The Trojan Reach! Traveller MG2e!
You were clever merchants, hardy explorers, and cunning diplomats. Now Realizing that you want to take up the life of a Traveller.
TYPE
SYSTEM
EXPERIENCE
AGE
About the adventure
*It is called the Outrim Void. The Borderland. Wild Space. If the Spinward Marches is an isolated outpost to the rest of the Imperium, then the Trojan Reach is where the wilderness begins. The sector is an expanse of uncharted worlds and petty, backward barbarian kingdoms, a chaotic, treacherous zone of space teetering on the maw of the Great Rift. Somewhere, out there beyond the little one-world kingdoms and the failed Second Imperium colonies, are the ferocious and fearsome Aslan, unrestrained by the Peace of Fthair.* Into the Far Future.. Traveller is a science fiction roleplaying game of clever merchants, hardy explorers, and cunning diplomats. Each of your characters have decided to muster out of your respective careers after several decades worth of work. Realizing that you want to take up the life of a Traveller you were able to contact some old friends and scheduled to meet them and meet at the local Startown on the planets capital.
Game style
Theater of the Mind
Sandbox / Open World
Game themes
Meet the Game Master
4 years on StartPlaying
492 games hosted
Highly rated for: Storytelling, Creativity, Teacher
Average response time: Under 1 hour
Response rate: 100%
About me
Hello my name is James, I have been in the hobby for almost ten years and have been a Game Master for several games a week for the last four years. I have a very wide spectrum of interest's and am always interested learning and trying out a new game systems! While I usually prefer to use pre-published campaigns as opposed to homemade I have recently both authored and ran several of my player groups through a custom setting based upon World of Darkness. I have successfully ran over three dozen modules from diverse variety of game systems including but not limited to Pathfinder 2e, Starfinder, Shadow of the Demon Lord, Warhammer Fantasy Roleplay 4e, Dungeon Crawl Classics, Call of Cthulhu 7e, Delta Green, Trail of Cthulhu, Savage Worlds and Vampire the Masquerade. I am always eager to learn new things and meet new people.
View Profile →Character creation
Creating your character
All Travellers will be created together over session zero. All human travellers. The basic pitch for this campaign follows that each of the players are part of the same starship crew, The Voidskipper and are based out of the Trojan Reach. Described as the space equivalent of the wilderness, the crew will need to be hardened with clear motivations and goals behind why they are operating a starship beyond vague ideas of monetary reward. In character creation this will take the form of a Motivation and an Agenda. Each player will create a total of two characters, one serving some designated starship role (Pilot, Astrogater, Engineer, Gunner) and another character working as support (Purser, Medic, Steward, Marine). During play you will be swapping between these characters based on the requirements of play, a session focused on planet-side diplomacy might call for the Steward and Marine while one entirely focused on space travel would require the Pilot and Engineer. In the interest of speed, balance, and player-choice, Travellers will be created using the “Starting Packages” method found in the Traveller Companion 2024 Update. Characters will each get a total of four connections, one with their other character the rest on any of the other player character’s. Starting equipment will be bought during session zero, choices will be limited to the Core Book 2022 exclusively.
What to expect
Preparing for the session
The version we are using for this game is the most recent Mongoose Traveller 2nd edition set in the Third Imperium Setting. The Core Rulebook 2022 Update is helpful but not required For those interested in the specific rulebooks that we will be using for this game, this list includes: Core Rulebook 2022 Update and Traveller Companion 2024 Update each could be purchased from Drive thru RPG or Mongoose's website. Players will need a working microphone, discord account, and forge account. Traveller in my personal opinion works better when there is a deep exploration of the human condition alongside traversing the univese. My games have been described by players as character-focused and high on drama. This is because I tend to attempt to work in the player’s creations (backstory, connections, and motivations) to shape the game. As a game that tends to be unforgiving when it comes to combat and trade, players should understand that my job as Referee is not to antagonize your character but to present difficult challenges for them to overcome. I will reiterate this point to each of the players before the game starts. As with anything above is a rough pregame outline for expectations of play.
What James brings to the table
I have been running Mg2e Traveller for almost three years now. These games require a lot of front end preparation on the part of the Referee in order to run smoothly. Higher quality presentation including vtt maps, handouts, and other visual aids. I will host the game with Foundry VTT & will have all rules input ahead of time for this game so you have quick access. I will also create token images for all characters. I am fairly well read on the 3I Setting but make some adjustments, primarily in presentation, to make it my own. I would describe what I love most about Traveler’s setting is the feeling that even though set in the Far Future, much of the context of life has not changed. As there is still the issue of scarcity, the Travellers are forced to work to sustain themselves and often have to worry about following planetary customs and regulations alongside their other obligations. I love what makes the setting different from other science fiction settings and tend to try and highlight these aspects primarily during play. I have a love for detailed living settings, character-focused roleplaying, and episodic style storytelling. To make sure everyone is keeping track-of time I plan on keeping and publishing a journal alongside sessions to help retain memory of game events. I will do my best to make this the perfect Traveller game for your tastes within the boundaries of the campaign frame.
Equipment needed to play
Computer
Headphones
Internet
Microphone
Platforms used
Safety
How James creates a safe table
Session Zero will be a full session where everyone makes each of their travellers, buy equipment, and customize the ship that they will be working on. Lines and Veils will also be discussed during the session zero. The course of play will be between two and three hours, and will have one ten minute break at around the half-way mark. While the players will be filling the crew of a starship, the focus on trade will be purely based upon group interest, otherwise ship finance will be mostly handwaved. Despite having a “main mission” in the background, the sessions will attempt to be self-contained, visiting a new planet every other session or so. Often with time passing between the end of one session and the beginning of another. This will allow for character’s to work on progressing in skills using the Core Rulebooks standard experience system. Oftentimes “game-time” will only be focused on moments of the traveler’s lives that are most interesting, landing on a new planet, getting a deal from a well established patron, dealing with rival traders, ect. Each session will have a type of “cold-open” where the travellers are thrust into a situation to start the session strong. The last twenty-thirty minutes of the session will be an open-forum where players will state their stars and wishes, rules questions, and other comments or concerns for the session.