Traveller / Fading Suns

   
Traveller / Fading Suns

I am considering starting up a Traveller / Fading Suns crossover game, in which a group of PCs who work for the ISS become lost in a jump incident and wind up in the Fading Suns universe.

Ideally, I would prefer to have players with little knowledge of the Fading Suns setting, so as to make the exploration elements more compelling. This thread is likely to contain spoilers for those who might be interested in participating / playing.

That said, I'd appreciate input form people who are intimately familiar with both systems, to help highlight challenges in the interface between the two game systems. Both represent psionics, alien races, cybernetics, and high technology, but I suspect there will be some subtle nuances in adapting one to the other.

Any advice on marrying the two systems? Which would you use as the base system, and which would you import things from? My initial inclination is to use Traveller for its lifepath chargen, at least, but I'm wavering between the two core systems.

(Just to head it off at the pass: I'm not interested in using Stars Without Numbers, Star Frontiers, Fate, or Eclipse Phase, although each is a worthy system in their own right.)

AFAIK, Fading Suns also has Lifepaths.
Then again, Traveller probably wins by default, because the players willing to generate ISS characters and head off to explore the Fading Suns universe are likely to be Traveller players. Conversely, if you post a recruitment thread for the Fading Suns system, the players who respond are likely to already be familiar with the Fading Suns setting, which you don't want.

The main obstacles are likely to be Psionics, Traveller education, and FS shields.

I don't know how to represent shields, and Traveller Psionics would need to be buffed up to get to the same place where FS Psionics are.
Potentially the biggest problem would be the fact that Traveller EDU 6 Comp-0 should be enough to make you a very coveted specialist!

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Originally Posted by AsenRG View Post
AFAIK, Fading Suns also has Lifepaths.
Point buy, with dedicated points and "extras" for customization, a la WOD games. At least in the 1st and Revised editions.

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Then again, Traveller probably wins by default, because the players willing to generate ISS characters and head off to explore the Fading Suns universe are likely to be Traveller players. Conversely, if you post a recruitment thread for the Fading Suns system, the players who respond are likely to already be familiar with the Fading Suns setting, which you don't want.
Agreed.

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The main obstacles are likely to be Psionics, Traveller education, and FS shields.

I don't know how to represent shields, and Traveller Psionics would need to be buffed up to get to the same place where FS Psionics are.
Shields are simple enough; they activate on any damage roll above X, where X is the activation rating, and provide a fixed number of armor points. Shield-defeating weapons bleed through all of their odd damage pips (i.e. damage of 2,3,5 would bleed through as 1,2,3 damage).

Psionics are harder, but the main thing that changes is the resulting effects of the skill roll. Psionic strength maps pretty closely to the power stats. The part I'm more worried about it how to model corruption / antipathy / etc, but since I don
t need it in Trav, I'll probably just add it directly as a new stat when it becomes relevant.

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Potentially the biggest problem would be the fact that Traveller EDU 6 Comp-0 should be enough to make you a very coveted specialist!
This, on the other hand, is a feature, not a bug. While it won't be quite as easy as you imply, the intention is absolutely that the PCs will be movers and shakers by virtue of having some capabilities that most locals don't have. A jump drive that doesn't rely on gates, for starters. Negotiating the politics of those advantages will be part of the fun.

Some short-sighted folks might try to just take away their advanced tech, but without the PCs ability to use and maintain it... well, the more intelligent sorts are likely to quickly see the PCs as more valuable alive than dead. At least, as long as there's a chance they could be co-opted.

Instead of the standard "PCs chase the McGuffin" campaign, in this one the PCs are the McGuffin.

I'm not familiar with Fading Suns, but I am a fan of Traveller and this sounds quite interesting. I can't speak to the intricacies of combining the two systems, but I'll happily show interest in seeing the results.

Admittedly, I have not played Traveller extensively yet, but I do not know of Fading Suns so I guess that makes me the target demographic! Would be interested to see what this produces.

Given the fairly tepid interest, I'll probably pass on running this one.

Never fear, I have more ideas in the queue.

That's too bad, I thought you have figured it all out (which is why I didn't see a point commenting).





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