April the 15th is a very significant date in the Gypsy Knights Games universe, a few hundred years into the future the wormhole that serves as the link between Earth and the other side of the galaxy, suddenly collapses and strands everyone in the Clement Sector thousands of light years from Earth. 15th of April 2016 is also another significant date, being the release date for the second edition of the Clement Sector sourcebook. The book has been significantly expanded and has now been released under the Open Game License (OGL) which removes any sreferences to the Traveller RPG. However the book is in now diminished for it as CS has always been an independent setting that has never relied on the Third Imperium background.
People who have already bought or been gifted CS will find they have an updated download available from Drivethru RPG. Its a huge change but from my initial run-through of the book, it is most certainly worth it – its a cracking read and if you haven’t already picked up a copy, I highly recommend that you do so.
Clement Sector can be purchased in various formats from Drivethru RPG.
I’ll be reviewing the second edition very soon!
Well, this is excellent news; I had an email arrive in my inbox yesterday from Marc Miller over at Far Future (FFE), your one-stop shop for reprints and PDFs of the original Games Designer Workshop materials. Some time in production but very glad to see its release, are two new CDROMs available to purchase. The first is called ‘The Lost Supplements’ / Apocrypha-3, a copy of the disc contents is available by clicking on this link.
The disc contains such lost supplements such as ‘The Arctic Environment’ by the Keith Brothers and the thirteen issues of the ‘Traveller Chronicle’. Both CDROMs are available purchase from FFE for $35 each.
The second CDROM contains materials published using the Traveller HERO system; notably, it contains such supplements such as ‘The Bowman Arm’ and the ‘Spinward Marches’ system and adventures. I’d read about these but never found anywhere that they could be purchased, until now. If you want to look at the CDROM contents, click on this link.
There has been another release from Gypsy Knights Games, notably another in their ‘Ships of the Clement Sector’ series, namely the Broken Hill Class Prospector. This is the twelfth book in the series and I will be posting a review very soon!
Whilst I have been writing these articles about using Classic Traveller in a fantasy world context, I’ve written them with two environments in mind. The first is using them as a games system within a fantasy world, the second to provide a planet within the imperium with a very low tech level background that adventurers from the current imperial timeline can travel to and immerse themselves in.
The later is restrictive in that it doesn’t allow for non-humanoid characters from the ‘traditional’ races that you see in other FRPG games, including Dwarves, Elves, Goblins and suchlike. However, I’d like to suggest some stat adjustments when rolling up characters from these other humanoid races, for the former fantasy world environment.
Using my Tunnels and Trolls 5th edition set of rules (which has very much been my go-to reference during the whole of these articles over the past few years) here are some suggested statistic changes for when you roll up a new character. The stat changes are made before they embark on any career generation process.
There are some limits when making the adjustments to the initially rolled UPP statistics; if a modified stat falls below 3, then the adjusted value remains at 3. By the same merit the maximum UPP value that can be achieved after adjustment is 15 / F. I’ve included a few from the ‘monster’ races as a tip to the Flying Buffalo ‘Monsters! Monsters!’ rules set, a self-contained expansion of the TnT rules which I think brings a little extra variety to the character generation process.
I’m currently working on a huge weapons list which expands the Classic Traveller weapons and armour charts and tables, which I hope to post in the next part of this series.
This is the latest release from Gypsy Knights Games having being released in the past week or so at Drivethru RPG. QW27: Shingal follows the same format as previous Quick Worlds releases in detailing the background of a single world within a planetary system. You can pick it up from Drivethru RPG for the same price as the last release (QW26: Winston) – $3.99.
The background presented is heavily orientated towards the GKG Mongoose Traveller compatible ATU ‘Clement Sector’ but the book is perfectly usable in any other setting. The world was settled by the Yazidi’s in 2326 and currently there are over 35,000 people located in the single inhabited city, located not far from the original landing zone. The book described why the Yazidi’s left Earth search of a new world with quite a bit of cultural detail, describing the structure of the calendar and their religion. Access to Shingal is pretty restricted; you’ll need good reason to gain access to this world.
Shingal is largely unexplored, the inhabitants have largely spent most of their time building and establishing their colony. The world itself is pretty temperate and there is the now-familiar hydrographic, geographic and atmospheric background listed. The last page contains referee’s only notes; there are some tantalising things about Shingal which I’m not going to reveal, but would form the basis of a few interesting adventures.
I’m going to make a direct comparison against QW26: Winston as this is the most recent from the Quick Worlds series, I think Shingal offers an interesting and colourful diversion as it is based on the Yazidi people. The text flows nicely and aside from the cover and a few of system and planetary maps, there is no other artwork. However I felt it could have done with just one more page to flesh out the adventure ideas a bit more; the book is nicely balanced but I felt it was perhaps almost ‘cut short’ and just needed one more page to finish it off nicely – especially with the ‘hint’ of something special about Shingal. As it stands, it will need a bit more work from the referee to get the most out of the book for the basis of an adventure. I’d like to send my thanks to John Watts of Gypsy Knights Games for sending me a copy to review.