[TML] GURPS Traveller Questions :What do I need
Tom Cusworth
tom.cusworth at googlemail.com
Mon Mar 3 08:51:36 MST 2008
You need GURPS Traveller (unless that's the "basic book" you mention... It
has all the chargen and equipment in it...
-Tom
On 03/03/2008, Peter Brenton <pbrenton at mit.edu> wrote:
>
> Hi folks,
>
> I'm contemplating returning to traveller after a long hiatus (Hi
> Doug! Hi Shadow! Others!).
>
> I'm thinking of a CT style campaign using GURPS rules (mostly because
> the other players are familiar with them, makes it easier), the
> question of the day is how shall I invest my hard earned funds in
> GURPS products to support such a campaign. I have the Basic book and
> Psionics, the Modern Tech supplement (great for TL7-8 firearms). I
> have access to, but don't own, Compendium I.
>
> I also have a huge collection of traveller materials spanning the
> systems. I don't need the background.
>
> So I think I need rules for the following;
>
> Individual Combat resolution (that is, stats for Traveller-type
> weapons and armor)
> Vehicle Combat and Design
> Starship Combat and design
>
> I need the rules for resolving outcomes of tasks such as sensor ops,
> communications, etc. A means of designing ships and
> vehicles. Skills advantages and disadvantages that might be
> customized for the Traveller universe (which I can cull most of from
> the basic book). What else?
>
> I do NOT need background, library data, maps and charts, scenarios, etc.
>
> Thanks,
>
> Peter Brenton
> "A good Traveller has no fixed plans and is not intent on arriving."
> Lao Tzu [Capitalization mine]
>
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--
Blessed are the cheapskates, for they shall see god and still have change of
a fiver - Tom Holt, Valhalla.
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