaster; Research station director; Underwater city council member
Targets:Biochemical extracts; Exotic aquatic creature; Natural anagathic research data; Underwater drone
Locales:Fishing vessel; Floating platform/station; Submarine; Underwater dome
Challenges:Colossal aquatic leviathan; Extremely violent storm; Failing environmental system in underwater environment; Tsunami

Vacuum (Va)

Allies/Contacts:Disgruntled miner; Life support systems technician; Retired computer hacker; Sealed habitat engineer
Rivals/Enemies:Atmospheric ration control officer; City security chief; Insane saboteur; Mining operation director
Targets:Atmospheric ration coupons; Life support system spare parts; Master access codes to the city's security systems; Vacuum-functional mining equipment
Locales:Abandoned/isolated outpost; Large crater; Underground city corridor; Vehicular airlock
Challenges:Ever-present surveillance equipment; Meteor storm; Rationed/failing life support; Restrictive regulations

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Monday, March 19, 2012

Traveller World Tags: Non-Agricultural, Non-Industrial, Poor...

Good Afternoon, All:

In the fifth of my short series of posts on Traveller World Tags, I'm focusing on the following trade codes: Non-Agricultural (Na), Non-Industrial (Ni), Poor (Po).

My thoughts on world tags for these trade codes follow:

Non-Agricultural (Na)

Allies/Contacts:Freight handler foreman; Happy-go-lucky smuggler; Offworld investor; Starving beggar
Rivals/Enemies:Black marketeer; Corrupt customs inspector; Food control board member; Ruthless food importer
Targets:DIY hydroponics equipment; Food transport shipment; Imported textiles
Locales:Barren wasteland; Customs warehouse; Food distribution center; Underground cities
Challenges:Food riot; Large indigent population; Restrictive regulations; Security systems

Non-Industrial (Ni)

Allies/Contacts:Free trader captain; Freight handler foreman; Immigration recruiter; Starport clerk
Rivals/Enemies:Ambitious real estate tycoon; Black marketeer; Corrupt customs inspector; Ruthless smuggler
Targets:Imported luxury vehicle; Radioactive ore samples; Secret settlement expansion plans; Textile shipment
Locales:Customs warehouse; Outlying homestead; Textile plant; Untamed wilderness
Challenges:Land rights threatened by imminent domain; Restrictive regulations; Stolen shipments; Trade embargo

Poor (Po)

Allies/Contacts:Immigration recruiter; Medical clinic administrator; Overworked charity program director; Underpaid technician
Rivals/Enemies:Arrogant importer; Overconfident bounty hunter; Ruthless smuggler; Vengeful gun runner
Targets:Fugitive in hiding on this "backwater planet"; Illegal weapons; Medical supplies; Shipment of exotic spices
Locales:Abandoned warehouse; Over-full medical facility; Partially constructed amusement park/tourist trap; Ramshackle "shanty town"
Challenges:Impoverished population; Lack of available parts for repairs; Regional epidemic; Stolen shipments

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Friday, March 16, 2012

Fantasy Friday: On Mind Mapping...

Good Afternoon, All:

For this Fantasy Friday, I wanted to talk about a GMing tool that I've recently discovered and started using for campaign and adventure development. It's called mind mapping. A mind map is a diagram used to represent words, ideas, tasks, or other items linked to and arranged around a central key word or idea. Mind maps are used to generate, visualize, structure, and classify ideas, and as an aid to studying and organizing information, solving problems, making decisions, and writing. You can make them using pen and paper, or you can use software like FreeMind.

Mind mapping works best as a form of brainstorming. You are getting ideas out there as quickly as you can, using the branching lines to help you organize the ideas in some form of structure. You may not use all of the ideas you capture. However, in the early stages of campaign development or adventure design, getting everything out there is very important.

One possible use for mind maps might be to capture notes and thoughts on adventure ideas for individual PCs without your campaign. Simply create a new mind map for each character in the game, and spend 5-15 minutes reviewing the character's character sheet and backstory, making notes on adventure ideas as you do so. An hour's worth of your time may produce some great ideas for adventures and even campaign seeds that will give you many sessions of enjoyment. I think that's a great return on your investment.

If you'd like to know more, you might check out the following links:
http://www.campaignmastery.com/blog/freemind-tips-for-game-masters/
http://blog.lemmi.at/?p=456

Hope This Helps,
Flynn

Wednesday, March 14, 2012

Traveller World Tags: Industrial, Low Population, Low Technology...

Good Afternoon, All:

In the fourth of my short series of posts on Traveller World Tags, I'm focusing on the following trade codes: Industrial (In), Low Population (Lo), Low Technology (Lt).

My thoughts on world tags for these trade codes follow:

Industrial (In)

Allies/Contacts:Research engineer; Smuggler with a heart of gold; Talented roboticist; Test driver/pilot of experimental vehicles
Rivals/Enemies:Aggressive anti-robotic demonstrator; Industrial spy; Ruthless part supplier; Vehicle theft ringleader
Targets:Cargo container of robots; Expensive replacement parts; Industrial secret research; Shipment of new vehicles
Locales:Corporate office building; Illicit "chop shop"; Manufacturing plant; Warehouse
Challenges:Bureaucratic red tape; Industrial espionage; Interference from offworld interests; Poor supply of resources

Low Population (Lo)

Allies/Contacts:Grizzled radioactives miner; Lonely starport clerk; Progenitor researcher; Overworked technician
Rivals/Enemies:Arrogant starport director; Mining operation manager; Progenitor cultist; Unscrupulous "import specialist"
Targets:Mining equipment; Progenitor artifact; Shipment of radioactive ore; Top secret research data
Locales:Colonial offices; Progenitor ruins; Radioactive ore mine; Research facility
Challenges:Colonial or isolationist mentality; Insufficient manpower or expertise; Pirates running a protection racket on the colony; Unusually high levels of radiation

Low Technology (Lt)

Allies/Contacts:Curious sociologist; Diplomatic liaison; Friendly chieftain; Local importer
Rivals/Enemies:Aspiring warlord; Local guildmaster; Luddite commmunity leader; Xenophobic aristocrat
Targets:Handcrafted furniture; Local faction leader's daughter; Prize livestock or mounts
Locales:Battlefield between warring factions; Fortified settlement; Lumber yard; Smelly feedlot
Challenges:Luddite mob; Stampeding livestock; Warring tribes, clans or factions; Xenophobia

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Monday, March 12, 2012

Traveller World Tags: High Population, High Technology, Ice-Capped...

Good Afternoon, All:

In the third of my short series of posts on Traveller World Tags, I'm focusing on the following trade codes: High Population (Hi), High Technology (Ht), Ice-Capped (Ic).

My thoughts on world tags for these trade codes follow:

High Population (Hi)

Allies/Contacts:Colonial Services clerk; Hydroponics technician; Medical supply distributor; Pharmaceutical researcher
Rivals/Enemies:Deportation case worker; Disciplined terrorist cell member; Drug lord; Population control enforcer
Targets:Experimental medical equipment; Luxury goods; Illicit drugs; Pharmaceutical research
Locales:Drug cartel-owned private spaceport; Hydroponics greenhouse; Overcrowded tenement building; Pharmaceutical warehouse
Challenges:Food shortages; Privateer press gangs; Tensions between rival criminal cartels; Unruly mobs

High Technology (Ht)

Allies/Contacts:Computer security analyst; Cybernetic surgeon; Security specialist with connections; Talented roboticist
Rivals/Enemies:Accomplished hacker; Arrogant gun runner; Industrial spy; Vengeful cyborg
Targets:Commercial robots; Experimental prototype; Illegal weapons; Shipment of cybernetic parts
Locales:Advanced research & development laboratory; Hospital cybernetic surgery recovery ward; Over-sized computer server room; Robotic manufacturing plant
Challenges:Advanced security systems; Computer virus; Getting caught in the middle of a Central Security Service sting operation against a local gun runner; Glitchy cybernetic parts

Ice-Capped (Ic)

Allies/Contacts:Grizzled ice miner; Local geologist; Mining company broker; Petrochemical researcher
Rivals/Enemies:Eco-terrorist; Mining site general manager; Offworld investor; Vengeful prospector
Targets:Ice mining equipment; Geological survey results; Map to a rich lode of a precious metal; Private collection of locally mined crystals and gems
Locales:Geological survey station; Glacier's edge; Isolated mining station; Refined ore processing plant
Challenges:Avalanche; Blizzard conditions; Difficult terrain; Local wildlife
What do you think? Do you have any suggestions to improve the options listed above? With Regards, Flynn
 

Friday, March 09, 2012

Fantasy Friday: Sword & Planet RPG, First Draft...

Good Afternoon, All:

I've posted the first rough draft of the Sword & Planet RPG for your review. You can download the file at:
https://sites.google.com/site/flynnsfiles/my-gaming-files/SwordAndPlanetRPG.pdf?attredirects=0&d=1

Bear in mind that it is still a work in progress, and that there's a lot of data and layout work that is still missing. However, since I said I'd have it up today, I figured I should at least post what I have.

Please feel free to check it out, and give me any feedback you might have. I'll work on getting an updated version up next week.

Enjoy,
Flynn

Wednesday, March 07, 2012

Traveller World Tags: Desert, Fluid Oceans and Garden...

Good Afternoon, All:

In the second of my short series of posts on Traveller World Tags, I'm focusing on the following trade codes: Desert (De), Fluid Oceans (Fl), Garden (Ga).

My thoughts on world tags for these trade codes follow:

Desert (De)

Allies/Contacts:Curious terraformer; Desert nomad/guide; Moisture or spice farmer; Research scientist
Rivals/Enemies:Anti-terraforming activist; Eccentric prospector; Hermit psionicist; Nomad chieftain
Targets:Artifact sacred to the local desert nomads; Hidden well/water reservoir; Shipment of unusual spices; Terraforming equipment
Locales:Desert nomad cave city; Moisture farm; Oasis; Underground cistern
Challenges:Blinding sandstorms; Giant sand worms; Territorial feud between opposing desert nomad tribes; Xenophobia and unusual customs among the desert nomads

Fluid Oceans (Fl)

Allies/Contacts:Happy-go-lucky sailor/seafarer; Leviathan hunter; Processing plant technician; Specialty "aquatic" equipment supplier
Rivals/Enemies:Ambitious port master; Grizzled sailing captain; Processing plant executive officer; "Save the Leviathan" ecological activist
Targets:Map to untapped precious metal lode; Petrochemical cargo shipment; Rare albino leviathan; Sailing vessel
Locales:Leviathan "bait" shop; Petrochemical processing plant; Shipyard; Warehouse district
Challenges:Alien leviathan; Raging petroleum fire; Severe storm in a non-standard atmosphere; Ship sinking into non-water fluid

Garden (Ga)

Allies/Contacts:Big game hunter; Knowledgeable forester; Respected vintner; Spice farmer
Rivals/Enemies:Clearcutting logger foreman; Drug crop plantation owner; Gluttonous noble; Vengeful game warden
Targets:Bottles of fine wine/liquor; Exotic or addictive spices; Handcrafted wooden furniture; Prime livestock specimens
Locales:Hunting lodge; Overgrown plantation; Vineyard; Wildlife preserve
Challenges:Exotic local disease; Invasive offworld predators originally imported to handle a local pest; Trapped in a hunting preserve when hunting season starts; Unusual hunting or wildlife preservation regulations

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Monday, March 05, 2012

Public Service Announcement: 20% Discount at Lulu.com...

Good Afternoon, All:

Today's post has been highjacked to bring you an important Public Service Announcement. Lulu.com is offering a deal where you can save 20% on any order on their site. Just enter the coupon code SPACIOUS305 at checkout and receive 20% off your order. The maximum savings for this offer is $100. All the usual disclaimers apply, of course. (This offer is only valid in US Dollars and cannot be applied to previous orders. You can only use this code once per account, and unfortunately you can't use this coupon in combination with other coupon codes.) This great offer expires on March 7, 2012 at 11:59 PM PST, so don't miss out!

This is an excellent opportunity to pick up any PDFs or Print-On-Demand books that you've been wanting to add to your collection. Many of the Old School publishers use Lulu to make their printed copies available. And if you happen to find a few Samardan Press publications you'd like to add to your list, I would be thankful for your support.

On Wednesday, we will return you to your normally scheduled blog series on Traveller World Tags, already in progress...

With Regards,
Flynn

Friday, March 02, 2012

Fantasy Friday: Free Sword & Planet Ruleset Coming Soon...

Good Afternoon, All:

For Fantasy Friday today, I thought I'd mention that I'm pulling together all the Sword & Planet material I've posted into a single document, along with material I hadn't posted previously. I will make this document available sometime next week (probably around my birthday on March 8th.) This document will be available for free, simply to share those creative efforts with others. I'm doing this in part to honor or celebrate the new movie "John Carter of Mars", but mostly because I just love Planetary Romance gaming. I hope that my contributions will help others enjoy more of it themselves.

The book itself will contain all the rules needed to play a game in this exciting genre, as well as a small bestiary of foes inspired by the Barsoom series of novels by Edgar Rice Burroughs. I will be releasing the entire thing under the Open Gaming License, so other publishers can use it as they see fit.

The list of character races will be simple, and will likely include one or two species from different planetary romance series. Obviously, human (Earthmen) will be the preferred race, but local humans of varying skin colors, as well as a large multi-limbed giant (ala the Green Martians), and one or two other options would be good to have in the rules for creativity purposes. Any suggestions on this particular point would be greatly appreciated.

Anyway, I just wanted to share the news of my intentions with you, and ask for your thoughts, concerns and feedback on the idea. I will likely have no artwork in the document unless I can find some good public domain art that inspires a Sword & Planet game. If any of you have any suggestions of where I might find something of that ilk, please feel free to let me know.

With Regards,
Flynn

Wednesday, February 29, 2012

Traveller World Tags: Agricultural, Asteroid and Barren...

Good Afternoon, All:

To start off my short series of posts on Traveller World Tags, I'm starting off with the following trade codes: Agricultural (Ag), Asteroid (As), Barren (Ba).

My thoughts on world tags for these trade codes follow:

Agricultural (Ag)

Allies/Contacts:Botanical researcher; Local sheriff; Plantation overseer; Retired adventurer-turned-rancher
Rivals/Enemies:Ambitious land baron; Corrupt health/agroproduct inspector; Protection racketeers in outlying communities; Offworld pharmaceutical competitor
Targets:Agricultural equipment; New hybrid crops; Prize livestock; Thoroughbred mounts
Locales:Agroproduct warehouse; Expansive ranch house/plantation; Outlying settlement; Stock yards/livestock processing plant
Challenges:Dangerous native predators; Frontier lawlessness in outlying communities; Livestock stampedes

Asteroid (As)

Allies/Contacts:Family of belters; Prospector with a past; Smelting plant technician
Rivals/Enemies:Corrupt prospector union representative; Mining operation general manager; Saboteur for competition
Targets:Map to a rich lode; Mining corporation payroll transport; Prospecting drone; Raw ore shipment
Locales:Belter family station/base; Mining operation site; Rich lode on an isolated asteroid; Seedy spaceport catering to local belters
Challenges:Corrupted local prospector union; Life support failure; Saboteurs with a knack for demolitions

Barren (Ba)

Allies/Contacts:Base technician; Research scientist; Shipwreck survivor; Pirate crewmember
Rivals/Enemies:Administrator of secret base; Crazy outpost survivor; Criminal mastermind in hiding; Pirate captain
Targets:Black box of a crashed starship; Environmental samples from a future colony site; Secret cache of stolen goods; Starship stolen by pirates
Locales:Abandoned outpost; Automated interdiction/hazard beacon; Hidden base (military, research or pirate); Wreckage of crashed starship
Challenges:Automated Interdiction anti-starship weaponry; Extremely hazardous weather conditions; Heavy radiation; Virulent plague

What do you think? Do you have any suggestions to improve the options listed above?

With Regards,
Flynn

Monday, February 27, 2012

Traveller: World Tags, An Introduction...

Good Afternoon, All:

If you've ever taken the time to look through Stars Without Number by Sine Nomine Publishing, you have probably considered applying the concept of World Tags to your own Traveller campaign. These tags are similar to trade codes, and provide a number of suggested elements to inspire adventures and flavor elements. After a brief description, each world tag suggests 3-4 adventure items in each of five different categories: Enemies, Friends, Complications, Things and Places. As you can see, these are fantastic for the Referee running his or her campaign in a sandbox style.

There's a number of existing world tags in Stars Without Number that already apply to Traveller trade codes, of course, but there are still many more that need to be addressed. For your reference, the following table captures my thoughts on how Stars Without Number world tags relate to Traveller trade codes. Empty cells indicate that no appropriate world tag exists for a given trade code.

Traveller Trade CodesStars Without Number World Tags
Agricultural 
AsteroidHeavy Mining
BarrenTomb World
DesertDesert World
Fluid Oceans  ;
Garden 
High Population 
High TechnologyFlying Cities, Major Spaceyard
Ice-Capped 
IndustrialHeavy Industry
Low PopulationOutpost World
Low TechnologyPrimitive Aliens
Non-Agricultural 
Non-Industrial 
Poor 
Rich 
Water WorldOceanic World, Seagoing Cities
VacuumBubble Cities

Obviously, upon review, trade codes aren't adequately covered by world tags, and so there would need to be quite a few generated to cover the bases. In order to capture the flavor of Traveller, particularly that of the Azri Drakara setting, I'm going to explore the concept of creating "world tags" for Traveller worlds.

World tags are not open gaming content, and as such, they cannot appear in any published work in the original format (due to trade dress issues) or using the text found in Stars Without Number (due to copyright issues). For my purposes, I will provide suggestions in the following categories: Allies/Contacts, Rivals/Enemies, Targets, Locales, and Challenges. It covers the same range of information, but is distinct enough to avoid trade dress and copyright issues. The work I'll create here is inspired by Stars Without Number, but I just want to avoid any legal issues that might come about in pursuit of this goal.

Looking Forward To It,
Flynn

Friday, February 24, 2012

Fantasy Friday: Cultural Analogs and World Consolidation...

Good Afternoon, All:

Earlier this week, I started looking over my go-to general list of cultural analogs for fantasy world creation, and made a few notes regarding the Consolidated World concept I've been slowly working toward. The basic list of cultural analogs (and I include the traditional AD&D/D&D racial stereotypes as analogs as well) that I like to use can be found below. I've also included names of kingdoms or regions for my Consolidated World as a reminder to myself of campaigns in the past that I should be stealing from to help put this personal campaign setting together. In some cases, I'm using names newly created, for those instances where I haven't developed cultural analogs in that direction as yet. Obviously, I'm still reviewing my options for some of these.

In your own campaign worlds, do you use cultural analogs? If so, how many do you use, and what have you named them? (Warning: I may steal some of the better names for my own personal use, if they resonate with me.)

Cultural AnalogKingdom/Region Name
AboriginalKurai Tribes
AfrikanerAkirfa/Kwankala
Ancient EgyptSudan/Badari Dynasty
Ancient GreekSynovia
Arabic/MoorAl-Morava
AztecMazteklan
Babylonian/SumerianUbedian City-States
CaribbeanStefari Islands
CarthageKenaani League/Sydonian Hegemony
ChineseHusan/Legacy of Krang/Rokim
DwarvenDuar Triumvirate
ElvenArcadia
England/CamelotBritannia/Valeria
FranceMassalia
GaulGalatos/Keltos
GoreanPort Kar
Halfling/ValefolkVale of the Lady
Ice Age/InuitFrigea
IncaTawantin
IndonesiaBengkali
JapaneseIsles of Zai
KoreanGojosan
MayaYukatesh
MongolsDonghan Hordes
Native American TribalMerokee Lands
NorseVinland
OrcishMalnoth Tyranny
PersiaMedia
RomanAchea
RussianGardariki/Khazarea
SlavicPasalovakia
SpainIberia

Enjoy,
Flynn

Wednesday, February 22, 2012

Traveller: A Brief Synopsis of the Rules...

Good Afternoon, All:

A few years ago, I ran several Mongoose Traveller adventures at Gen Con. The beauty of the system was that I could provide a character in a very small stat block, leaving the rest of the page for a brief synopsis of the task resolution rules, as well as some basic combat tables to hit minimize rule lookup during the game.

Below is the brief overview of task resolution that I provided my players at those games. I believe it helped significantly with moving things along. So it occurs to me that perhaps others might benefit from using this or a similar presentation of the rules for their own Traveller One Shots.

Core Mechanic
The core mechanic of Traveller is very similar to other popular roleplaying
games:

2d6 + modifiers >= 8


Roll 2d6, add your modifiers to the roll, and the result should equal or exceed 8 in order to succeed.

Die Roll Modifiers (DMs)
There are three primary modifiers that are applied to each die roll.
1. Ability Score DM: Each die roll is typically modified by a specific ability score.

Ability ScoreDM
1-2-2
3-5-1
6-8+0
9-11+1
12-14+2
15-17+3
etc.etc.


2. Skill Level DM: Each die roll is modified by a specific skill level.
3. Difficulty Level DM: Each die roll is modified by the difficulty level of the task as set forth by the Referee (another name for the Gamemaster). Difficulty level is often set by the current circumstances surrounding the attempted action.

Difficulty LevelDM
Simple+6
Easy+4
Routine+2
Average+0
Difficult-2
Very Difficult-4
Formidable-6


If a difficulty is not stated, assume that the action is of Average difficulty
(which means there is no modifier to the die roll based on difficulty level).

Special Circumstances
There are several special circumstances that should be mentioned: Unskilled
Tasks, Hasty Tasks and Cautious Tasks.
1. Unskilled Tasks: If you are attempting a task that requires a skill you do not have, then you suffer a -3 penalty on your skill check.
2. Hasty Tasks: For each step on the time frame table faster, you suffer a -1 DM on your skill check.
3. Cautious Tasks: For each step on the time frame table slower, you gain a +1 DM on your skill check.
4. Multiple Actions: For each additional action in a single round, you
take a -2 DM to all skill checks.

Effect: The Degree of Success or Failure
The Effect, or the degree of success or failure, is determined by the amount
of your die roll total above or below the target number of 8. In combat, you may add your Effect to your damage on a successful attack.

With Regards,
Flynn

Monday, February 20, 2012

Azri Drakara Bonus Material: Extended World Profiles for Cepheus Subsector...

Good Afternoon, All:

When I released One-Act Adventure: Vengeance By Proxy three years ago, I included statistics on the Cepheus subsector of Azri Drakara. However, I did not include the Extended World Profiles that seemed popular with the Rodan Subsector sourcebook. As bonus material for those who have purchased the adventure, I'm including those below:



Theodorus (Azri Drakara 0101 E532374-6): Starport Class E (Frontier); Medium (Low-G); Very Thin; Dry World; Low Pop (1,000); Balkanized; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop and Poor World. Dracosian Republic.

Archytas (Azri Drakara 0102 B410787-9): Starport Class B (Good); Medium (Low-G); Trace; Desert World; Mod Pop (20,000,000); Civil Service Bureaucracy; Mod Law; Early Stellar Tech. No Bases. Trade Codes: Non-Agricultural World. Dracosian Republic.

CEPHEUS (Azri Drakara 0106 A767986-C): Starport Class A (Excellent); Large; Standard; Wet World; High Pop (6,000,000,000); Civil Service Bureaucracy; Mod Law; Avg Stellar Tech. Naval Base. Trade Codes: Garden World, High Pop and High Tech. Dracosian Republic.

Gorgias (Azri Drakara 0108 C410301-A): Starport Class C (Routine); Medium (Low-G); Trace; Desert World; Low Pop (1,000); Anarchy; Low Law; Early Stellar Tech. Naval Base, Scout Base and Consulate. Trade Codes: Low Pop. Dracosian Republic.

Diogenes (Azri Drakara 0109 B300623-A): Starport Class B (Good); Small (Low-G); Vacuum; Desert World; Mod Pop (7,000,000); Participating Democracy; Low Law; Early Stellar Tech. Scout Base. Trade Codes: Non-Agricultural World, Non-Industrial World and Vacuum World. Dracosian Republic.

Lacydes (Azri Drakara 0110 D100368-8): Starport Class D (Poor); Small (Low-G); Vacuum; Desert World; Low Pop (7,000); Colony/Captive World; High Law; Pre-Stellar Tech. Scout Base. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Meneus (Azri Drakara 0201 C300411-A): Starport Class C (Routine); Small (Low-G); Vacuum; Desert World; Mod Pop (20,000); Corporate World; Low Law; Early Stellar Tech. No Bases. Trade Codes: Non-Industrial World and Vacuum World. Dracosian Republic.

Stilpo (Azri Drakara 0206 B68A544-A): Starport Class B (Good); Medium (Low-G); Dense; Water World; Mod Pop (700,000); Representative Democracy; Mod Law; Early Stellar Tech. Naval Base. Trade Codes: Non-Industrial World and Water World. Dracosian Republic.

Tisias (Azri Drakara 0207 B623445-A): Starport Class B (Good); Medium (Low-G); Very Thin (Tainted); Wet World; Mod Pop (20,000); Representative Democracy; Mod Law; Early Stellar Tech. Naval Base. Trade Codes: Non-Industrial World and Poor World. Dracosian Republic.

Xenos (Azri Drakara 0208 D627215-8): Starport Class D (Poor); Medium (Low-G); Very Thin (Tainted); Wet World; Low Pop (400); Corporate World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop. Dracosian Republic.

Pliny (Azri Drakara 0210 D100364-8): Starport Class D (Poor); Small (Low-G); Vacuum; Desert World; Low Pop (8,000); Colony/Captive World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Bion (Azri Drakara 0301 B896634-6): Starport Class B (Good); Large; Dense (Tainted); Wet World; Mod Pop (9,000,000); Self-perpetuating Oligarchy; Mod Law; Pre-Stellar Tech. Naval Base. Trade Codes: Agricultural World, Garden World and Non-Industrial World. Dracosian Republic.

Crantor (Azri Drakara 0302 B6A2432-8): Starport Class B (Good); Medium (Low-G); Exotic; Dry World; Mod Pop (70,000); Self-perpetuating Oligarchy; Low Law; Pre-Stellar Tech. No Bases. Trade Codes: Fluid Oceans and Non-Industrial World. Dracosian Republic.

Lysis (Azri Drakara 0303 B76A8B9-8): Starport Class B (Good); Large; Standard; Water World; Mod Pop (900,000,000); Non-charismatic Leader; High Law; Pre-Stellar Tech. Naval Base, Scout Base and Consulate. Trade Codes: Rich World and Water World. Dracosian Republic.

Simmias (Azri Drakara 0305 C88875A-7): Starport Class C (Routine); Large; Dense; Wet World; Mod Pop (90,000,000); Feudal Technocracy; High Law; Pre-Stellar Tech. No Bases. Trade Codes: Agricultural World, Garden World and Rich World. Dracosian Republic.

Theocrates (Azri Drakara 0306 D755698-6): Starport Class D (Poor); Large; Thin; Wet World; Mod Pop (8,000,000); Impersonal Bureaucracy; High Law; Pre-Stellar Tech. No Bases. Trade Codes: Agricultural World, Garden World and Non-Industrial World. Dracosian Republic.

Polemon (Azri Drakara 0308 C673425-6): Starport Class C (Routine); Medium (Low-G); Standard (Tainted); Wet World; Mod Pop (80,000); Participating Democracy; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Non-Industrial World. Dracosian Republic.

Charon (Azri Drakara 0404 D300214-8): Starport Class D (Poor); Small (Low-G); Vacuum; Desert World; Low Pop (300); Corporate World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Alexinus (Azri Drakara 0405 D897312-7): Starport Class D (Poor); Large; Dense (Tainted); Wet World; Low Pop (1,000); Corporate World; Low Law; Pre-Stellar Tech. Scout Base. Trade Codes: Garden World and Low Pop. Dracosian Republic.

Pereus (Azri Drakara 0406 C552888-7): Starport Class C (Routine); Medium (Low-G); Thin; Dry World; Mod Pop (500,000,000); Civil Service Bureaucracy; High Law; Pre-Stellar Tech. Scout Base. Trade Codes: Poor World. Dracosian Republic.

TELECLES (Azri Drakara 0502 C667ACA-A): Starport Class C (Routine); Medium (Low-G); Standard; Wet World; High Pop (20,000,000,000); Charismatic Oligarchy; High Law; Early Stellar Tech. Scout Base. Trade Codes: Garden World and High Pop. Dracosian Republic.

Plutarch (Azri Drakara 0503 A566627-A): Starport Class A (Excellent); Medium (Low-G); Standard; Wet World; Mod Pop (4,000,000); Participating Democracy; Mod Law; Early Stellar Tech. Naval Base, Scout Base and Consulate. Trade Codes: Agricultural World, Garden World, Non-Industrial World and Rich World. Dracosian Republic.

Evander (Azri Drakara 0505 C83448A-8): Starport Class C (Routine); Large; Very Thin; Wet World; Mod Pop (70,000); Civil Service Bureaucracy; High Law; Pre-Stellar Tech. Scout Base. Trade Codes: Non-Industrial World. Dracosian Republic.

Carneades (Azri Drakara 0508 B686777-8): Starport Class B (Good); Medium (Low-G); Dense; Wet World; Mod Pop (20,000,000); Balkanized; Mod Law; Pre-Stellar Tech. Scout Base. Trade Codes: Agricultural World, Garden World and Rich World. Dracosian Republic.

Atticus (Azri Drakara 0510 D200214-8): Starport Class D (Poor); Small (Low-G); Vacuum; Desert World; Low Pop (500); Corporate World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Hypatia (Azri Drakara 0601 B545455-A): Starport Class B (Good); Medium (Low-G); Thin (Tainted); Wet World; Mod Pop (10,000); Feudal Technocracy; Mod Law; Early Stellar Tech. Naval Base. Trade Codes: Garden World and Non-Industrial World. Dracosian Republic.

Alexandria (Azri Drakara 0603 D6A7215-8): Starport Class D (Poor); Medium (Low-G); Exotic; Wet World; Low Pop (400); Corporate World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Fluid Oceans and Low Pop. Dracosian Republic.

Democritus (Azri Drakara 0607 A410525-A): Starport Class A (Excellent); Medium (Low-G); Trace; Desert World; Mod Pop (900,000); Participating Democracy; Mod Law; Early Stellar Tech. Naval Base. Trade Codes: Non-Industrial World. Dracosian Republic.

Protagoras (Azri Drakara 0610 C300335-8): Starport Class C (Routine); Small (Low-G); Vacuum; Desert World; Low Pop (1,000); Self-perpetuating Oligarchy; Mod Law; Pre-Stellar Tech. Scout Base. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Thales (Azri Drakara 0705 C000315-A): Starport Class C (Routine); Asteroid (Zero-G); Low Pop (3,000); Corporate World; Mod Law; Early Stellar Tech. Naval Base, Scout Base and Consulate. Trade Codes: Asteroid Belt and Low Pop. Dracosian Republic.

Parmenides (Azri Drakara 0706 C667342-9): Starport Class C (Routine); Medium (Low-G); Standard; Wet World; Low Pop (3,000); Representative Democracy; Low Law; Early Stellar Tech. No Bases. Trade Codes: Garden World and Low Pop. Dracosian Republic.

Anaximander (Azri Drakara 0708 X410221-8 Red Zone): Starport Class X (Interdicted); Medium (Low-G); Trace; Desert World; Low Pop (400); Participating Democracy; Low Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop. Dracosian Republic.

Damo (Azri Drakara 0709 C300310-A): Starport Class C (Routine); Small (Low-G); Vacuum; Desert World; Low Pop (6,000); Corporate World; No Law; Early Stellar Tech. Scout Base. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Aesara (Azri Drakara 0710 D100215-8): Starport Class D (Poor); Small (Low-G); Vacuum; Desert World; Low Pop (600); Corporate World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop and Vacuum World. Dracosian Republic.

Siro (Azri Drakara 0802 B200434-A): Starport Class B (Good); Small (Low-G); Vacuum; Desert World; Mod Pop (50,000); Self-perpetuating Oligarchy; Mod Law; Early Stellar Tech. No Bases. Trade Codes: Non-Industrial World and Vacuum World. Dracosian Republic.

Lucius (Azri Drakara 0804 C843597-6): Starport Class C (Routine); Large; Thin (Tainted); Wet World; Mod Pop (500,000); Impersonal Bureaucracy; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Non-Industrial World and Poor World. Dracosian Republic.

Catius (Azri Drakara 0806 B754464-7): Starport Class B (Good); Large; Thin; Wet World; Mod Pop (30,000); Colony/Captive World; Mod Law; Pre-Stellar Tech. Scout Base. Trade Codes: Garden World and Non-Industrial World. Dracosian Republic.

Tycho (Azri Drakara 0808 D410366-8): Starport Class D (Poor); Medium (Low-G); Trace; Desert World; Low Pop (2,000); Colony/Captive World; Mod Law; Pre-Stellar Tech. No Bases. Trade Codes: Low Pop. Dracosian Republic.

0810-400 (Azri Drakara 0810 X400000-0): Starport Class X (Interdicted); Medium (Low-G); Vacuum; Desert World; Barren. No Bases. Trade Codes: Barren World and Vacuum World. Non-aligned.


Hope This Helps,
Flynn

Friday, February 17, 2012

Fantasy Friday: The City of Skulls...

Good Afternoon, All:

Here's a location that I'm using in my current Madlands Campaign. This particular site was inspired by the City of Human Skulls described in Edgar Rice Burrough's Out of Time's Abyss. Of course, I had to jazz it up and introduce several campaign elements, basically making the locale my own as I integrated it into the campaign.

My campaign world includes Hawkfolk in the mountain ranges, taking the place of such avian species as the aarakocra or the raptorans. However, the name aarakocra is just too cool and too classically D&D not to find its way into my game. That's why this clan of warped Hawkfolk are called the Kokora, and their aerie-city thus becomes the Aerie Kokora. It was fun to watch the faces of the players that got it when I first gave them the lore as part of an earlier adventure.

My players have gathered a majority of the information below, so I don't feel bad about posting this for your thoughts and insights. As always, your thoughts, comments and constructive feedback are always appreciated.

Aerie Kokora
Location Name: The City of Skulls, The Aerie of Clan Kokora
Ambiance: The Aerie of Clan Kokora resembles adobe pueblos with humanoid skulls in the walls, along ledges and eaves, etc. Built for an avian race, most upper rooms have opening in the ceiling to the outside. On roofs, one can see columns topped with human skulls, painted white and blue/red/yellow (mostly blue).
History: Once a city of Hawkfolk, its citizens converted to the worship of Kalima, Mistress of Murder. The Hawkfolk of Clan Kokora are now corrupted and twisted by demonic influences. Assassination and murder are now the defining characteristics that determine social position and advancement.
Encounters: Encounters in this area are generally with Kokora or dinosaurs (in underground caverns and surrounding jungle regions).
Treasures: The Holy Anvil of Dworkin is kept within Kalima's Tower. Chests of treasures taken off of victims captured via fly-by attacks at night are also abundant throughout the city.
Hooks and Hotspots: The River of the Dead flows beneath the city, where remains are dumped for removal. Several caves and caverns along the path of the underground river serve as lairs for creatures such as otyughs and vermin. Kalima's Tower (a Temple to Kalima) serves as the palace for 'He Who Speaks For Kalima', the Priest-King of Clan Kokora. The Kokora do take slaves, which they frequently sacrifice to Kalima at the new moon.

Life Level: Medium (High outside the city, but Low inside the city)
Hazard Level: High
Difficult Terrain Density: High (built for flying people)
Resource Level: Low

Herbivores: Stegosaurus, triceratops
Predators: Tyrannosaurs
Scavengers: Pterodactyls, osquip, scavenger worms, velociraptors
Hazards: See humanoids
Humanoids: Kokora, humanoid slaves/sacrifices
Exotic: Otyughs

2d6Encounter
2Otyugh
3Humanoid Slaves/sacrifices
4Kokoran Priest/ess
5Scavenger Worms
6Osquip
7Kokoran Clan Patrol
8Velociraptors
9Pterodactyls
10Triceratops
11Stegosaurus
12Tyrannosaur

With Regards,
Flynn

Wednesday, February 15, 2012

Traveller: Some Formats for Writing Up Worlds...

Good Afternoon, All:

In the upcoming supplement Flynn's Guide to Azri Drakara: Covenant of Discipline, I would like to provide an overview of the capital world of this interstellar "psionic theocracy". I'd prefer to stick with something that is roughly one page in size, and provides an adequate amount of detail for sparking multiple adventure ideas. I've started the process by analyzing two different resources for world write-ups: the description of Zhodane in the Classic Traveller Alien Module 4: Zhodani and the free Gypsy Knight Games product, Quick Worlds 20: Atargatis. I am also looking at the one-page world capsules in the old MegaTraveller adventure Knightfall.

From the Classic Traveller Alien Module 4: Zhodani, you can see something akin to the following arrangement of information:

SYSTEM NAME
Brief descriptive sentence.

STELLAR DATA
Describe the star(s).
World Orbital Data: Describe orbital data.

WORLD DATA
Describe the world's physical data.
World Social Data: Describe the world's social and technology data.

SATELLITE NAMES
Describe world's satellites.

THE INNER SYSTEM
Describe the worlds of the inner system.

THE OUTER SYSTEM
Describe the worlds of the outer system.

WORLD NAME
Describe world's geography and topography.
Climate: Describe world's climate.

If you look at the free Gypsy Knight Games product, Quick Worlds 20: Atargatis, you'll see something like the following:

SYSTEM NAME
Basic Stats
Extended World Profile

System Details

Inner System Diagram

Physical Data
Atmospheric Details
Hydrographic Details
Geographic Details

World Map

Population Details
Government Details
Legal Details
Technology Details
Trade Details
Base Details

Cultural Details
Planetary Calendar/Timekeeping

Population Center Details

And finally, the One Page approach from the MegaTraveller adventure Knightfall:

SYSTEM NAME
Basic Stats
Primary: Stellar data details in a statblock format.
World Name: Planetary data details in a statblock format.

Library data capsule (two column format)
World map in this section as well

Inner System and Outer System orbital maps

Obviously, the more data you put in, the more room the write-up is going to take. That being said, I think that I'm most easily going to get what I want if I use the more nostalgic format found in the Classic Traveller Alien Module 4: Zhodani. Still, the One Page approach really strikes a chord with me because of the One Page Manifesto. I'll keep digging away at it and post some thoughts here for your consideration.

In the meantime, if you have any suggestions, comments or constructive feedback, you are always welcome to leave a comment.

With Regards,
Flynn

Monday, February 13, 2012

Traveller: Suggestions For A Shorter Skill List...

Good Afternoon, All:

In one of my posts for Stellar Quest, I provided a list of Specialties (essentially skills in that system) that were useful for science fiction gaming. Obviously, it's much shorter than the traditional Traveller skill list. That list has inspired me to explore the possibility of consolidating the existing skill list from the Traveller System Reference into a much shorter skill selection, perhaps using skill specializations to help further distinguish specific variants of a primary skill from one another.

In order to properly reduce the skill list to its most effective and concise nature, I am taking the Savage Worlds approach to skills. In essence, I want to define somewhat broad skills that are actually used in play, and get rid of the chafe. If it hasn't had a significant use in my own campaigns or the Convention sessions I've ran at Gen Con, I'm going to drop it or make it a part of a much broader skill.

The first draft of my consolidation efforts are included below. The primary skill is listed first, and appropriate specializations are included in parentheses following the primary skill. Obviously, this is simply a thought experiment.

A Shorter Traveller Skill List, First Draft:
  • Acrobatics (Flying, Zero-G Environs)
  • Astrogation (Normal Space, Jump Space)
  • Athletics (Endurance, Heavy-G Environs)
  • Bureaucratics (Admin, Advocate)
  • Computers (Comms, Programming, Remote Operations, Robotics, Sensors)
  • Culture (High Society, *Specific Cultures*, Streetwise)
  • Engineering (Demolitions, Electronics, Gravitics, Mechanics)
  • Gun Combat (Archery, Energy Weapons, Slug Weapons)
  • Gunnery (Heavy Weapons, Screens, Spinal Mounts, Turrets)
  • Jack-of-All-Trades
  • Linguistics (*Specific Languages*)
  • Medicine (Human, Veterinary, Xeno-Medicine)
  • Melee Combat (Natural, Bludgeoning, Piercing, Slashing)
  • Perception (Investigate, Research)
  • Persuasion (Broker, Carouse, Deception, Leadership)
  • Profession (Artist, Construction, Gambler, Steward)
  • Sciences (Life, Physical, Social, Space)
  • Stealth
  • Survival (Orienteering, Recon, *Specific Climates/Terrains*, Tracking)
  • Tactics (Military, Naval)
  • Transport (Aerospace, Aquatic, Armor, Ground-based, Riding)

After reviewing the list above, do you think that your personal Traveller game would benefit from such a consolidation of skills? And if so, do you have any suggestions, comments or concerns regarding the contents of the first draft of the list above?

With Regards,
Flynn