I started off with four, but kept finding more. Read 'em and enjoy.
http://andyslack.wordpress.com/2013/05/13/what-ct-77-got-right/
On Animal Encounters: "I still remember the PCs hunting 30-ton pouncers in AFVs. Man, that was nuts."
On Interstellar Empires: "There aren’t any. Nor do you need them."
http://waystarhighport.blogspot.com/2012/04/to-z-t-is-traveller.html
Quote: What is Traveller? "The two consistent things about Traveller are that there is no faster-than-light communication, and that Jumps last approximately one week. The best description of what Traveller is comes from the little black box that the little black books came in, way back in 1977. Traveller is “science fiction adventure in the far future”.
http://andyslack.wordpress.com/2011/01/18/classic-traveller-skills/
Quote: "Traveller weapon expertise wasn’t a skill level in the way that we
now understand the term. All player characters had expertise 0 in all
weapons, meaning as a PC you could pick up anything from a spear to a
laser rifle and use it. (NPCs did not enjoy this privilege, suffering
severe penalties if they tried to use a weapon without expertise.)
Expertise with a weapon in CT is more like D&D weapon specialization
or the Savage Worlds Trademark Weapon edge; it is a statement about the
character’s signature combat style and his favorite tools for the job.
However, compared to the die roll modifiers for range and target armor, the effects of expertise are quite low; the way to take a foe
down was to pick the right tool for the job . . ."
http://andyslack.wordpress.com/2013/05/15/end-game/
On Character Generation: "But, the thing about character generation in the 1977 edition of Classic Traveller is this: It’s the end game.
Fresh out of character generation, the typical PC is in his late 30s
or early 40s. He’s the same age as Conan was when he seized the throne
of Aquilonia. He’s done the spacefaring equivalent of all that
dungeon-crawling crap, served his time in the trenches, and now he is
ready to concoct "daring schemes for the acquisition of wealth and
power", as Book 3 put it."
http://gondica.wordpress.com/2011/08/18/traveller-the-grizzled-veteran/
Quote: "Traveller was designed by people that know the science of
geography, e.g. Marc Miller. This academic field influences the rules
for designing planets. The gamemaster starts with specifying the
planet’s physical qualities (size, atmosphere, hydropgraphy), which
influence its population size, which in turn influences its political
arrangements and technological development level, which in turn
influence its economic parameters.
When you created player characters, they existed within a
socioeconomic system. They chose professional careers and got money and
equipment accordingly, they aged (occasionally even died) before
entering the game. This is an approach influenced by social sciences and
since my academic background is political science and history, this
game turned out to be the right one for me.
http://travellermerc.wordpress.com/2011/03/24/why-play-a-70s-game-in-2011-is-travellerstriker-dead/
Quote: "The play occurs within the flexible sci-fi format that allows flat out
historical refights, pulp like adventures, xenomorphs vs human (a la the
Alien or Predator franchises), all in addition to the laser pistol
toting, vacc suit wearing space opera one might expect from a sci-fi
game. Traveller’s tech levels, despite some obvious challenges, remain a
great way to hold on to history, alternative history and science
fiction all in the same game context. That makes for an impressively
flexible tool.
Classic Traveller and its sub-games like Snapshot, Striker et al. provided a game-making toolkit rather than simply a game."
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