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Is this the Traveller edition where France is a world/space power in the year 2300? I remember it had a really cool map of the nearest stars to earth.

Yes, France was the only major power to survive the Twilight War (World War 3) relatively unscathed. It dominated the 21st century by forming a multi-continental alliance of former colonies and European allies. The United States was split into a three way civil war and didn't really recover until 2100. Even then Texas became independent after freeing itself from Mexico and half of California (basically Los Angeles) , Arizona, and New Mexico is remain Mexican Territory.

The same with China which also split into multiple nations. Russia just plain collapsed and reemerged into something what it looks like today.

French influence waxed and waned and waxed again and still the only thing that 24th century Earth has in the way of a superpower. Everybody else is pretty much only concerned with what in their own region. One quirky is that Germany reorganized as several separate states for much of the post Twilight era with Bavaria as a major French ally. But recently reunified and now a quasi rival with France.

Interstellar expansion has multiple nations doing their own thing or in alliance with a handful of others. The geography of near space has separated colonization into their arms each dominated by a group of allied nations. Although there are exceptions.

There are the French Arm which is dominated by French Colonies and outpost along with their allies (UK, Germany, Azania (South Africa), etc).

There the American Arm which is dominated by the United States and Australia.

Then there is the Chinese Arm which kinda of dominated by Manchuria (the most powerful of the Chinese successor states). But also has colonies from many other smaller powers like Canada, Texas, and the Inca Republic (A federation of several South America countries).

There are several alien races

races.gif


From left to right they are

Xiang - a technologically primitive race "enslaved" by the Sung. Human liberated the Xiang in the middle of the 23rd century in a war with the Sung. However I put "enslaved" in quotes because like humans the Sung divided in multiple nations/factions. The dominant had a philosophy that once conquered there is a moral obligation to uplift one's enemies to the same level of the conqueror. The problem with the Xiang is that their psychology operated differently enough that by Sung standard the uplift would never be achieved thus effectively endless enslavement.

Sung - a race with technology comparable to human maybe slightly behind. They are divided into nations/factions. The dominant one practices a philosophy who believes it only moral to uplift one's enemies once conquered. Now that the humans defeated them in the Slaver War they expect to be uplifted. They are perhaps the most human-like of the race contacted so far.

The Kafers - are a race with technology at or slightly beyond human level. Biologically they are only sentient when their equivalent of adrenaline is flooding their body. Violence and aggression is woven into their cultural and social fabric.

As a side effect repeated exposure to their version of Adrenaline raises their base intelligence. For a long time Kafer civilization had trouble taking hold as the resulting security cause the population to lose intelligence over the long run. Eventually a great cultural figure (I think Striker of Stars) created a social code enshrining violence that allowed for the continued existence of the first successful Kafer civilization.

From the Kafer's perspective, in their base state they have a vague feeling that they are missing something that a little excitement will provide. After the Adrenaline kicks they regain enough of their sentience to focus. Part of their social culture is that they will strike or harm individuals before giving an order or a task in order to get them smart enough to understand what is needed to be done.

This guys are the most dangerous overt enemies humanity has faced.

The Klaxun a race with primitive technology just beyond the edge of human space in 2300AD. Noted for being plant like in that they can harvest some of their energy from the sun.

The Eber a once technologically advanced race whose society collapsed in a destructive war. Noted for having multi-part brains that have a limited bandwidth to the central hub of their nervous system. Each lobe is better suited for certain tasks and in order to switch from one lobe to another Ebers use specially designed rituals and meditations. Genius Ebers can make the switch at will. A side effect of the switching process is that the Eber come off as overly ritualistic and have a different personality depending on which lobe is dominant.

Humans - Us of course little different than what we are today.

Pentapod - a race whose culture is more technologically advanced than us but relies on more on biology rather in engineering like ours. Masters of genetic manipulation, Pentapods in a variety of forms, the one shown is the one that interacts with humans the most. Their culture is noted for groups being centered on being known as gods.

Pentapod God - The big blob behind all the aliens is a Pentapod God. They are a sentient lifeforms living within the ocean of their homeworld. The Pentapods that humans interact are actually sentient drones used by the "gods" to interact with their environment. Over the life of their civilization they learned to create biological tools of varying intelligence to manipulate their environment. Eventually this led to the exploration of land and eventually into space where contact with humanity was made.

While the Kafers are the big overt threat, the Pentapod Gods are perhaps the most insidious threat. So far relations have been friendly but as knowledge about their skill at genetic manipulation and the fact there are a number of these gods has lead many to consider the Pentapods a far more serious long term threat than the Kafers.

Ylii - not depicted are a uncontacted alien race on the far side of Kafer space.
 
Yes. It was a continuation of the history in Twilight: 2000. In that game, one of the triggers that set off WW III was East Germany defecting from the Warsaw Pact and reunifying with West Germany. France was not keen on the idea of Germany getting back together, so they dropped out of NATO in protest just before the war started. While you can only sit out a limited nuclear war so much, they were still left in a lot better shape than the rest of the world, allowing them to take the lead.

Just to clarify, it has no real connection to Traveller. There was some blowback from people that felt deceived by the title, which is why it was just 2300 AD in the next edition.
I liked the (original) box cover art. Reminded me of Alien a little bit, which is a lot like how I picture Traveller characters. I'm pretty sure I have that box on my shelf somewhere as I recall the nifty map. I seem to remember using the map in conjunction with regular Traveller and not using any of the actual game. The near-future "realism" didn't appeal to me; I don't even remember what the rules were but I probably felt no need to change from the good ol' 2d6 version.
 
Is this the Traveller edition where France is a world/space power in the year 2300? I remember it had a really cool map of the nearest stars to earth.
This offer includes both the first edition (1986) and the second edition (1988), both of which include the Near Star Map. (The files in this offer include the map inside the first edition archive, but omit it from the second edition archive because it didn't change. All purchases of this offer include the first edition.)
 
Yes, France was the only major power to survive the Twilight War (World War 3) relatively unscathed. It dominated the 21st century by forming a multi-continental alliance of former colonies and European allies. The United States was split into a three way civil war and didn't really recover until 2100. Even then Texas became independent after freeing itself from Mexico and half of California (basically Los Angeles) , Arizona, and New Mexico is remain Mexican Territory.

The same with China which also split into multiple nations. Russia just plain collapsed and reemerged into something what it looks like today.

French influence waxed and waned and waxed again and still the only thing that 24th century Earth has in the way of a superpower. Everybody else is pretty much only concerned with what in their own region. One quirky is that Germany reorganized as several separate states for much of the post Twilight era with Bavaria as a major French ally. But recently reunified and now a quasi rival with France.

Interstellar expansion has multiple nations doing their own thing or in alliance with a handful of others. The geography of near space has separated colonization into their arms each dominated by a group of allied nations. Although there are exceptions.

There are the French Arm which is dominated by French Colonies and outpost along with their allies (UK, Germany, Azania (South Africa), etc).

There the American Arm which is dominated by the United States and Australia.

Then there is the Chinese Arm which kinda of dominated by Manchuria (the most powerful of the Chinese successor states). But also has colonies from many other smaller powers like Canada, Texas, and the Inca Republic (A federation of several South America countries).

There are several alien races

races.gif


From left to right they are

Xiang - a technologically primitive race "enslaved" by the Sung. Human liberated the Xiang in the middle of the 23rd century in a war with the Sung. However I put "enslaved" in quotes because like humans the Sung divided in multiple nations/factions. The dominant had a philosophy that once conquered there is a moral obligation to uplift one's enemies to the same level of the conqueror. The problem with the Xiang is that their psychology operated differently enough that by Sung standard the uplift would never be achieved thus effectively endless enslavement.

Sung - a race with technology comparable to human maybe slightly behind. They are divided into nations/factions. The dominant one practices a philosophy who believes it only moral to uplift one's enemies once conquered. Now that the humans defeated them in the Slaver War they expect to be uplifted. They are perhaps the most human-like of the race contacted so far.

The Kafers - are a race with technology at or slightly beyond human level. Biologically they are only sentient when their equivalent of adrenaline is flooding their body. Violence and aggression is woven into their cultural and social fabric.

As a side effect repeated exposure to their version of Adrenaline raises their base intelligence. For a long time Kafer civilization had trouble taking hold as the resulting security cause the population to lose intelligence over the long run. Eventually a great cultural figure (I think Striker of Stars) created a social code enshrining violence that allowed for the continued existence of the first successful Kafer civilization.

From the Kafer's perspective, in their base state they have a vague feeling that they are missing something that a little excitement will provide. After the Adrenaline kicks they regain enough of their sentience to focus. Part of their social culture is that they will strike or harm individuals before giving an order or a task in order to get them smart enough to understand what is needed to be done.

This guys are the most dangerous overt enemies humanity has faced.

The Klaxun a race with primitive technology just beyond the edge of human space in 2300AD. Noted for being plant like in that they can harvest some of their energy from the sun.

The Eber a once technologically advanced race whose society collapsed in a destructive war. Noted for having multi-part brains that have a limited bandwidth to the central hub of their nervous system. Each lobe is better suited for certain tasks and in order to switch from one lobe to another Ebers use specially designed rituals and meditations. Genius Ebers can make the switch at will. A side effect of the switching process is that the Eber come off as overly ritualistic and have a different personality depending on which lobe is dominant.

Humans - Us of course little different than what we are today.

Pentapod - a race whose culture is more technologically advanced than us but relies on more on biology rather in engineering like ours. Masters of genetic manipulation, Pentapods in a variety of forms, the one shown is the one that interacts with humans the most. Their culture is noted for groups being centered on being known as gods.

Pentapod God - The big blob behind all the aliens is a Pentapod God. They are a sentient lifeforms living within the ocean of their homeworld. The Pentapods that humans interact are actually sentient drones used by the "gods" to interact with their environment. Over the life of their civilization they learned to create biological tools of varying intelligence to manipulate their environment. Eventually this led to the exploration of land and eventually into space where contact with humanity was made.

While the Kafers are the big overt threat, the Pentapod Gods are perhaps the most insidious threat. So far relations have been friendly but as knowledge about their skill at genetic manipulation and the fact there are a number of these gods has lead many to consider the Pentapods a far more serious long term threat than the Kafers.

Ylii - not depicted are a uncontacted alien race on the far side of Kafer space.
Is all this detailed in the main book and if not what books are needed?
 
I liked the (original) box cover art. Reminded me of Alien a little bit, which is a lot like how I picture Traveller characters. I'm pretty sure I have that box on my shelf somewhere as I recall the nifty map. I seem to remember using the map in conjunction with regular Traveller and not using any of the actual game. The near-future "realism" didn't appeal to me; I don't even remember what the rules were but I probably felt no need to change from the good ol' 2d6 version.
There's no question that there was an Alien/Aliens influence in the look of the game. As for the mechanics, I'll take the classic Traveller mechanics over it any day. I never picked up the Mongoose version, but they had the right idea in transferring it over to that system. I don't remember the system well, but I do recall have to track the difference piercing wounds caused by bullets that hit directly vs. the blunt trauma wounds caused by them hitting your flak jacket. More detail than I need at my table.

I think the setting could have been presented in a hookier manner. I liked it, but most of the description was very high-level. Classic Traveller excelled at giving you tools to make an adventure right now out of thin air.
 
Hmm...that star map and the setting/adventures sound the most tempting.
 
Is the system like classic Traveller or something totally different?
 
Is all this detailed in the main book and if not what books are needed?

Overall 2nd edition 2300AD is a fuller treatment than the 1st edition.

A alien overview is provided in the Director's Guide on page 22 of the 2nd edition of 2300 AD.

Otherwise the aliens can be found in the following.
Klaxun Energy Curve
Kafers Kafer, Invasion, Mission to Arcturus, Kafer Dawn
Ebers Ranger
Pentapods Equipment Guide has some of their tech.

pentapod_tech.jpg

Also 2320 AD (starting on page 161) and Mongoose 2300AD have good write ups for the T20 system and Mongoose Traveller 1st edition
 
PENDRAGON has a Bundle up. If you don't own this masterpiece of RPG design you owe it to yourself to pick it up. Plus they have a Bundle of the Arthurian lands, including Saxons, Beyond the Wall (not the OSR game) and more.
 
I don't know, I'm away for a few months and nobody mentions that Tunnels and Trolls is on Bundle of Holding. Really nice bundle. Lots of adventures, both solo and party ones. If you're considering it I'd strongly advise getting the gamemaster collection for the latest rulebook and Monsters Monsters especially.
 
I don't know, I'm away for a few months and nobody mentions that Tunnels and Trolls is on Bundle of Holding. Really nice bundle. Lots of adventures, both solo and party ones. If you're considering it I'd strongly advise getting the gamemaster collection for the latest rulebook and Monsters Monsters especially.
I've got the rulebook through the earlier BoH offer:smile:. But I'm considering the starting set just for the manga-style T&T...:smile:

I mean, if you want a "new RedBox", something like this should be a first priority!
 
I've got the rulebook through the earlier BoH offer:smile:. But I'm considering the starting set just for the manga-style T&T...:smile:

I mean, if you want a "new RedBox", something like this should be a first priority!
I have I think all the PDF editions of the base rules and Monsters! Monsters! I need to see what else I do or don't have. T&Ts a good little game but like OD&D you have to take it for what it is not what it isn't.
 
I know there are Palladium fans here and there’s a nifty looking Palladium Horror Bundle up right now.

Gaah missed out on this one. Guessing it was a bunch of Nightbane stuff plus weaksauce BTS2?

Woot! Super cool Bundle of Cthulhu adventures up, including The Things We Left Behind and a collection of four issues of The Unspeakable Oath!

Crazy good deal considering that The Things We Left Behind collection costs nearly as much as both tiers of the Bundle on its own. And dude, Unspeakable Oath. I'm all over this.

This one looks good, but it’s the two Shadow of the Demon Lord ones that I’m sorely tempted to pick up.
 
I already have most of these, but the early Hero bundle is tempting. I never got the Mythic Greece supplement, and it would be nice to have all of the core rules in pdf.

Personally I think this era of HERO was the most accessible to new players.
 
I already have most of these, but the early Hero bundle is tempting. I never got the Mythic Greece supplement, and it would be nice to have all of the core rules in pdf.

Personally I think this era of HERO was the most accessible to new players.
I agree. The rules may not have been as tightly balanced. The choice to limit the scope made it much easier to get started.
 
I wish I could afford both of these. Heck I wish I could afford one. I used to own most of these books and having them for nostalgia's sake would be cool.
 
I am shocked - shocked - that nobody has yet pointed out the Warhammer FRP 1E bundle going right now. I've heard great things about the Enemy Within campaign that forms the bonus collection, and for the current price it's basically getting the campaign half off with the corebook and city settings free.
 
I am shocked - shocked - that nobody has yet pointed out the Warhammer FRP 1E bundle going right now. I've heard great things about the Enemy Within campaign that forms the bonus collection, and for the current price it's basically getting the campaign half off with the corebook and city settings free.
Well, it's great of course - but I already have everything!
 
I have it in my queue, but I was soo sold by zweihander zweihander that I can’t see the point in using 1e ;)

Seriously though, I will likely pick it up
Edit: that didn’t take take long
 
There's no question that there was an Alien/Aliens influence in the look of the game. As for the mechanics, I'll take the classic Traveller mechanics over it any day. I never picked up the Mongoose version, but they had the right idea in transferring it over to that system. I don't remember the system well, but I do recall have to track the difference piercing wounds caused by bullets that hit directly vs. the blunt trauma wounds caused by them hitting your flak jacket. More detail than I need at my table.

I think the setting could have been presented in a hookier manner. I liked it, but most of the description was very high-level. Classic Traveller excelled at giving you tools to make an adventure right now out of thin air.
I think they mistake they made with the setting was to make it too much of a high concept. It lifted a lot of ideas from the Alienverse, and was (I think) an attempt to do hard sci-fi. Out of the box it lacked much of the tooling that Traveller came with - no ship design system, no world generation system, no encounter generation systems, and (as you stated) it didn't have any of the setting documented in enough detail to actually use. It sort of missed both ways. TBH, I think Space Master did a better job of being not-traveller than 2300.

As for a the system, it was forgettable enough that I can't remember the details either. I have a soft spot for the game mechanics in Twilight:2000, though, which bear a lot of similarities to the BRP family. Once upon a time I did a sci-fi game based on a hacked about version of the T2000 rules, and ran four campaigns of that between about 1990-1993.

Designing good aliens is hard. I think some rubber suit-ishness is inevitable if you want to make them playable but trying to make an alien design at least somewhat novel (i.e. it has an interesting mcguffin) while keeping it playable is a bit of a balancing act. You can't get away with Mcguffininite abuse in a sci-fi game, as players will find novel applications for any capability they have access to.

To take some examples from Traveller, Aslan and Vargr are easy to play because they're basically humanoids in a rubber suit with some stat mods. K'Kree are awkward because they're large and always travel around in groups. That mcguffin is heavyweight enough that you would build the whole game around it. Hivers are deaf, make really good computers and have sex by shaking hands. The whole manipulations thing is interesting at a galactic politics level but not easy to role play. The best you're likely to get with that is to pull the party into somebody else's manipulation, although it is more playable than a family group of K'Kree.
 
I got the 1e Corebook in a Humble Bundle of 2e material but really wanted the setting material so this is a great opportunity to grab it.
 
I got the 1e Corebook in a Humble Bundle of 2e material but really wanted the setting material so this is a great opportunity to grab it.
And I'll add that The Enemy Within campaign really is setting material. WFRP 1E is one of the best examples of using adventures to show its setting rather than using sourcebooks. Even if you never actually run the campaign, just reading the adventures in the series will give you everything you need to know to run your own adventures in the setting. It is the foundational document of the Old World that all later materials built on.
 
Hivers are deaf, make really good computers and have sex by shaking hands. The whole manipulations thing is interesting at a galactic politics level but not easy to role play
Although I haven't played the OTU/3rd Imperium much, I did get the Hiver book and have put them in a few of my games. They're an interesting race in that they have enormous empathy and maternal instincts and not just for their own young but also other "stupider" sentients. However they are willing to lie through the teeth and manipulate without compunction and have an intuitive statistical understanding of risk.

A little example I had was the party hired a hiver mechanic for the jump drive, he was skilled beyond belief in that regard. Slowly over the game he manipulated and coerced them so that he gained more and more access to the computer systems (thankfully they never quite copped on to it, though to be fair they were 12!). Then late in the game they announced they were going to attack another ship (for various reasons) and he just spoke into the intercom and slaved all systems to his command "for their own good" as he reasoned that objectively it was too risky.
 
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I got the 1e Corebook in a Humble Bundle of 2e material but really wanted the setting material so this is a great opportunity to grab it.
Same here:smile:.

And I'll add that The Enemy Within campaign really is setting material. WFRP 1E is one of the best examples of using adventures to show its setting rather than using sourcebooks. Even if you never actually run the campaign, just reading the adventures in the series will give you everything you need to know to run your own adventures in the setting. It is the foundational document of the Old World that all later materials built on.
Let's just say that I'm really not a fan of this style of presenting a setting, whether it's efficient or not:wink:!
 
I got the 1e Corebook in a Humble Bundle of 2e material but really wanted the setting material so this is a great opportunity to grab it.
The general purpose setting advice, like the demographics and location maps in WHFRP1e, are second to none. It's worth getting for that alone. The fact that it's also this slightly clunky game that sells itself as D&D, but is really Fantasy Call of Cthulhu, is a bonus.
 
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