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Post by Bill Roper on Nov 18, 2014 15:56:32 GMT -8
This whole thing started when I said I wanted to run a Traveller campaign, and my wife replied, "I'd totally play in a Star Wars campaign if you ran one. You know that universe pretty well - could you do that in Traveller?"
After many months of work, this sub-forum is where we'll share the results of said inquiry/challenge. This includes Actual Play recordings, images and photos of all sorts of shenanigans, and the PDF files of the various table, charts, and intergalactic whatchamajiggies that comprise my attempt at allowing players to make Star Wars characters in the Traveller game system. These are all presented for the fun and enjoyment of you, the Happy Jack's community, and are not intended for resale in any way.
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Muddyboots
Apprentice Douchebag
Posts: 83
Preferred Game Systems: Callofsavagetoon 5ERPS
Currently Playing: Pla-Ying, wazzat?!?
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Post by Muddyboots on Nov 18, 2014 17:07:20 GMT -8
Bill, thank you so much to you and the players for running this and recording it! I've wanted to hear an AP of Mongoose Traveller since I heard there was such a thing. I just started listening to the game earlier today. So far, I love the set up! My only issue is with the City Island IPA that flooded my sinuses when that Droid Soundboard said Stu's name! Shooting beer through your nose in the local pub will get you weird looks... At least the staff knows me, and tossed me a bar towel. Looking forward to hearing the rest!
Muddyboots
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Muddyboots
Apprentice Douchebag
Posts: 83
Preferred Game Systems: Callofsavagetoon 5ERPS
Currently Playing: Pla-Ying, wazzat?!?
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Post by Muddyboots on Nov 18, 2014 18:41:06 GMT -8
My Mind is flat out blown! Bill, this stuff is amazing!!! Thanks for sharing all the material you are posting. Incredible!
Muddyboots
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Post by lowkeyoh on Nov 19, 2014 11:47:46 GMT -8
I'm with Muddyboots on this one, Bill. This is AMAZING! It's unreal not just how vast this conversion is, but the PDFs are well made, and all the options. I'm in awe. Thanks so much for sharing this with us all.
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Post by bourbonrations on Nov 22, 2014 9:40:09 GMT -8
Thanks a million for posting this. I tried to run Traveller recently and didn't stir up a lot of interest, this is going to make it easy.
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Post by Bill Roper on Nov 24, 2014 22:09:36 GMT -8
If you find any errors or accidental omissions in these, PLEASE let me know so I can address them!
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Post by torlav74 on Nov 26, 2014 10:58:06 GMT -8
I have had a chance to listen to the first 2 sessions and it has been truly entertaining. I am looking forward to number 3, even if there have been some spoilers tossed around (Stu). I am a big fan of both Star Wars and the Happy Jacks. I have read over a lot of the Mongoose Traveller stuff, but have never had a chance to play (yet). So this has been an entertaining and "educational" trifecta as far as actual play podcasts. Thank you, Bill and the rest of the Happy Jackers, for all of the time, effort, and beer that you have put into this endeavor. I will eventually get around to reading over all of the game material that you have provided. Keep up the great work and have fun.
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Post by shadrack on Nov 26, 2014 11:48:48 GMT -8
Quick question: Did the player (forgive me, I'm at work and can't remember who it was) who is playing as a Sith get to begin in that career or did he roll into it?
Regardless, I'm having a ball listening to the AP. Sounds like a blast!
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Post by Stu Venable on Nov 26, 2014 14:08:34 GMT -8
That was CADave, and he rolled for it.
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Post by lowkeyoh on Nov 28, 2014 21:07:31 GMT -8
If you find any errors or accidental omissions in these, PLEASE let me know so I can address them! SWT - CP Scout Special Operation Events, 52 The d6 sub table doesn't have a 1 Engineering Fleet Service Branch, Gunnary, Flight Operations (Flight Branch), Engineering Fleet Support Branch, and Bounty Hunter all have events that reference Light chips and Dark chips. However, I found no reference to them anywhere else, or what they are. Not quite sure what they do. I'm confused about which Naval jobs qualify you for command positions. High Command states "Six previous Naval, Imperial Naval only" What constitutes Imperial Naval? Which Careers in SWT - CP Imperial Forces don't apply? I'm assuming Imperial Army and Stormtroopers don't, because they're army. Does Imperial Navy Aquatic count? Command says that career is as high as Planetary Naval Officers can reach, which confuses me as to what careers count as Imperial Navy, and which count as Subsector or Planetary Navy. Do Support, Engineering, Gunnery, Flight Operations, or Pilot count as Naval careers? Does Imperial Navy Crewman NOT count if you take Planetary or Subsector specialization? What about Imperial Navy Intelligence? It requires one term of Pilot in a Subsector or Imperial Navy, but the Pilot Career doesn't give you an option to pick where you are piloting. Do piloting positions outside of the Imperial Navy count as qualifications for INI? Second, a general Traveller question, if you don't mind. An Imperial Navy Intelligence Commander is O5. When he musters out, he counts as having a rank of 5 for bonus benefit rolls? So one term in the Imperial Navy Intelligence gets you four rolls? Thanks for the help. The other DM in our 5e game and I have rolled up 6 characters now, and probably going to do a few more tomorrow. We've been having a blast and I'm blown away by how awesome Traveller is and how awesome your conversion is.
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Post by lowkeyoh on Nov 30, 2014 17:54:00 GMT -8
Bill Roper: Also, is there a variant to make Force Powers more common place? Just giving everyone Force stat at the start of Chargen seems broken, but as it stands right now it's unlikely anyone will develop force powers just through rolling events. Have you come up with a system for this, or should one just do what feels fine via GM fiat
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Post by Bill Roper on Dec 2, 2014 15:04:17 GMT -8
Great notes on the Imperial Forces qualifications. I need to go back through it and make sure it's clear how you progress from one section of the Forces to another. It's based off of the way the Core rules and the High Guard supplement handle it, but I believe I left some important parts out to let this book stand on it's own and be understood.
The Imperial Naval Intelligence group isn't making as much sense since in regards to ranking as there should be a Previous Service Requirement: Four Previous Naval Terms in Imperial or Subsector Navy. This means that you would have had a good number of years in so the jump to O5 (which is rank 5) actually makes sense. Now, if you happen to get there through some other means (there are a events that can get you there) you might suddenly find yourself as a rank 5 (with the associated benefit rolls) at a damn early age!
As far as Force powers go, I think I'm going to make another pass through these as well to ensure I'm (a) not missing some essential skill like Lightning Bolts (CADave knows why that is) and (b) clean up or clarify some of the way for users of the Force to do some common stuff that ANY force user should be able to do (sense other force users, etc). It's come up a couple of times in the campaign so far and I've been winging it a bit!
As for making Force powers more common (or at least possible before character generation) I should have included (and will add into a revision of the Force book) how to determine if someone has Force potential. Here's how you do it:
- Roll 2d6 and add the appropriate DMs, including your character's background, campaign type, and so on.
- If the result is 11+, the character has Force potential and should check for Force Strength as currently described.
If a player misses this roll, they can try ONLY ONE MORE TIME before their next term, but the result must be a 12+. If that roll is failed, that's it.
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Post by lowkeyoh on Dec 2, 2014 15:28:38 GMT -8
Great notes on the Imperial Forces qualifications. I need to go back through it and make sure it's clear how you progress from one section of the Forces to another. It's based off of the way the Core rules and the High Guard supplement handle it, but I believe I left some important parts out to let this book stand on it's own and be understood. The Imperial Naval Intelligence group isn't making as much sense since in regards to ranking as there should be a Previous Service Requirement: Four Previous Naval Terms in Imperial or Subsector Navy. This means that you would have had a good number of years in so the jump to O5 (which is rank 5) actually makes sense. Now, if you happen to get there through some other means (there are a events that can get you there) you might suddenly find yourself as a rank 5 (with the associated benefit rolls) at a damn early age! As far as Force powers go, I think I'm going to make another pass through these as well to ensure I'm (a) not missing some essential skill like Lightning Bolts (CADave knows why that is) and (b) clean up or clarify some of the way for users of the Force to do some common stuff that ANY force user should be able to do (sense other force users, etc). It's come up a couple of times in the campaign so far and I've been winging it a bit! As for making Force powers more common (or at least possible before character generation) I should have included (and will add into a revision of the Force book) how to determine if someone has Force potential. Here's how you do it: - Roll 2d6 and add the appropriate DMs, including your character's background, campaign type, and so on. - If the result is 11+, the character has Force potential and should check for Force Strength as currently described. If a player misses this roll, they can try ONLY ONE MORE TIME before their next term, but the result must be a 12+. If that roll is failed, that's it. Awesome! Thanks for the clarification. The only other thing that came up is whether or not Drifters are open for anyone to take. It says Enlistment is Automatic, but Drifters were the default career in Traveller, but the benefits seem to involve force stuff. The guy I've been building characters with shot for the moon and failed an eligibility check and had already been drafted. It appeared he could become a Drifter or a Wanderer, and went Wanderer because Drifter's Survival rolls are so high. Lastly, still confused as to the use of Light/Dark Chips. Whether they are physical objects, or if they have something to do with the force
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Post by Bill Roper on Jan 5, 2015 17:44:54 GMT -8
Drifter in the Force book was meant to convey someone who is Untrained and, you know, I will change it to that naming convention. I realize that using Drifter is confusing since there is a Drifter career in the Main Rulebook for Traveller. I believe I never point someone to Drifter unless they have Force powers and, as it is in the Force book, the idea was that you couldn't just be a drifter without Force sensitivity.
The itinierant traveller career concept is fulfilled by the Wanderer career in the Wanderer book. As for Light/Dark Chips, that was an idea that I never really fleshed out and will be removed. It was basically a specific form of bennies. There may also be another vestige of an idea in there regarding Force Chips that I will also drop - or perhaps list as optional rules in some sort of PDF.
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Post by mook on Jan 8, 2015 1:49:57 GMT -8
Bill, I'm late to the party, but I'll echo the above ... this stuff is amazing! Haven't been able to listen to the APs yet, but the documentation is inspiring. Makes me wanna run another (GURPS) Star Wars campaign post-haste!
Thanks for sharing all this hard work. :: raises a toast ::
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