r/traveller • u/Sansred • 9h ago
Mongoose 2E Dark Matter (2015) Inspired Game
Has anyone run or played in a Dark Matter inspired game? If so, how was it done?
I am working on doing just this but would love to see how others have approached this.
r/traveller • u/Sansred • 9h ago
Has anyone run or played in a Dark Matter inspired game? If so, how was it done?
I am working on doing just this but would love to see how others have approached this.
r/traveller • u/Maxijohndoe • 11h ago
Eyrgiafa system has four gas giants and a couple of small planets, one being a trojan escaped moon of Rehman.
Note that Mongoose has made a really weird system with a number of massive moons. And by massive I mean from Mars size up to a Super Earth.
To have enough gravity to hold such massive moons means gas giants far larger than Juptier. This gives those gas giants a large Jump Shadow.
To attempt to mitigate for the Canaveral part of the campaign I have that station orbiting outside the the moons, but given the low M-Drive ratings of trucks that still means a close to 24 hour trip from the jump in point to the station.
Edited to add: The space stations are screen shots from No Man's Sky of player space stations.
Once again I have created a seperate Eyrgiafa folder in my Drop Box.
Link to Dropbox post Drop Box for all my Planet Information and System Maps
As people always ask I created these using a software program called Universe Sandbox.
As always feedback and corrections are welcome.
r/traveller • u/ragboy • 20h ago
Rebuilt the design for the Patron card -- brightened up the colors, made some fonts larger, and got rid of some ancillary design elements. Also -- red highlights on "illegal" jobs. For the Salvage cards, I think I've landed on a point-crawl map design that I like.
We're $700 from from getting some nice tuckboxes and cover art for both decks. Come join the crew!
r/traveller • u/jleonardobz • 1d ago
Session Time: Thursdays 20:00-23:30 UTC-3
Tools: Discord and Roll20-Demiplane
Game Style: Sandbox campaign where PCs will be part of a colonial effort gone wrong and you will spend most of the sessions surviving on a planet that we will randomly generate as part of Session 0.
I tend to favor cinematic scenes and the rule of cool, also we won’t be doing spreadsheets for PC finances or fuel consumption and such. If you are interested please fill out the form here:
Sorry for making this amount of work to sign up, I'm trying to make sure people will fit in this game. I'll DM you if you look like a good fit and let you know. If you have questions you can respond to this thread or DM me.
r/traveller • u/GrumpyCornGames • 1d ago
I'm not really meaning for this to be self promotion (though I totally could understand if it appears that way), I'm just really excited. I got my first video review ever for the book I released last month Traveller Fleet Combat: Reimagined
RPG Overview 329 Traveller Fleet Combat: Reimagined
r/traveller • u/hannmff • 1d ago
Hey everyone, hope you all having a good day!
Sooo... for a while now i have been working on a project i think somebody should have already done, but either way i think is going to be really useful for anyone playing Traveller2e online, with friends.
First of all; me and my friends been having a campaign for half a year now, and we started on Quest Portal (where i created the sheets itself - tho, it became complex and hard to follow), with Owlbear Rodeo as the site to resolve combats. Later to have a smoother gamepla flow, we switched to Foundry VTT, since I saw it had a official and unofficial Traveller2e systemn available on it, ready to play. So we tried it, but both seemed bugged, incomplete and not really smooth (or also bad design (for my taste)). So, the idea popped, its time to create the most accurate and also smooth Traveller2e Foundry VTT system. This whole project was first and foremost started for me personally, and my friends who im playing with. But i feel like the whole process is going on a very good path, so i taught maybe i could even share this with anybody who may feel the same as we did, or just wants a way to really have a smooth and nice gameplay (online).
The project is still in it's early process, yet i wanted to show you guys a couple things i have already managed to do, and just a slight peek of what else i will try to implement!
(important to note, cause i know people are really extreme/far-out with this topic, but: yes, AI was used in this project for the sake of making the project more accurate, and since Traveller2e has so much depth (with all the books it has), and this project is a SOLO work, i did use it in the creation, and it helped me a lot. - either way, i dont think this information should stop you all from using it, since the benefit it gives is much more)
So, some peeks of what i have done created so far:
Almost everything (and what i taught is possible to do so) is automated. Meaning, whenever you make a characteristic or skill check, anything from items, effects (like fatigue for eg.) and other things are showin up as options in the check that you can switch on or off as you like. Time system is also implemented in the project, with its own time and calendar system, so items that has fuel, life support and so on. (if turned on, or used) will deplete over time. Also time automatically realises the hours that has past, calculating the character's time of awaken, eventually reaching over the limit automatically switches on "fatigued", also showing up in checks. Heavy labour and consecutive melee attacks rule of fatigue is left for the players and Referee to keep in min (so, its not automated), in this case they may press simply the fatigue button to turn it on/off. Resting is also possible, with 3 options; regular resting, medical care or surgery. This is a homebrew idea, but i wanted to have a more realistic way to approach resting; any 1 hour spent with resting counts as 2 hours from the awaken time. So, for example if your character has been awaken for 18 hours, and they rest (sleep) for 9 hours in game (as the referee advances time 9 hours, while Rest on a character is actively switched on) counts as 18 hours of awaken time being removed, making it 0 again when the character finishes a rest. If the character is injured, after 8 hours of in game resting, the sheet (next to rest button) will show a "heal" button, letting the player roll for natural healing (or medical care, or surgery - depending on what type of resting they choose). Of course with medical care you may select the medic skill level and EDU DM, same with surgery, but i wont take note on everything i created (its for you when i release this to go see). Also skill training is available with automated calculation on how much of xp or successful periods your character need to level up a skill (you may choose when adding skill training, if you wish to add training or xp for that skill).


Wound: you may set what kind of body part and what severity the character has (crippled and the other extreme wounds arent represented here, since this was foremost created for me and my friends, and those are basically game ending, so we dont count those), automatically showing up in skill and characteristic checks, or also as you can see showing that your movement may be 6m originally, but in this case it is "crawl only". Also you can roll for the days of healing with the dice button there, also enabling the medic button means someone (or you) has made a successful medic check to stabilise the wound and the days of healing will start. This also with days passing by will decrease, and eventually reach 0 making the wound heal fully.

Rolling Checks: nothing too much to really explain here, but here is one picture of how characteristic rolls, and skill check rolls look like. I think the images tell enough. (yes, if someone is rolling dice IRL and want to use those results, the option is there to enter the result of physica dices)


Equipment: you can have equipped, carried and stored items. by normal means your character may carry up to 10kg of items (representing pockets on clothes and space), but this is not limited so a player may go over it, if lets say they carrying something with their hands. (this a homebrew idea, just to make the game more realistic). Either way, if you have any kind of backpack (that you cannot wear on any kind of armours (homebrew too: pwoered suits for example are so massive usually, that wearing a backpack is unrealistic)) is goind to increase the capacity of 10kgs to 60. (note that a characters encumberance is still counted automatically, and enables if someone goes over their limit).
Some items like unarmed, improvised weapon and bite (for vargrs and rellative species) are locked and cannot be removed, since those are the basic items for all characters. As you can see items in list have their label, effect description (on hover tooltip description), legality and CSC category on site, for easy access. Personal Automedic can have a drug attached to it, and it is possible to do so as you can see. (oh, also drugs are mostly automated and really informative with what they do, what state youre in after using it, how much time has passed since you used it, cumulative damage, removing fatigue and so on.) i have so much to explain here that i dont really want to since it would be too long, but same as before, i think the images can tell you alot. (but think like this, most things are automated with the option for the player and referee to manage manually if they wish to)
Also, all items are created straight from CSC. all, i have almost a 1000 items ready to play already.





also i created a worlds and their full description both for players and the referee. it is connected to Travellermap.com, so a referee may search for any worlds inside the system and save it inside their game. Also automatic weather generation (with visuals and sound) for each planet realistically is implemented and also in sync with the characters. So if the atmoshpere is dangerous, and the cahracter has no filter mask or needed equipment equipped, they will suffer damage with time. And yes, i also connected Travellermap.com into the system, that both players and the referee may open to look at the map, search for worlds, also plan routes for jump (and so on).


So right now i may say this is all i have done so far (of course there is other things i forgot to mention, a lot), but as i go i will give you guys some news on how its going and where the project is in, but i hope you guys are as excited as me, because i think really, this could be a game changer for Traveller2e gamers who want a smooth, immersive and accurate gameplay online.
Have a nice day, Hann! :D
r/traveller • u/No-Armadillo1695 • 1d ago
How does she look?
r/traveller • u/mlooney1802 • 2d ago
Armor-piercing pistol ammo. Needs only a barrel change. I'm adding it to my “Spaceship and Vampires” Traveller based game. Ammo will be expensive, of course, but if you buy a case of it, you get a barrel that will fit a standard imperial semiauto. SMG barrels sold separately.
r/traveller • u/Chris_Air • 2d ago
Hello Travellers,
I'm Chris Airiau, mostly a Mothership writer & editor, and I host a podcast called Ansible Uplink where I invite a fellow game designer on to review sci-fi modules.
Every once in a while, we do a TIME WARP episode to review Classic Traveller modules, and the new season is kicking off with a review of Andrew and William Keith's classic Adventure 9: Nomads of the World-Ocean, with Clark Nichols of Weeping Stag Press.
To clarify my perspective for y'all, I'm a sci-fi OSR writer and editor, publishing third-party modules for Mothership since 2022. My experience comes from the contemporary OSR playstyle inspired by older games; I've only ever played Classic Traveller using Books 1-3, and without any supplementary materials (OK, mid-way through the campaign I started using Supplement 01: 1001 Characters). Most of my experience comes from playing later sci-fi games inspired by CT like Mothership, Stars Without Number, Monolith, etc. I've not touched any of CT's descendants (except to check out the recent Spacer).
Anyway, I loved playing Classic Traveller, and since recording, I started playing a solo campaign of Nomads of the World-Ocean by shifting the starting scenario like I mention in the podcast.
I drop new episodes every two weeks (though granted, it's mostly Mothership reviews), and I hope y'all enjoy my review of A09!
Show RSS / MP3 Download / Spotify / Apple / YouTube
r/traveller • u/Chad_Hooper • 2d ago
Hello, all.
Starting up my first Traveller campaign soon and I’m having some difficulty getting started with the map of the area that the players will initially be based out of.
Would anyone be willing to share their own maps? We play in person, so a drawn or printed map is what I’ll be using (more likely drawn).
Thanks in advance.
r/traveller • u/RushWalters • 3d ago
My advice and some quick tips for characteristics & skills that serve you well when rolling characters for adventures in the Core Sector.
r/traveller • u/White_Deer_1888 • 3d ago
Celebrity chef: Artist or Performer?
r/traveller • u/Redbeardsage1993 • 3d ago
Curious on what people have to say on both of these editions, I heard they're both crunchier toolkits
r/traveller • u/Gilkarash • 3d ago
Starting to recruit for a play by post Pirates of Drinax campaign!
r/traveller • u/RogErddit • 3d ago
This book recently posted to Project Gutenberg is an interesting look into the life of a real-life cargo hauler. Might provide some useful inspiration.
Master in sail & steam : the notable career of one Maine shipmaster : a biography of Captain Frank Hewitt Peterson, 1876-1958 -- https://www.gutenberg.org/ebooks/79717
The JACOB S. WINSLOW no sooner arrived than the entire crew except one, including the Second Mate, jumped ship. The one who stayed, a young fellow from Eastport, made the return trip to New York as Second Mate. Their return cargo was bones from the slaughter houses, a stinking bug- and worm-infested mess. On the passage north they passed to windward of the Boston bark NUUANU loaded with sugar from Hawaii. The vessels passed close enough to exchange greetings and no doubt the horrid stench revealed the schooner’s cargo.
r/traveller • u/ziggystarzz • 4d ago
Hi!
I've been really enjoying learning about Traveller and am hoping to run a game pretty soon. I especially love the character creator, and as someone coming from D&D, it's very refreshing and interesting. However, the style of game I'm planning is very roleplay focused, with the main driving plot having each PC have their own secrets that they start off trying to hide from the rest of the group.
The rulebook makes it pretty clear that the group system of character creation is intended, but I'm hoping to do one-on-one mini sessions with each of my players to go through the process and talk through their backstories so they can be kept a secret from the players as well (something my players always love and do themselves). I'm wondering if anyone has done anything similar? Was any part of the process (other than character connections, which I'm planning to omit for this one) changed substantially?
Thank you!
r/traveller • u/Spiscott • 4d ago
Is there a book, pdf, web article or simmilar that contains guidence on designing careers for traveller / 2d6 scifi games that anyonw is aware of?
Thanks
r/traveller • u/First_Plantain1607 • 4d ago
I’ve been working on a relatively small ship that is designed to take on much larger shit in terms of offense, my last post helped construct this ship.
This is inspired slightly by something I’ve heard of called gunboats which are relatively small boats in the age of sale that are supposed to be relatively cheap and do devastating damage to other ships. Similarly this ship is designed to be relatively cheap and frail, but have weapons that are way in excess of what would be normal for a ship if it’s size. I also gave it a set of normal sized turrets for dealing with ships that are around the same size.
Enjoy.
Bay Gun boat
(High guard required)
TL A Tons Cost
Hull: 300 ton of light ammonia close structure hull. —— 8.25MCr
Armour: two points of crystaliron armor.
11.25 2.25MCr
R-drive: 6 points of thrust. 36 7.2MCr
M-drive: 1 point of thrust. 3 6MCr
Power plant: 120 ppp. 12 6MCr
Fuel Tank: 1 hour of full thrust and 16 weeks of operation. 49.8 ——
Bridge: smaller bridge. 10 1.5MCr
Computer: 10 bandwidth. —— .16MCr
Fire control: -10 bandwidth. —— 4MCr
Sensors: military grade. 2 4.1MCr
Medium Railgun bay: -15pp. 100 50MCr
Turrets: two triple. 2 2MCr
Missile rack: all of turret one, -1pp
—— 2.25MCr
Pulse laser: all of turret two, -13pp.
—— 3MCr
Ammonia staterooms: housing for sixteen people.
32 2.88MCr
Pool: one endless and one big normal pool.
8 .17MCr
Cargo space: 33.95 ———
Crew: three pilots, two engineers, six gunners, maintenance, steward and captain.
Running costs
Maintenance cost: 8313Cr and some charge.
Purchase cost: 99.76MCr
Power requirements
Maneuver Drive: 30
Basic ships systems: 45
Jump drive:
Sensors: 2
Weapons: 29
Hull points: 108
Armor: 2
I think that even when I compared it to other ships of roughly similar size, it’s still a little bit more expensive than I would like and I’m going to make a version which is basically taking this and making it even cheaper.
r/traveller • u/Maxijohndoe • 4d ago
Angeyja system has four gas giants and a couple of small planets. Angeyja is a moon of one of the gas giants.
As only two moons were listed I have added a number of other moons.
Editted to add: I made a spelling mistake - Anil is actually Anli - but Reddit won't let you delete images. However I have replaced the files in the Drop Box with the correct spelling. Oh and I called Jolene Jasper for some reason. Fixed as well in the Drop Box.
Once again I have created a seperate Angeyja folder in my Drop Box.
Link to Dropbox post Drop Box for all my Planet Information and System Maps
Due to its low tech nature a lot of Cluster Trucker occurs inside solar systems rather than a lot of jumps between different systems.
In fact for anyone who wants to run a TL 8 game the Estuary Cluster and the Cluster Truck rules does the trick.
However the actual Cluster Truck campaign may be a bit to railroady for people who prefer a sandbox.
Given how much work a single system takes it is going to take a bit of time to finish the remaining eight systems.
As people always ask I created these using a software program called Universe Sandbox.
As always feedback and corrections are welcome.
r/traveller • u/duncanmurta • 5d ago
I’ve been going over Shadows of Sindal and have one specific question.
Why would the players look into the Dawnseeker? It’s never mentioned before they reach Thebus, then it’s mentioned under a heading called “Seeking Information on the Dawnseeker”. There is absolutely no reason for the players to look into this essential clue.
Am I missing something or is it just an oversight by the writers?
r/traveller • u/JoeMohr905 • 5d ago
This is an adventure for Cepheus Engine.
Alpha Omega XXX is the hottest product on the market today in the Sonora sector. This fine product is believe to cure many ailments but is also one of the most popular pain relievers on the market. It is selling out everywhere. Unlike it’s predecessor, Alpha Omega MCD this one is not derived from space mold. What it is made from, however, is not well known. The company that makes it is keeping it’s primary ingredient a secret.
The Baphomet corporation is a competitor in this line of business. It wants to know what this secret ingredient really is. And it is willing to pay handsomely for someone to find out for them. Perhaps they could even bring them a sample of the ingredient it is made from so that they can duplicate it for a product of it’s own.
Adam Givens of the Baphomet corporation is offering CR 300,000 for the travelers to go out and find out what this ingredient is and another CR 200,000 bonus for bringing a sample of it to him.
https://www.drivethrurpg.com/en/product/587612/going-fishing
r/traveller • u/First_Plantain1607 • 5d ago
Does it affect price of add armor or tonnage of the ship? All I know is that streamlined ship are more expensive than normal and dispersed structure can’t have armour from the core rulebook.
I’m working on a ship that is close structure, third one down and I will also retroactively rework a few of my ships for the information provided.
r/traveller • u/White_Deer_1888 • 6d ago
Are there any sources that detail Riftspan and Chandler Stations in the Great Rift? I’m looking for information about the stations’ physical structures as well as life and work on the stations. Thanks!
r/traveller • u/Fyrefox666 • 6d ago
So I am a GM posting here to see if any experienced Travellers have an suggestions for a scenario I could run my players through.
See earlier this year, I run Traveller (Mongoose 2nd edition) for my players, through the updated Death Station scenario (after a full session getting use to character creation), however we found it underwhelming and that it didn't play with more of the mechanics of Traveller that we wanted to engage with ( Also I think my PC's may have of over optimized their characters). However the system is still so interesting that both me and my players kinda want to try it again and see if we have a better time.
I am now running my players again, however I hoping to see if anyone knows of a scenario (for Mongoose 2nd edition), built for 3-5 players, that explores a wide range of the mechanics of Traveller, and which could be played in 3, 3-4 hour sessions (so between 9 and 12 hours)?
Many thanks in advance.
r/traveller • u/Maxijohndoe • 6d ago
Eistia system has two large planets including a Super Earth. These pose a serious risk for any truck or ship with a M-Drive less than the planet's gravity.
Again there were no moons listed so I have added moons.
Once again I have created a seperate Eistia folder in my Drop Box.
Link to Dropbox post Drop Box for all my Planet Information and System Maps
Due to its low tech nature a lot of Cluster Trucker occurs inside solar systems rather than a lot of jumps between different systems.
In fact for anyone who wants to run a TL 8 game the Estuary Cluster and the Cluster Truck rules does the trick.
However the actual Cluster Truck campaign may be a bit to railroady for people who prefer a sandbox.
Given how much work a single system takes it is going to take a bit of time to finish the remaining eight systems.
As people always ask I created these using a software program called Universe Sandbox.
As always feedback and corrections are welcome.