SabbraCadabra wrote:
Fnord wrote:
Traveller --
"Science-Fiction Adventure in the Far Future" You finally convinced me to buy that stupid game. They had the PDFs on sale at some Humble Bundle style charity website a month or so ago, I grabbed the whole pack. Maybe one of these days I'll have time to sit down and read through it.
A few words of advice:
1) Take the half-term survival option when your character might otherwise die during development.
2) Replace the "Jack of all Trades" skill with either "Computer", "Electronics", or "Mechanical" skill. Maybe even "Robotics" (LBB8) would be a viable option.
3) Leave out any ultra-tech things like Disintegrators, Light-Sabres, Transporters, and faster-than-light radio ("Subspace"). At most, allow laser-based weapons. Plasma weapons require combat armor or "Battle Dress" (powered armor), which is issued only to Imperial Marines.
4) Keep psionics under control - if a character is already a badass merc, then it doesn't need to be psionic, as well. Too much power in one character can ruin a game. If you
must have psionics in the game, then give the weakest character first crack.
5) Have everyone start out as baseline humans - no modifiers to any roll during character development. Allow Vargr player characters only after you and the players have had some experience and gotten used to the mechanics of the game.
6) Otherwise, get used to the rules as they are written
before you start adapting them to your favorite movie or TV show. I started a "Traveller: SG1" campaign before I was completely ready, and lost some time trying to make things up on the fly.
Good luck, and remember ...
Strephon lives!