A great introduction for Traveller... First comment, as I watch. As an player of the original LBB (Little Black Books) the reason they used 10=A is (1) using the concept of the UPP (also the UWP ) having a two-digit number renders the concept of the UPP / UWP worthless. Also, the 0-9 then A-F is a computer numbering system called hexidecimal. Having the UPP / UWP, once you get the hang of it, allows you to know the person / planet-moon by sight. Also, my "death" house rule was that you just stopped generating and used them as rolled. As a GM, I used them as an NPC later. Otherwise, there were player-generated tables and the one by Mongoose that has an alternative to death (injuries, etc).
I've been playing Cepheus Deluxe which is like Old School Essentials but for Traveller. It's based on a later version of the rules though, I had no idea the combat in the first ever edition was this complicated! I recommend Cepheus Engine for anyone wanting to get into Traveller as it's free and comes in a few different flavours.
As of 24 June, and still at time of writing (5 July), a facsimile edition of the 1981 printing incorporating all errata is free on drivethru from Far Future Enterprises (I.e., Marc Miller).
now role a world next, chose or roll a patron (your character gets paid enough to feed and house him self for two weeks OR passage to the next world) repeat and alternate = adventure on the fly.
you forgot to roll for promotion in your first term, your 1st term personal development skill as Brawling, on the mustering out table your first Gun or Blade is a physical object, a repeat can be taken as a 2nd weapon or a rank in the Skill. Nothing is Free in Trav if you don't get gear when you muster out you have to spend your cash or do without. that character you made would be a sort after Navigator, once hr hits the Gym and Books (Personal Development in LBB-3) could be a ok adventurer.
good overview of the primary stuff. learn to create a back story out of your die rolls, for example your generated character picks up technical knowledge before being introduced to starship navigation (an officers skill ?), after 8 years with no promotion he quits. musters out with a paltry alloweance, but two guns; either 2 pieces of hardware or one and a skill. He is smart enough to know that lazer rifles are the most expensive and also illegal in most places, but if he can sell them that 20,000cr in the bank. His navigators knowledge should give clues where to sell them, it will be enough to may be, work his passage on board a ship,.... what will he find when he gets there.... (start game.... )
I've been most interested in getting a copy of the original printing, since that seems to be a bit more universal and less focused on the Imperium setting. Normally I like books with a better focus but in this case I want to impose my own setting ideas on it anyway so first edition seems to fit that better. I'm unclear as to whether the FFE versions include this, though
The differences between 1977 and 1981 are not that great - the main differences are in the generation of jump routes. 1977 is marginally more frontier like, 1981 assumes a more developed interstellar network. Scout characters have less skills in 1977 and weapons have marginally different damage. In my view, 1981 (available for free on Drivethru) is the better, more rounded system of the two. Neither of the LBB versions assume the Third Imperium setting.
@@elliotvernon7971 Cool. I've seen it argued that those changes sort of lay the ground work, but I guess it's the supplements later that really introduce the setting in full. There are some errors and ambiguities in the first edition but I guess, for my part, those little differences have an emphasis that I like. But glad you pointed out that stuff is available for free. I'll take a look at the '81 more in depth and see if my opinion changes
Tried reading through this. i always check creation and combat. its very hard for me to grasp Travellor combat. creation turned me off as its too much. to be fair im new to rpgs. The issue with these old games is gameplay example are either missing info or absent completely. i'd need to see it played or demo'd to understand. i have no idea how folk even play these old rpg games.
A great introduction for Traveller... First comment, as I watch. As an player of the original LBB (Little Black Books) the reason they used 10=A is (1) using the concept of the UPP (also the UWP ) having a two-digit number renders the concept of the UPP / UWP worthless. Also, the 0-9 then A-F is a computer numbering system called hexidecimal. Having the UPP / UWP, once you get the hang of it, allows you to know the person / planet-moon by sight. Also, my "death" house rule was that you just stopped generating and used them as rolled. As a GM, I used them as an NPC later. Otherwise, there were player-generated tables and the one by Mongoose that has an alternative to death (injuries, etc).
3:48 Chris shows up.
You can still get all the Traveller books in pdf from FFE for $35. Great deal.
I've been playing Cepheus Deluxe which is like Old School Essentials but for Traveller. It's based on a later version of the rules though, I had no idea the combat in the first ever edition was this complicated! I recommend Cepheus Engine for anyone wanting to get into Traveller as it's free and comes in a few different flavours.
You can roll for promotion the same term you get a commission, so you had one more chance to gain rank and get another skill in your first term.
30:12 A Free Trader is a ship. A Travellers' Aid Society(TAS) membership allows you to stay in one of their associated hostels.
Oops! Yeah, I was thinking of TAS.
As of 24 June, and still at time of writing (5 July), a facsimile edition of the 1981 printing incorporating all errata is free on drivethru from Far Future Enterprises (I.e., Marc Miller).
I've got 2 copies of the Little Black Box and really should take it out again. After watching this I rolled up a character for fun.
now role a world
next, chose or roll a patron (your character gets paid enough to feed and house him self for two weeks OR passage to the next world)
repeat and alternate
= adventure on the fly.
you forgot to roll for promotion in your first term, your 1st term personal development skill as Brawling, on the mustering out table your first Gun or Blade is a physical object, a repeat can be taken as a 2nd weapon or a rank in the Skill.
Nothing is Free in Trav if you don't get gear when you muster out you have to spend your cash or do without.
that character you made would be a sort after Navigator, once hr hits the Gym and Books (Personal Development in LBB-3) could be a ok adventurer.
good overview of the primary stuff. learn to create a back story out of your die rolls, for example your generated character picks up technical knowledge before being introduced to starship navigation (an officers skill ?), after 8 years with no promotion he quits. musters out with a paltry alloweance, but two guns; either 2 pieces of hardware or one and a skill. He is smart enough to know that lazer rifles are the most expensive and also illegal in most places, but if he can sell them that 20,000cr in the bank. His navigators knowledge should give clues where to sell them, it will be enough to may be, work his passage on board a ship,.... what will he find when he gets there.... (start game.... )
I've been most interested in getting a copy of the original printing, since that seems to be a bit more universal and less focused on the Imperium setting. Normally I like books with a better focus but in this case I want to impose my own setting ideas on it anyway so first edition seems to fit that better. I'm unclear as to whether the FFE versions include this, though
The differences between 1977 and 1981 are not that great - the main differences are in the generation of jump routes. 1977 is marginally more frontier like, 1981 assumes a more developed interstellar network. Scout characters have less skills in 1977 and weapons have marginally different damage. In my view, 1981 (available for free on Drivethru) is the better, more rounded system of the two. Neither of the LBB versions assume the Third Imperium setting.
@@elliotvernon7971 Cool. I've seen it argued that those changes sort of lay the ground work, but I guess it's the supplements later that really introduce the setting in full. There are some errors and ambiguities in the first edition but I guess, for my part, those little differences have an emphasis that I like. But glad you pointed out that stuff is available for free. I'll take a look at the '81 more in depth and see if my opinion changes
Tried reading through this. i always check creation and combat. its very hard for me to grasp Travellor combat. creation turned me off as its too much. to be fair im new to rpgs. The issue with these old games is gameplay example are either missing info or absent completely. i'd need to see it played or demo'd to understand. i have no idea how folk even play these old rpg games.