The Fantasy Traveller Part 7 – The Shaman

A belated, if not extremely late, addition to my ‘Fantasy Traveller’ series of articles where I want to look into the possibility of adding some sort of magic and healing into my ‘hard fantasy’ setting, using the Classic Traveller RPG rules.

In order to fit in ‘magic’ per se into Traveller, I can’t bring myself to use the typical D&D ™ (R) (c) basis for how magic ‘exists’ in the world, ie. its everywhere. That would be too easy! Instead, in order that it can fit in with my idea that Grond is a world that can fit into a Traveller ‘universe’, then magic in this ‘traditional’ sense cannot exist.

Instead, my idea is this; the equivalent of magic on Grond is like an electrical ‘force’ that fluctuates, with an ebb and flow. Because this electrical force is not always around, ie. there are strong and weak spots wherever you may be, the magic-user always has to make a successful roll when they want to cast a spell. having the shamanic skill can apply as a DM. The ‘magic’ (if it was visible) looks a bit like the aurora and is some form of the magnetic and electrical field on Grond.

In order to channel and make use of the electrical force on Grond, only specialists who are ‘in tune’ or have had some sort of special training can employ this pseudo-magic. So, I’m creating a character class called a ‘Shaman’ that is specific to the world of Grond. Shamans are taught by their elders from an early age how to channel the pseudo-magic and spend their ‘terms’ serving their tribe in whatever manner is required.

However, I want to make things interesting… as well as having a potentially positive effect, for example healing wounds, if a roll isn’t successful then the complete opposite effect will apply. So potentially, you could kill a fellow character as well as cure them! I’ll look at that in more detail as well as the actual ‘spells’ Shamans can practice.

So, here is the character generation process for a Shaman.

Prior Service Table
Enlistment 9+
DM +1 if Soc 8+
DM +2 if Int 9+

Survival 6+
DM +1 if Int 8+

Position 5+
DM +1 if Soc 5+

Promotion 8+
DM +1 if Soc 8+

Reenlist 6+

Table of Ranks
Rank 1 Initate
Rank 2 Acolyte
Rank 3 Priest
Rank 4 Master
Rank 5 Shaman
Rank 6 Chieftain

Benefits Table
1 Blade Weapon
2 +1 Soc
3 +1 Dex
4 Shamanic Staff
5 Horse and kit
6 Bow Weapon

Cash Benefits (Grond Currency)
1
2 2000
3 5000
4 7500
5 10000
6 15000

Automatic Skills – Shamanic Magic-1

Acquired Skills Table
Personal Development Table
1 +1 Strength
2 +1 Endurance
3 +1 Intelligence
4 +1 Social Standing
5 Survival
6 Blade Combat

Service Skills Table
1 Survival
2 Shamanic Magic
3 Blade combat
4 Bow Combat
5 Brawling
6 Hunting

Advanced Education Table (if EDU is +8)
1 Recon
2 Instruction
3 Leader
4 Riding
5 Medical
6 Jack-of-Trades

So there we have the Shaman character class, I’ll get the magic system bottomed out in part 8, which hopefully won’t be not too long in development hell…

Posted in Classic Traveller, Mongoose Traveller | Tagged , , , , | 1 Comment

Attack Squadron Roswell – Review

Attack Squadron: Roswell is the latest release written by Paul Elliott of Zozer Games, as a standalone supplement for Mongoose Traveller. It is available as an 86-page watermarked PDF, available from Drivethru RPG for $5.99. It is also available in soft back book form from lulu.com for $14.24.

This is quite an unusual supplement for Traveller (to which I’ll refer to as AS:R in the rest of his review), instead of being set in the near or far future, it is set in the recent past – the early 1950′s. The backdrop is the start of the cold war, early developments in nuclear weapons and the jet age, the end of the Korean War and the start of the worldwide UFO phenomenon. The media reports of the time were full of headlines about ‘flying discs’ and speculation if these were visitors from other worlds. Some were just hoaxes or a case of mistaken identity, but others were harder to disprove and hinted at something more sinister.

Players take the part of pilots who investigate the reports of UFO incursions into US airspace and if necessary – shoot them down! This is a secret war – where the players are in the front line as members of the 93rd fighter-interceptor squadron. The US has declared a secret war against the alien invaders and it is up to the players to defend US airspace. They take the part of investigators who follow up reports of UFO’s and if necessary, take action to defend the USA from the aliens… whatever their nefarious plans may be!

The book starts with a 9-page background to the UFO phenomena, based on real reports and encounters from the late 1940′s and 1950′s. For example there is the famous Kenneth Arnold sighting at Mount Rainier in June 1947, or the incident with a UFO where Captain Thomas Mantell was killed whilst chasing a a strange object in the sky in his F-51 Mustang. The descriptions are well researched, very detailed and really help to set the scene for the book. For me, they help instil the sense of ‘fear’ that the US is under attack from unknown alien invaders and the war against them needs to be conducted in secret, for fear of creating mass panic amongst the general populace.

Cover art

The next 9 pages describe character creation and their background. Players take the part of pilots who have flying experience in World War II or the Korean War and have attained some sort of senior rank. Because of circumstances, the pilots have ‘special’ clearance to investigate UFO sightings and alien plots and follow them up with military action, if necessary. The fighter pilot creation sequence is based on the Mongoose Traveller process but with modifications appropriate to the time period. In addition, other equivalent careers and skills for the time period are detailed, so there is a conversion process available.

The following seven pages describe ‘Project Pounce’, the program instigated by the US Air Force designed to photograph and defend the skies from UFO’s. The various squadrons, air bases and command structure are described so the players know where they ‘fit’ within the overall command structure.

The next 20 pages describe the background to the development of the jet fighter and the current front line aircraft of the USAF. A number of aircraft are covered in great detail, along with a single page ‘vehicle record sheet’ for each of the 14 key aircraft. Some advice is also provided how to convert other types of aircraft if the referee wants to expand the range of types beyond what is provided in book. The aircraft are pretty well historically accurate, with a few minor changes to fit the book (for example, the F-85 Goblin ‘parasite’ fighter, which is available for players to use but in reality never made it beyond the initial prototype development stage).

The next section, ‘air combat’ describes how interceptions between the USAF and the UFO’s should be handled and a different system is used rather than the (assumed) Traveller RPG style using markers and a map. Instead, a more abstract system is used, with a chain of tasks (for example, starting the intercept, spotting your opponent, gaining the advantage) to resolve an interception. Various DMs are applied according to the stage of the encounter. The same system is used to resolve a ground attack (in case you spot a UFO on the ground) and finally, a section on sustaining damage and its resolution is described.

The next 12 pages are a great strength of the book – setting up scenarios and finding the right balance between fighter combat and on the ground investigations. This is the key to running successful AS:R adventures, (to quote the author) in that too much fighter combat makes the game a shooting match, too much investigation on the ground and the game becomes a crime drama. The section is profusely littered with scenario examples and descriptions of 1950′s equipment (including weapons and costs in USD) with conversions for their use in the game.

The layout is well-presented with not much white space left on the pages. I didn’t spot any typo’s and all the images inside are in monochrome, being actual photographs of aircraft or pilots from the period, which are available in the public domain. The UFO diagrams are hand drawn sketches by the author / artist, the only colour artwork being the cover of an F-86 Sabre fighter intercepting a UFO, by the prolific sci-fi artist Ian Stead. USAF communications such as letters ‘of the period’ are presented in a courier typewriter font, to help give a look and feel of a letter from a senior commander.

With the exception of the last 4 pages of the book, the penultimate section is most definitely for the referee only. The background to the UFO incursions and secret war is presented with information on the types of UFO encountered, the aliens and their origin and what the aliens aims are. The book is based on a number of sources from popular TV series, primarily ‘The Invaders’ from the 1960′s. I remember watching the repeats of this series in the UK in the late 1980′s, which ran for 43 episodes with Roy Thinnes playing David Vincent and his attempts to thwart a secret alien invasion. For the referee, there is a great deal of source material to draw upon, including such shows as ‘Space Above and Beyond’ – which I waited for 10 years to come out of region 2 DVD! There are another 2 pages of resources (such as other TV shows, films and games), to which I’d like to add:

Dark Skies (1996-97 TV series) – essentially a very promising 1990′s version of ‘The Invaders’ which unfortunately only ran for one season and was cancelled in 1997. Has some interesting alien creatures for players to deal with…

Project UFO – an ideal source of material for AS:R – it has only ever been broadcast once in the UK in the 1970′s, the theme for the programme is two USAF investigators follow up reports of UFO incidents, in a similar vein to AS:R. Originally created by NBC, there is currently no DVD release available. However, I’ve tracked down a site dedicated to the series that will hopefully prove useful, including the 26 episode listing.

Overall, I enjoyed reading AS:R; it offers an alternative environment for a referee to throw his / her players into. Paul Elliott has compiled a number of different sources of material (TV shows, games, historical fact and disputed USAF reports) to create a consistent background that a gaming group will get a lot of value out of. I think the author is starting to get a bit of a reputation / found his niche for developing these ‘non-standard’ environments for Traveller players and I think the game is all the better for it. In difference to ‘Outpost Mars’ where I felt the book needed something else to develop the background further, AS:R stands on its own as a single product and I don’t feel it immediately needs something else to help make the environment feel ‘complete’. Paul has done a lot of work to streamline the conversion from your usual high-technology Traveller background, to what is essentially a TL6 world. I think the simplification of the aircraft combat rules have helped in this way as well.

A few ideas came to me whilst reading the book, that expands the books usefulness beyond what the author has written. Back in the 1980′s, I remember reading some ‘White Dwarf’ adventures where the Traveller players were transported back in time… the 1880′s in ‘An Alien Werewolf in London’ and another where the players were trying to stop the Nazi nuclear weapons programme (I can’t recall the scenario name…) I think there are a number of crossover opportunities here which allows players to use existing characters.

1. Players from the USAF are trying to stop Traveller players from the far future from obtaining parts to allow them to get back to their own time.
2. Traveller far future players have joined forces with USAF players to fight or capture a common enemy (the alien werewolf (Vargr) again?)
3. The creation of an alternative TL6 world becomes very easy as a lot of the conversion of TL6 equipment / vehicles has been done for the referee.

Attack Squadron: Roswell is a great Traveller RPG supplement and I think a lot of referees and players will get a lot of value and long-term usefulness from the product, therefore I can highly recommend the book – at $5.99 its an absolute steal! Finally, I’d like to thank Paul Elliott of Zozer Games for sending me a copy of Attack Squadron: Roswell to review.

Posted in Classic Traveller, Mongoose Traveller | Tagged , , | 1 Comment

Clement Sector – Core Book Release

Quick bit of news… and bit of a biggie this one… Gypsy Knights Games have released their core sourcebook for the Clement Sector today, available via Drivethru RPG for $15.99.

More details to follow on its contents (John Watts of GKG has kindly sent me a copy for review) but this is going to be an essential purchase for travelling in the Clement Sector.

Cover art

Loads of gorgeous artwork by Ian Stead and ahem, the cover by yours truly…! :)

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The Dade Colonies Review

The Dade Colonies is the latest release from Gypsy Knights Games and is presented as a 60 page watermarked PDF available from Drivethru RPG for $6.99. It is part of the developing extensions to the company’s ‘Clement Sector’ background, an alternative setting for the Traveller RPG. For those who have not come across the Clement Sector background, it postulates that humanity has discovered a ‘conduit’ between the stars in the 23rd century, which allows faster-than-light travel between planetary systems. The conduit is fixed, with its destination being the worlds of the Clement Sector. Worlds were settled and economies developed; however, the conduit collapsed 120 years later, isolating the settlers of the new worlds. Now in 2342, humanity now has to fend for itself in an isolated region of the galaxy.

The Dade Colonies are an underdeveloped subsector of the Clement region, though there are 14 worlds in the subsector, only 5 have been settled to varying degrees. The book contains all the information you need to run adventures in the Dade Colonies, which I’d like to go into more detail below.

A standard Traveller format 8×10 hex grid locates the worlds of the Dade sector, including those that simply have a reference number; ie. they are unsettled. What this allows the referee to do is use the known subsector worlds to act as jumping off points to the other systems.

The first 44 pages of the book cover the five known worlds; each planetary system is described with colour icosahedron maps of the planets and a system map showing orbits and distances of worlds. Since GKG went to this format rather than the more traditional Traveller map format, I think the colour planet maps are far more engaging to the eye and help to break the text up. Overall the artwork is of a very high standard with an attractive cover and colour illustrations dotted throughout the book.

The world descriptions then follow with planetary data (as per previous GKG releases such as in the Quick Worlds series) and significant features. The population, government, legal and cultural details are then described with a significant amount of detail. For example the residents of Dashwood are a politically active people which pervades just about every aspect of their society. Dade, which the subsector is named after, acts as a ‘bridge’ world from the adjoining subsector. A great deal of detail is given in the planetary descriptions in which has become a GKG signature of high standards, evolved since they started producing Traveller materials around two years ago.

Cover art

Major settlements are described with starport facilities and typical trade items, along with other noteable features.

An additional page covers any background skills that a character may have, should they originate from from the Dade Colonies. However this is unlikely as the colonies are only twenty years old, but the option is there for referees.

The next one and half pages cover adventure ideas (the bottom half of the second page having an image of a crashed spacecraft in a snow field). There is a good variety of ideas, everything from trade, piracy and exploration. The next 6 pages list random encounter tables, the final 7 pages list various creatures and nasties that may be found on the worlds of the Dade Colonies.

Overall, I found the book interesting to read but a little heavy on the political and cultural descriptions, with the adventure hooks being moved to a separate section of the book. In comparison to previous releases such as in the Quick Worlds series, there is a lot less mention of some of the companies and individuals (who aren’t involved in politics) of significant note. However, it is not to say that a referee won’t get adventure ideas from the political and cultural descriptions; this is an extremely richly described part of the book. I had to personally work a little harder to draw out ideas, as using that type of source material is not my normal forte.

On the flipside, because the Dade Colonies are frontier worlds, they lend themselves to ideal ‘hard adventuring’ where the players will have to think more how they use equipment and how they approach problems. Rescue isn’t close by – the starport facilities of the colonies are not much more that flattened areas of dirt, so they will have to be more resourceful. There are extensive planetary descriptions which include the environment, atmosphere and physical features of the world so this will easily help set up an environment for the referee.

A few scenario ideas came to mind when reading the book, which may help setting up some adventures:-

1. As there is no emergency rescue service in the sector, the players set themselves up as such and the referee can set up various (dangerous!) situations for the players to deal with the distress calls.
2. The creature lists and limited detail in the maps help to set up adventures along the lines of the Classic Traveller adventure ‘Marooned / Marooned Alone’, where the players have to get back to some sort of civilisation from a crash site with little more than what they can carry.
3. There has been an accident at one of the Mining operations on one of the unnamed worlds and the players are called to rescue. However, the operations are taking place in a complex cave system where there are people trapped and there is no map available due to computer malfunctions…
4. The players are asked to survey the other 9 worlds of the sector, with payment for each planet surveyed, in the same style as the Classic Traveller adventure ‘The Imperial Fringe’.

Overall, the Dade Colonies is a good book following GKG’s now usual high standards of production and editing. I can see the book fitting into a referees campaign where the players are out on the frontier and hence have to be more resourceful which in turn, will provide an excellent backdrop for Traveller adventures. Definitely worth checking out! I’d also like to thank John Watts of Gypsy Knights Games for kindly sending me a copy of the book in PDF form for review.

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Watch the Skies!

Couple of quick mentions – Zozer Games has released Attack Squadron: Roswell, a Traveller RPG supplement set in the 1950′s where players take the parts of pilots and investigators of the USAF fighting a secret war against aliens and UFO’s who are threatening the USA.

Cover art

I’m part way through writing my review which I hope to have published very soon, but its a very interesting product and I’m enjoying the read so far.

In the meantime, I’ll have a full review of Gypsy Knights Games ‘The Dade Colonies’ published in a few hours!

If you’re in the UK, take care as there is some really nasty weather out there at the moment. Spring? Global warming? The foot of snow outside my front door at the moment would argue against that!!!

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Orbital in Print and The Dade Colonies Release

Paul Elliot at Zozer Games was kind enough to send me a copy of ‘Orbital’ in print from Lulu.com recently, for some artwork I contributed to the book. This is a quick supplemental review in addition to my original one I posted here.

This is the first time I’ve seen a product from a print on demand service such as Lulu.com and I’m extremely impressed!

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The outer cover is glossy (this being a softcover) and the weight of the paper / pages inside is good. The layout of the paragraphs and artwork is level and consistent and the book gives an overall feel of being a quality product. If I remember correctly, the book was shipped quickly from the time Paul placed the order with Lulu.com.

The content inside has been reproduced in monochrome and the colour images only lose a slight amount of clarity, but the line art isn’t affected.

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The book can be purchased from Lulu.com for $22.29 and ships in 3-5 business days.

There is something still to be said for having print copies verses PDF editions. This is most definitely a worthwhile purchase if you want to add a printed copy to your Traveller RPG collection.

Gypsy Knights Games Releases The Dade Colonies

John Watts continues GKG’s prolific release schedule with the publication of the ‘The Dade Colonies’, the latest in the ‘Clement Sector’ background, which I’ll be reviewing shortly! If you can’t wait until then, take a look at Drivethru RPG.

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Deluxe Tunnels and Trolls Kickstarter

Ok, I know this is a Traveller RPG blog but I wanted to mention the Deluxe Tunnels and Trolls Kickstarter that is running at the moment. TnT was the main fantasy RPG I played in my teens and in some ways has influenced ‘The Fantasy Traveller’ posts on this blog. The same people behind the original TnT (the notably infamous Ken St. Andre, Rick Loomis, Liz Danforth, Bear Peters and Steve Crompton) have put together a kickstarter project to publish a deluxe version of the rules, along with a number of milestone rewards if the project reaches sufficient funding.

At the time of writing, the project has reached and surpassed its second milestone at $60,000 and seems well on its way to its third, at $75,000! There are over a thousand backers (including myself) which mirrors the resurgent interest in the game and ruleset.

I always enjoyed TnT due to its simple to understand rules, easy character creation process and tons of long-lasting solo adventures, that could keep you going for weeks if not months. Being in the UK, I was able to pick up the mono-printed versions at a reasonable price from my local Games Workshop shop (before they become a ‘house’ store and the variety of games went). Oddly enough I always preferred the mono print versions, due to the fantastic line artwork by all the artists that contributed work. In addition, there was always a degree of humour and ‘wierdness’ in the books that emphasised the key point behind TnT – having fun. The simplicity of the rules helped you to use your imagination – if there wasn’t a rule, then my DM would make something up and I would have to think my way out of the situation. The ‘saving roll’ was generic enough to be applied to a great many situations.

Rulebooks are great, I love reading the amounts of material that have been written for Classic Traveller for example, but something I like to drop back to occasionally is a simple set of rules. I dont have much free time (real life etc) and dipping in and out of a game for me, should be easy and not have to involve re-reading lots of heavy rules sets. I want to be able to pick up a rule book, quickly refresh my memory and get straight back into my game. Classic Traveller fulfills my sci-fi interests, TnT does this for my fantasy gaming needs. I think DT&T will update the rules set and adventures quite nicely!

I think this is my point – to me gaming should be about the story and the adventure, because lets face it, you don’t see a bunch of adventurers in their local tavern talking about the individual rule that allowed them to dodge past that deadly trap?

So, whether or not you’ve played TnT before or not, why not back the kickstarter project at Deluxe Tunnels and Trolls before the project fundraising window closes on February the 4th?

In addition, there is an official site which can be found at: Deluxe Tunnels and Trolls.

Have fun and happy gaming!

Posted in Classic Traveller, Tunnels and Trolls | Tagged , , | 3 Comments