Monday, October 19, 2020

Superhabitable Worlds and Traveller

The superhabitable world of Hesselgrave (Magyar 2939 CA98696-8).

A recent article in the journal Astrobiology has reignited interest in superhabitable worlds: exoplanets that might represent the best opportunity for harboring extraterrestrial life. While many researchers have assumed that alien life would be most likely found on planets most closely resembling Earth, others have proposed that slightly older, larger, and warmer worlds would be even better candidates for extraterrestrial life.

Following this logic, a K dwarf star might be more likely to support the development of extraterrestrial life than our own G-dwarf type star. Although cooler, less massive, and less luminous, an orange K dwarf star has a much longer lifespan and may have a wider habitable zone.

Translating the superhabitable parameters into Traveller5 terms, we get a set of criteria something like this: 

  • K-dwarf primary
  • Orbit 2
  • Size 89A
  • Atm 6789
  • Hydro 678

A few other superhabitable parameters—for example, the presence of a slightly larger or nearer moon than Luna—are not detailed in standard Traveller world generation, but can be determined during extended system generation.

[There] is life everywhere. Worlds naturally spawn their own life forms, and many produce intelligent species —MT Referee’s Manual 7.

The Third Imperium setting assumes that extraterrestrial life is fairly common within Charted Space, though no one game mechanic has been consistently used across editions to determine the presence or absence of native life. 

DGP’s World Builder’s Handbook (1989) has a nice, simple system for indicating native life: a 2D roll of 10+, modified by primary type, orbit, atmosphere, and hydrosphere. A garden world (Size 678, Atmosphere 568, Hydrosphere 567) orbiting in the habitable zone of a G or K dwarf could have a total DM of +6, meaning native life would have developed on 83% to 92% of the worlds meeting those criteria. In contrast, a desert world (Atmosphere 23456789, Hydrosphere 0) orbiting a type F star would have DMs ranging from -4 to +1, with odds of native life ranging from 0% to 28%. That’s quite high for my personal tastes, but seems roughly consistent with the published OTU. 

GURPS Traveller: First In (1999) provides a different determination method in which the age of the primary star is a fairly large variable. If we assume a K dwarf system might be anywhere from 1 to 12 billion years old, the modifier could range from +1 to a whopping +24! An ocean world (in this context, a world with some surface water and oxygen-nitrogen atmosphere) orbiting a 6-billion-year-old K dwarf star in the habitable zone would have a +14 modifier. Such a world has a 100% chance of harboring native life, the nature of which which breaks down to a 2.77% chance for protozoa, 5.55% for metazoa, 8.33% for simple animals, and a 83.33% of complex animals. A desert world would have no chance for harboring native life.

Traveller5, surprisingly, does not have an analogous mechanism—perhaps because that edition seemingly assumes any planet with an atmosphere of 2+ and a population of 7+ in the habitable zone has not just native life, but Intelligent Native Life. That's way too much for me. I'm not looking to Traveller for super hard sci fi, but not the Star Wars cantina either.

In any case, superhabitable worlds as we defined them above should be very strong contenders for native life in the OTU, if not total locks. In Magyar sector, three worlds meet the superhabitable criteria:

  • Nosret (2807 A897477-D). This world was within the Vilani Ziru Sirka, so has potentially been inhabited for thousands of years. It's got a class A starport, is on the Xboat route, but only a population of 4. Perhaps it has native life, but that life is incompatible or inimical to Humans. Maybe the dense atmosphere is tainted with microbes or spores.
  • Tralp (1913 D968998-8). This world has some canonical history: beyond the Ziru Sirka, it was settled by Terran emigres by -2204 and grew into the Reformed Dootchen Estates. Probably the native life was compatible with Terran life.
  • Hesselgrave (2939 CA98696-8). Also beyond the Ziru Sirka, this world may have been incorporated into the Terran Confederation and/or the Rule of Man, but might not have been settled until after the Long Night. Like Nosret, the native life may not have been really compatible with Terran life.

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Tuesday, October 6, 2020

The Age of Worms has Passed!

In 2013 I had not run a regular, ongoing D&D campaign for a few years. I was a player in a pretty fun monthly game, and DMing some kids through a mini-campaign, and running semi-regular installments of the Great Dungeon. But no real campaign as such.

It was a weird time: although I had played a ton of Third Edition, I was a little adrift. Fourth Edition had been out for five years, but I had been so turned off by WotC’s handling of the edition switch that I had admittedly never given it a chance. Fifth Edition was coming, they said, but I really didn’t have much interest. Instead, I’d just kept running 3.5e with occasional forays into Swords and Wizardry and Pathfinder. The latter seemed fine, but I had never completely embraced it, even though I had high regard for the Paizo team.

Several of my regular players were hankering for a new campaign, but everyone seemed really busy. And we were scattered across the state. I was hesitant to commit.

But part of me was missing a regular game, and even more so, my gamer friends. I was also hearing good things about the Roll20 virtual tabletop. So on May 2, I sent out a faithful email with five different campaign pitches, including Red Hand of Doom and the Savage Tides adventure path. The players chose my first pitch:

Age of Worms develops from a small town of Diamond Lake, leads to intrigue in the Free City of Greyhawk, and then on to a mysterious cult that serves as a front to bring about the events leading up to the Age of Worms. As the players encounter the various architects of the plot, they uncover the nature of the coming age, and battle the ultimate masterminds behind it.

AoW was only the second Paizo adventure path, published in twelve monthly installments of Dungeon magazine from July 2005 to June 2006 and covering a classic zero to hero arc: characters could go from 1st all the way to 20th level, and maybe further. Although written for 3.5e, I adopted it to Pathfinder, where it provided my first (and as it turned out, last) stress test of the system.

We convened a weekly Roll20 group later that May, the Tuesday Night Casual Encounterists, but not before I gave them all fair warning: “This campaign,” I wrote, “is supposed to be a real motherfucker.” We had five PCs: Braan Amher, a half-orc ranger, Greylen Stahl, a human cleric, Garrett Moore, a human fighter, Melvin the Helvin, a human half-elf rogue, and Fingolfin the elvish enchanter. The players were a good mix of role-players and min-maxers, and all of us had played together in several different games over the years.

Roll20 was a huge revelation: not very fancy and occasionally clunky, but serviceable and easy to use, making it convenient to meet a weekly 3-hour commitment every Tuesday night. You get a pleasant rhythm in a weekly game that you never quite achieve in a monthly or even bi-weekly one. And we did pretty well playing most weeks.

We played a little over two years—through almost 10 of the 12 installments—when the wheels finally fell off. It was a combination of different life events all at once, some really good and some really not. Most games end like this, with a whimper: you start skipping more and more weeks until finally you just sort of stop.

In 2018 we ran a face-to-face session to finish up the 11th AoW installment, “Kings of the Rift,” in an attempt to bring some closure to a campaign I think we had all enjoyed.

But this spring we were all sidelined with COVID-19. I had dusted off my Roll20 account and was running some Traveller and 5e games. But a couple of players suggested we finish off Age of Worms.

And so we did.

All told, it took 94 sessions and maybe something like 240 hours of Roll20. All of the players stuck with the whole campaign. At about the halfway point, Fingolfin retired and the same player introduced Herr Hexenmeister von Formen, an evoker. A few of the player characters were killed but restored with resurrections or wishes. In the end, AoW didn’t prove nearly as lethal as billed—though I did my level best!—but the adventure path was fairly entertaining. A high level Pathfinder game came with a pretty steep learning curve both for myself as well as the players, but by the end I think we did fairly well contending with artifacts, deities, and 9th level spells. (Roll20 macros and character sheets were probably a godsend here.)

For me, the promise of Age of Worms was the opportunity to finally use many iconic D&D elements that I’d never had a chance to use before. During the course of the adventure path the PCs were expected to visit the City of Greyhawk and collect several classic artifacts, some of which go all the way back to the Eldritch Wizardry supplement (1976), such as the Rod of Seven Parts and the Hand of Vecna. The central villain, Kyuss, goes all the way back to the original Fiend Folio (1981) and the loathsome Sons of Kyuss, a creation of Michael MacDonald: “Truly horrible creatures in appearance, these ghastly undead appear as animated putrid corpses with fat green worms crawling in and out of all their skull orifices.” Another major antagonist of the Age of Worms is Dragotha the Undead Dragon, who originated in a memorable Erol Otus map from the revised Module S2, White Plume Mountain (1981). In some ways, the Age of Worms reads like a D&D bucket list.

The execution of the adventure path, though, is a bit uneven. Some of this was likely due to Paizo’s relative inexperience coordinating such a large and complex adventure on a monthly deadline, working with different authors, and fitting it all into a limited page count. More than once you can see some slips that likely arose from the frenetic development pace: a continuity error here, a bum statblock there. Nifty ideas are raised but never really developed: for example, in “Kings of the Rift” the PCs are charged with finding Dragotha’s phylactery, with many hints that this fell item might prove a useful bargaining chip with the dracolich. But “Into the Wormcrawl Fissure” does nothing with this premise: the phylactery has no real benefit, and the PCs might as well destroy it as soon as they get their mitts on it. (Which is what my group did anyway.)

Similarly, the adventure path introduces some new mechanics like Fate Points or authority points but then does relatively little with them. Also, in the course of the early adventures the PCs can find some minor items that seemingly play no part until the very last adventure.

Some of the problems with Age of Worms, though, are fundamental problems with Third Edition, particularly high level play. Back in 2008 Merric Blackman wrote a tough assessment of the adventure path: How Paizo Made Me Hate 3e. Although the title is a bit tongue-in-cheek, many of his criticisms are dead on. Particularly at higher levels, 3e suffers from a huge disparity between classes, enormous modifiers to attacks and saves, and overly complicated mechanics. Each PC has multiple different actions each round that allow them to swamp many solo monsters just with action economy. 

The infamous 15 minute day, in which high level PCs can go nova in one encounter and then retreat to safety to recharge, is endemic to the later installments. Some of this might have been remediated through tighter adventure design: “Into the Wormcrawl Fissure,” for example, is supposed to be a harrowing race to confront Dragotha before Kyuss can emerge from his prison and unleash the Age of Worms. But there’s no real sense of urgency: in fact, the adventure encourages the PCs to complete a series of fetch quests before they face the dracolich.

One critique that Blackman had is somewhat ameliorated by the Pathfinder system. The adventure path relies too heavily on undead monsters, which are immune to sneak attacks in 3e, greatly limiting the rogue class. In Pathfinder, though, rogues can sneak attack undead, allowing our Melvin to shine in combat—particularly when he and Garrett could get into flanking position. But while the Pathfinder system makes a few of these problems better, it also makes many problems worse by adding new layers of complexity. High level play still remains a chore to run.

The most frustrating problems with Age of Worms, though, were ones completely out of the hands of Paizo: here I mean interference from Wizards of the Coast, which had to review and approve all of Paizo’s licensed work. One can occasionally spot WotC’s hand in the insertion of game elements pulled straight from the newest WotC books. Perhaps the most awkward example was a derro warlock riding a wyvern with levels in some weird aerialist prestige class, something that really didn’t make much sense within the context of the adventure. When I ran that encounter I simply substituted the halfling vampire that appears to have been the author’s original intent.

I mentioned earlier that the adventure path clearly suffers from a frantic pace of development. The original plan was for Paizo to release a hardcover “director’s cut” compilation edition that could have smoothed out some of these rough edges and added material that landing on the cutting room floor. Instead, WotC denied Paizo the opportunity.

But my biggest critique of WotC here was how they hamstrung the use of the Greyhawk setting. So many of the iconic D&D elements I wanted to see used in Age of Worms originated in Greyhawk and are tightly connected to that world. Many of the Paizo principals were unabashed Gryhawk fanatics: I first “met” Erik Mona on the old AOL Greyhawk boards back in the early 90s.

But despite this, for some inexplicable reason WotC severely curtailed the ability of Paizo to utilize the Greyhawk setting for Age of Worms. For example, WotC insisted that instead of using Tenser the Archmage, Paizo was forced to use an ersatz Tenser named “Manzorian.” Likewise, Greyhawk City becomes just “the Free City.” The result is a very unsatisfying, uncanny valley version of Greyhawk. It is a great credit to the Paizo team that they got as much authentic Greyhawk content (including several nifty Easter eggs) into the adventure path as they did, but overall this was a tremendous wasted opportunity.

These weaknesses aside, this is a damned good adventure path that could have easily been made great in a compilation edition. And if a few of the early installments are forgettable, the back six adventures are suitably epic and really pick up a load of steam. These final adventures feature some fantastic set pieces: the haunted jungle city of Kuluth-Mar, the Lost Island of Tindalos, the besieged giant city of Kongen-Thulnir, the Tabernacle of Worms, and the Spire of Shadows. As promised, I finally got to see the Hand of Vecna, the Rod of Seven Parts, even a sphere of annihilation in play! To say nothing of Dragotha or Kyuss himself.

I had never run a group all the way to 20th level in any edition, and had never had PCs fight a god, or even a demi-god. In the end, my players prevailed. They played smart, got a little lucky, and pulled out all the stops for the final confrontation with Kyuss. The Wormgod really didn’t know what hit him.

I’ve been blessed to have a few very fun, long-running campaigns that we were able to run to completion. But I’ve probably had just as many campaigns that either never took off or sputtered out well before their time. You don’t often get a chance to finish an abandoned campaign, and I’m so glad we had a chance to do so with Age of Worms. Well done, Braan, Garrett, Greylen, Hexenmeister, and Melvin!

Hexenmeister, Greylen, Braan, Garrett, and Melvin round on Kyuss.

Monday, September 21, 2020

The Abyssal Gorer

I have written previously about action economy and monster design. Essentially, a group of PCs can easily overwhelm a single, more powerful monster simply because they get so many more actions per round than the monster. Although the fundamental issue was more-or-less understood much earlier, the term “economy of actions” may have been coined by Wizards of the Coast designer Rodney Thompson in an influential, but long lost Gleemax post from 2007 or 2008. 4e tried a few different mechanisms with varying levels of success to address this problem, most notably creating minion, normal, elite, and solo categories for monsters.

The 5e solution is the legendary action mechanic, which gives powerful monsters bonus actions each round that can be taken on the players’ turns. This solution actually harkens all the way back to the 2003 Miniatures Handbook, which introduced the mechanic of swift and immediate actions to 3.5e. These actions also allow monsters to take extra actions each round—even outside their own turn.

Pathfinder Battles horned demon miniature.

Although later 3.5e monsters occasionally incorporated swift and immediate actions, the implementation was inconsistent. Other designers tried other mechanics to address the action economy problem, and the “horned demon” from Paizo’s Dark Elf Sanctum (2005) is a good example. Sanctum was part of Paizo’s short-lived Compleat Encounter line: each installment contained a short, stand-alone encounter along with cardboard map tiles and unpainted miniatures. Sanctum was written by Mike Mearls with art by Wayne Reynolds. The miniatures were sculpted by Neil McKenzie.

The horned demon is a tough, physical brute with one very interesting trick: it wears a magical belt containing the souls of trapped evil spellcasters. (Is that metal or what?) While the demon engages in melee the belt casts spells, essentially given the monster bonus actions each round. This is a classic Mearls design, featuring an elegant, flavorful solution to a knotty mechanical problem.

But the horned demon has a few classic Mearls quirks, as well—such as a profound disinterest in setting logic or mechanical consistency. The demon, for example, has none of the special features of the demon subtype. And in a game system that quantifies everything, there’s no indication what happens to the belt once the demon is killed, how much such a belt is worth, or how one is created.

Paizo brought the horned demon into the Pathfinder game as the Kalavakus demon in the Pathfinder Roleplaying Game Bestiary 2 (2010). But this is a rather different monster, now a conventional demon without its signature belt and sporting a new enslave ability: a much more mechanically complete—but also much less interesting—monster. (Fortunately, the WizKids miniature of the demon included the three-faced belt.)

For this conversion, I’ve gone back to the original design and embraced the problematic belt. The following text is Open Game Content.

Abyssal Gorer

This hulking, muscled beast has four long, fierce horns sweeping back from its skull and similar bone structures along its forearms. It wears a leather belt and loincloth set with three metal disks, each with a humanoid face carved upon it.

Fell Advisors. Each abyssal gorer wears a belt of the coven, a demonskin belt imbued with the souls of three evil spellcasters. These villains speak to the gorer and provide counsel in battle.

A Bloodthirsty Abandon. In combat an abyssal gorer lunges toward the nearest target. The coven trapped within the belt lend their arcane power to its efforts, blasting its foes with spells or enhancing its efforts with support spells.

0e

Abyssal Gorer CL 11 (1,700 XP)

The belt of the coven worn by an abyssal gorer acts as an intelligent sword and can cast spells as a 6th level magic-user (4/2/2). A common spell list is: level 1: hold portal, magic missile x2, shield; level 2: strength, web; level 3: lightning bolt x2.

HD 9; AC 4 [15]; Atk 2 claws (1d6), gore (2d6); Move 12; Save 6; AL C; Special: Spells.

3.5e

Abyssal Gorer CR 11

Always CE Medium outsider (chaotic, evil, extraplanar)

Init +1; Senses darkvision 60 ft.; Listen +18, Spot +18

Languages Abyssal, Common

Defense

AC 25, touch 11, flat-footed 24 (+1 Dex, +14 natural)

hp 126 (12d8+72 HD); DR 10/good

Fort +14, Ref +9, Will +11

SR 22

Offense

Spd 30 ft.

Melee 2 claws +16 (1d8+4), bite +14 (1d6+2), gore +14 (1d6+2)

Space 5 ft.; Reach 5 ft.

Special Attacks aligned strike (chaos, evil), horns, powerful charge 2d6+6

Typical Sorcerer Spells Known (CL 6th)

3rd (3/day)—lightning bolt (DC 15)

2nd (6/day)—bull’s strength, spider climb

1st (7/day)—jump, mage armor, magic missile, shield

0 (6/day)—acid splash (+13 ranged touch), arcane mark, daze (DC 12), detect magic, ghost sound, resistance, touch of fatigue (+16 melee touch)

Statistics

Str 19, Dex 13, Con 22, Int 15, Wis 17, Cha 15

Base Atk +12; Grp +16

Feats Combat Expertise, Improved Bull Rush, Improved Disarm, Multiattack, Power Attack

Skills Climb +19, Intimidate +17, Jump +19, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Search +17, Spellcraft +17, Spot +18, Tumble +16

SQ belt of the coven

Ecology

Environment any

Organization solitary or patrol (2–9)

Treasure standard

Advancement 13–18 HD (Large); 19–24 HD (Huge)

Level Adjustment +6

Special Abilities

Belt of the Coven (Su) The three souls bound within the belt are spellcasters charged with directing the gorer and providing it magical support. In addition to the abyssal gorer’s normal actions, each of these faces is an intelligent creature. An abyssal gorer somehow separated from its belt has Intelligence 6, Wisdom 8, and Charisma 5. 

Each round, one of the three faces can cast a single spell as a swift action. The spell must be cast with a standard, move, or free action for the belt to use it in this manner. The belt has the casting ability of a sorcerer with half the abyssal gorer’s HD as its caster level (typically resulting in caster level 6th). The belt uses the gorer’s attributes, attack bonus, and all other relevant data when using its spells, such as touch attack bonus. The gorer acts as the spell’s caster for purposes of determining line of effect, targets, and so forth. Using spells in this manner does not provoke attacks of opportunity.

Horns (Ex) The long, sharp horns that run along the gorer’s arm allow it to disarm its opponents with greater ease. It catches a weapon in the gap between its arm and the horn and yanks the weapon away from its opponent. It gains a +2 bonus on all attack rolls made to disarm an opponent.

Powerful Charge (Ex) When an abyssal gorer charges, its gore attack deals 2d6+6 points of damage.

Typically, a coven uses shield and mage armor to leave the gorer invulnerable to most attacks. It then either follows up with bull's strength if the gorer faces a tough foe, or picks off the gorer's opponents with magic missile and lightning bolt.

5e

Abyssal Gorer
Medium fiend, chaotic evil
Armor Class 13 (natural armor)
Hit Points 142 (15d8 + 75 HD)
Speed 30 ft.
StrDexConIntWisCha
19 (+4)13 (+1)20 (+5)15 (+2)15 (+2)16 (+3)
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common
Challenge 10 (5,900 XP)
Spellcasting. The abyssal gorer is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It requires no material components to cast its spells. The abyssal gorer has the following sorcerer spells prepared:
Cantrips (at will): acid splash, chill touch, mage hand, minor illusion, prestidigitation, shocking grasp, true strike
1st level (4 slots): jump, mage armor, magic missile, shield
2nd level (3 slots): enhance ability, spider climb
3rd level (3 slots): lightning bolt
Magic Resistance. The abyssal gorer has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The abyssal gorer makes three attacks: one with its gore and two with its claws.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Charge. If the abyssal gorer moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Legendary Actions
The abyssal gorer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The abyssal gorer regains spent legendary actions at the start of its turn.
Claw attack. The abyssal gorer makes one claw attack.
Gore attack (Costs 2 Actions). The abyssal gorer makes one gore attack.
Cast a Spell (Costs 3 Actions). The abyssal gorer casts a spell from its list of prepared spells, using a spell slot as normal.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Wednesday, August 26, 2020

End of Summer Update

It’s been a strange summer with COVID-19, and although this blog has fallen fallow I’ve actually been gaming as much as ever. I’ve been running two weekly Roll20 games so most of my spare time has been spent prepping and refereeing those campaigns. And I’ve even had a chance to play a bit, which I always enjoy. A quick recap of what’s been going on:

Age of Worms. Our 1e Pathfinder conversion of the classic Dungeon adventure path, explicitly set in Greyhawk, is drawing near its end. The PCs are all 20th level and have only a few final encounters before taking on the dreaded Wormgod, Kyuss. This game has been a lot of fun: I’m so glad we picked this back up and are finishing it out. But that said, high level 3e/PF is just brutal to run, even for the players. The experience has been a good reminder of all the things I loved—and hated—about that edition.

Rage of Demons. This 5e adventure path has been a really good contrast to Age of Worms, though I sometimes feel a bit of whiplash moving back and forth between ultra-complicated high level 3e and lower level 5e. The group is almost halfway through the campaign; a couple of months ago Wizards began offering a Roll20 module of the book, which has made prepping and running the game much easier.

Lost Mine of Phandelver. A friend of mine ran this 5e module about a month ago and we had a blast. It’s a very nice introduction to the game, with an exciting mix of wilderness, town, and dungeon adventuring. All the players opted for character classes they had never or rarely played, so I had a chance to play a bard—which is actually a very versatile and effective class in 5e. 

The Ruined Tower of Zenopus. Speaking of nice introductions to the game, I recently bought Zach Howard’s 5e conversion of the sample dungeon from the 1977 Holmes’ Basic Set. Howard carefully updated and expanded his brief source text into a very nice adventure, brimful of iconic D&D encounters.

Into the Interface. Unfortunately, all of the D&D games crowded out my Mongoose Traveller 2e game set in Magyar sector, which fizzled in early May. I’ve got some thoughts on what worked and what didn’t, so I would like to take another run at this game after Age of Worms wraps up.

Miniatures. I’ve really had no time to paint much of anything over the summer, which has left several very cool models sitting on my workbench gathering dust. It will probably be a few months more before I will get back to any of them. 

That is Not Dead Which Can Eternal Lie. On another note, it’s been a pleasant surprise to see the revival of the Grognardia blog, which has been sorely missed since its last entry back in 2012 (!). I think it’s great that James Maliszewski has just quietly resumed blogging without any fanfare, in some cases picking up on topics as if he never left. So much has changed in the last eight years and I’d really like to read his take on 5e, which incorporated many of the OSR philosophies he championed.

Monday, May 11, 2020

The Price of a High Passage: Passengers in Traveller

Further off and to one side, on some high ground well away from the danger of the field and the smell of the camp, sat a prim collection of prefabricated huts and inflatable tents. There sat the money and the comfort money could provide—the tourists who travelled High, doped with quick-time so that a day seemed an hour, a week a day. Those in the camp had travelled like Dumarest—Low. Those who rode Middle stayed with the ships which were their home.

—The Winds of Gath.

E.C. Tubb was a British science fiction novelist and a primary influence on the Traveller game through his long-running Dumarest of Terra series. The Winds of Gath (1967), the first Dumarest novel, uses familiar Traveller terms, starting with the word traveller itself as well as concepts like High, Middle, and Low passage and the low lottery. An important subplot concerns travellers stranded on a backwater planet trying to scrape together enough funds to buy passage offworld.

My PCs’ ship, the Starjammer, is a packet, which as described in Traveller5 provides unscheduled passenger service. (In historical use, packets provided scheduled mail service, but that niche is covered by x-boats in the OTU.) Based on this, I took a quick look at how passenger service has worked across different editions of the game.

Passengers

The basic procedure for taking on passengers is consistent across all editions. Once a captain has determined a destination for the starship, checks are made for the number of passengers interested in traveling to that system. One check is made for each type of passage—High, Middle, and Low—modified by the population of the world of departure and crew skills. A good ship’s steward, for example, can help attract lucrative High passage travellers.

It wasn’t surprising that High, Middle, and Low passage appear in every edition of the Traveller game. But I was surprised by the consistency in pricing across editions, as summarized in the following table:

Passage Pricing (Cr) across Editions
PassageCT, MT, TNE1, T4, T5,
Traveller Hero, T20
GURPS
Traveller2
MgT13MgT23
High10,0003,5006,0008,500
Middle8,0001,7503,0006,200
Low1,0001751,000700
1 In TNE, Middle passage outside the Regency is Cr5,000.
2 Prices (per Far Trader) reflect a J-1 or J-2 free trader.
3 Prices reflect 1-parsec of travel.

Interestingly, the editions that have different pricing—GURPS: Traveller and Mongoose Traveller—scale their ticket prices based on the distance traveled, so in MgT2 a High passage ticket for 3 parsecs commands a price of Cr20,000. In all other editions prices are static regardless of the distance jumped. To me, it makes sense that a higher jump number, representing significant time savings, would command a higher price premium.

Most editions describe “Working Passage,” in which a Traveller pays for passage of up to three jumps with professional services during the journey. This can help a penniless but skilled PC travel to a more promising world, or help a captain with a crew shortfall meet his ship requirements.

TNE, Traveller5, and MgT also have a Basic or Steerage class that sits below middle passage but is much less risky than low passage. Basically, travellers in this class share a double-occupancy stateroom. This seems like a pretty reasonable extension of the classic three-tier structure.

Most editions—including CT, MT, GT, and MgT—assume that Middle and High passengers are berthed in the same basic staterooms, with High passage being distinguished by better food, entertainment, and privileges such as a larger baggage allowance. This allows liners to use the same staterooms for both types of passengers, bumping Middle passengers if a passenger traveling High shows up. MgT allows ship designers to include larger (x1.5 and x2.5) deluxe staterooms that increase the chances of drawing more lucrative High passengers, but it’s clear that High passengers can still be berthed in standard staterooms.

While ship design in Traveller5 also has much larger (x3) luxury staterooms as an option, it’s unclear from my reading whether these luxury staterooms are required for High passage or not. In Traveller5, High passage clearly requires specialized Life Support, though I’m not sure what that actually entails: extremely sensitive temperature controls? Hypoallergenic atmo filters? UV-free lights?

A passage ticket, presumably, is issued for one specific starship and one specific trip. Passengers may purchase tickets for a tramp ship directly from the ship’s crew: Traveller5 notes that the ship’s steward, normally the 4th officer, “sells tickets and arranges accommodations for passengers when in port” (Book 1, 161). GURPS Traveller: Far Trader also describes passenger agents and brokers who work (presumably on commission) to match up travellers with outbound ships.

But passage can also be secured with generic vouchers redeemable for specific tickets on any ship and destination. Most famously, a Travellers’ Aid Society membership provides one free passage per year. (The exact type of passage varies by edition.) Agent of the Imperium also mentions Imperial vouchers, presumably used to move government officials across the Imperium. I assume that a specific ticket takes precedence over a generic voucher unless the voucher is for a higher passage class, in which case the ticket-holder gets bumped.

Finally, Traveller5 introduces the StarPass, “a multi-use pass for Middle Passage valid for one year after first use” (Book 1, 68). This seems both a pretty logical thing for the OTU setting and fairly convenient Referee tool. A StarPass has a value of Cr250,000. Agent of the Imperium notes that a StarPass could put a passenger “on routed jumpliners when they had space available” (135).

Starship Charters

In addition to buying passenger tickets, another—and much more expensive—way for travellers to move between systems is to charter an entire starship. As GURPS Traveller: Far Trader points out, “Charters are an excellent mechanism for getting a group of traders involved in a different kind of adventure for a change . . . or for providing a framework for a related series of adventures“ (109).

CT, MT, TNE, T4, and T20 all have very similar rules around charters. The following language is from The Imperial Encyclopedia:

Charter price for a starship is computed based on that particular starship’s revenue-generating capacity. Starships are chartered in two-week blocks; the charge for chartering a starship is Cr900 per ton of cargo hold, plus Cr9000 per high passage berth and Cr900 per low passage berth. The owner of the starship being chartered pays all overhead expenses and supplies a crew for the trip (90).

The charges here are calculated using 90% of the standard per-unit price.

Strangely enough, Traveller5 does not include rules for charters, even though Book 2 has “Charter” as a mission type for Adventure Class ships (68), and describes at least two ships types that focus on this service: the Type K Safari Ship (38) and the Type U Packet (39). Given that Traveller5 uses the same pricing structure for passages as CT, one could assume CT costs for charters could be used in Traveller5 without modification.

Neither Mongoose Traveller 1e nor 2e mentions charters at all. Presumably one could use the basic CT formula for costing charters but apply MgT’s per parsec pricing, which is detailed on page 142 of the 1e Core Rulebook and page 207 of the 2e Core Rulebook. So that would be 90% of the price per ton of cargo hold, plus 90% of the price per high passage berth and 90% of the price per low passage berth.

Using that approach, here are the costs for a standard two-week charter for my PCs’ J-3 Pemami-class armed packet (Type UG-CA33).

Pemami Charter Prices (Cr) by Edition
Edition1 Parsec2 Parsecs3 Parsecs
CT, MT, TNE, T4, T20126,000126,000126,000
MgT182,800151,200241,200
MgT2108,450157,050266,400

Note that with only 12 staterooms available, a Pemami charter is always more expensive than buying individual tickets regardless of edition, even if all of the passengers are traveling High. This strongly implies that travellers chartering this ship have both the means and the motivation to want a ship all to themselves. This limits the charter clientele to nobles, government agents, corporate types, or wealthy eccentrics, and the destinations are probably systems that—for whatever reason—do not enjoy scheduled liner service.

The charter prices appear pretty lucrative at first glance, but it’s important to look at this potential revenue against a Pemami’s expected monthly costs. As we have seen in our review of crew costs, these expenses can vary widely between editions. For simplicity’s sake, I’ve focused on Mongoose 2e costs:

Pemami Monthly Overhead (Cr)
 Low Cost1High Cost2
Life Support36,50036,500
Fuel6,00090,000
Crew Salary22,00022,000
Maintenance9,3219,321
40-year Mortgage3372,950372,950
Total446,771530,771
1 Assumes two 1-parsec trips using unrefined fuel.
2 Assumes two 3-parsec trips with refined fuel.
3 Assumes purchase price of MCr111.885 and 20% down.

Based on this, it’s pretty clear that two-week Pemami charters, even at Cr266,400 a pop, aren’t going to easily meet the overhead, and it’s the mortgage payment that’s far and away the real crusher here. Even if a captain managed two 3-parsec charters a month, that’s only a 10–18% profit margin, and two a month is unsustainable for very long.

But let’s assume that our standard charter price represents only the absolute minimum charter price. The Traveller Adventure has a patron willing to pay 5 times the standard charter rate, and it makes sense to allow charters at anywhere from 2–6 x the standard rate based on special circumstances such as amber or red zones, cross-border excursions, special expenses, or just plain desperation.

With that in mind, a Pemami-class packet could potentially make a decent living off charters to and from dangerous or prohibited systems—just the sort of assignments that result in exciting adventures!

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2020 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, April 27, 2020

Flood or Drought

After a couple of years of not running a regular game, I suddenly find myself with more games than I know what to do with. I’m currently running three different Roll20 games:

  • Age of Worms. This is the restart of a fun Roll20 game that ran weekly from 2013 to 2015 before getting derailed by real life. We used the classic Dungeon magazine adventure path adapted for Pathfinder 1e. The PCs have just started the 11th installment, “Into the Wormcrawl Fissure,” and are at 18th level. I think it will probably need 6–12 more sessions to polish this off. So far I’m really looking forward to completing this campaign, but it’s been something of a learning curve going back to a high level 3.5e/PF game after mostly playing lower level 5e for the last few years. 
  • Into the Interface. This is an open-ended sandbox campaign set in Magyar sector circa 1100 and using Mongoose Traveller 2e rules. I’ve enjoyed being able to run a regular Traveller game, though I wish Roll20 offered better support for the Mongoose Traveller system. And I’ve discovered that running a sandbox game with Roll20 has had some unexpected challenges. Any virtual tabletop is designed to use grids, maps, tokens, and so on. With an adventure path, you know more-or-less what visual materials you need before each session. But a sandbox, by its very nature, can very quickly move into unexpected directions. I can already see the utility of having some generic terrain sets purchased and ready to go if necessary.
  • Out of the Abyss. This is a 5e campaign using the Wizards of the Coast module designed by Green Ronin. There’s a lot to like—demons! the Underdark!—but the implementation of the sandbox here is a bit shaky; this might have been better with a more conventional adventure path structure. The PCs are 4th–5th level, so we’re roughly a third of the way through.

The only downside to suddenly having so many games is that I’ve got a lot less time for blogging or painting miniatures. Certainly an acceptable trade-off!

Stanko Downport Patron Encounters

The benefit of playing through so much Traveller is I’ve been using a lot of patron encounters to give the players a taste for the Third Imperium setting. Here are three patrons that I’ve used lately; they could be dropped into Imperial starports almost anywhere.

1. Lord Rush, Noble

Locations The Chapel, Piwiarnia, Sipsmith

Required Skills None 

Required Equipment None

Player’s Information

Lord Rush is a pale, priggish youth of fifteen, the son of the Baroness Leonila Folse, the Imperial representative to Stanko (Magyar 2810 A555649-C). The boy is accompanied by his tutor, Dr. Silvio Medved, a gaunt and rather officious fellow. Four years ago the widowed Baroness married a cunning opportunist, Crawford Folse. While the Baroness was at first completely smitten by her new husband, Crawford soon revealed himself to be a wastrel and philanderer, spending his days carousing and gambling with a group of off-world hanger-ons at Stafford, the Folse family estate on the outskirts of Racimir, the planetary capital. A year ago Lord Rush and Crawford quarreled so violently that the boy fled Stafford in the middle of the night. 

Referee’s Information

Dr. Medved can offer the PCs Cr20,000 if they will drive the wicked Crawford out of Stafford forever, by any means necessary. Crawford has become politically connected, so straight-up violence will likely draw the attention of the local authorities. The attractive but lonely Baroness could also be swayed by the charms of a suitor or even just the kindness of an earnest friend.

Crawford Folse
Ex-Army (3 terms)
Str 7, Dex 9 (+1), End 8, Int 10 (+1), Edu 6, Soc 8
Skills Carouse 2, Deception 2, Diplomat 0, Drive 0, Gambler 1, Gun Combat (slug) 1, Melee 0, Persuade 2, Recon 0, Streetwise 0
Possessions Cloth armor (+4), revolver (10, 3d6-3)
Comments Crawford is a shrewd and perceptive man. He is also impulsive and temperamental, so could be drawn into a duel or humiliated socially. An inveterate gambler, he could be enticed into a high stakes game of chance.

2. Captain Caterina Zheng, Merchant

Locations The Lone Star, Luksus Grand, Scout’s Lounge

Required Skills Investigate, Streetwise 

Required Equipment None

Player’s Information

Captain Zheng is a short, dark-skinned woman with curly brown hair and an intense, abrupt manner. She is the half owner of the free trader Dust in the Wind, which has plied the backwaters of the Walpurgian Main for several years but with only mixed success. A month ago her first officer and business partner, Fitz Kelsey, skipped out with their ship. She has traced the Dust to Stanko, and has determined that Kelsey sold the lucrative cargo of pharmaceuticals and is now living high on the hog with the proceeds. 

Referee’s Information

Captain Zheng will pay the party Cr15,000 to help her locate and apprehend Kelsey before their lender, the Walpurgis Central Trust, repossesses the Dust. Complicating matters is the recent onworld arrival of Made Merric, an experienced skip tracer from the Trust. Kelsey is hiding out in the Luksus Grand hotel.

Made Merric
Skip Tracer (3 terms)
Str 8, Dex 9 (+1), End 7, Int 9 (+1), Edu 7, Soc 5 (-1)
Skills Admin 0, Carouse 0, Drive 0, Electronics 0, Gun Combat (slug) 1, Investigate 2, Melee (unarmed) 2, Persuade 1, Stealth 0, Streetwise 2A
Possessions ceramic carapace (+10, +16 against lasers, fire), autopistol (3D-3), stunstick (2D, stun), 4 stun grenades (3D, Blast 9, Stun)
Comments Made is an experienced skip tracer, but also a thorough pragmatist who could be bought off for Cr10,000.

3. Bathshua Munro, Colonist

Locations Bang!, Dear Zosia, Scout’s Lounge

Required Skills Flyer, Mechanic, Recon 

Required Equipment None

Player’s Information

Bathshua is a tall, resolute woman in her early thirties with a fair complexion and brown hair pulled back. She lives with her husband Gabriel in Jane’s Point, a farming town of some 5,000 located nearly 15,000 km away on the eastern shore of the Sweitny Ocean. Bathshua wants to hire a crew to fly an old ornithopter loaded with farming equipment to Jane’s Point.

Referee’s Information

The biotech megacorporation Schunamann and Sohn AG (SuSAG) has been attempting to buy up land around Jane’s Point to establish a research station for genetically engineered crops. The independent farmers have rejected all offers, so SuSAG has sent in a small security team to harass the holdouts. The team is composed of armed, vat-grown mercenaries. As all weapons outside the home are illegal on Stanko, the farmers have been relatively defenseless against the clones and recently Gabriel was badly wounded in a confrontation. 

Bathsua has traveled to Racimir to purchase a smuggled shipment of 50 Hero HR-5 hunting rifles. The weapons are hidden in the ornithopter, which will not make the entire journey without significant mechanical interventions.

She will offer Cr10,000 for this service, but is authorized to offer up to Cr12,000. 

SuSAG Operator
Vat-Grown
Str 8, Dex 8, End 10 (+1), Int 8, Edu 7, Soc 6
Skills Athletics 0, Gun Combat (slug) 2, Melee (unarmed) 2, Navigation 0, Stealth 0, Survival 1, Recon 1
Possessions assault shotgun (4D, range 50, Auto 2, Bulky), ballistic vest (+4)
Comments These identical clones have standard military training and equipment. Their extreme psychological conditioning makes them nearly immune to bribery or fear.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2020 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, March 23, 2020

A Guide to the Stanko System

Stanko (Magyar 2810 A555649-C).

Like many gamers these days, we have turned to a virtual tabletop to keep playing. It’s not a completely new experience: I ran a pretty fun weekly Age of Worms campaign on Roll20 for a couple of years. The PCs had gotten all the way through the tenth adventure, “Kings of the Rift,” before real life intervened and we lost all momentum. I have been hankering for a more frequent game for a couple of years now, but just didn’t take the initiative until last week.

We played a session of our Into the Interface Traveller game last Thursday on Roll20. Well, “played” is probably being generous, as most of the session was spent tinkering with the technology and generally goofing around. We had previously used Google Hangouts for video chat, and that had worked reasonably well. Last week we tried Roll20’s native chat function and with six people the results were pretty terrible. I could only see two other players and hear two more. Also, people kept dropping on and off. After a while we switched to Discord for chat, which seems to be a popular solution.

Most of the rest of the session was spent setting up Discord accounts and playing around with that technology. But we did accomplish at least one thing: introducing two new PCs to the crew of the Starjammer: Sublieutenant Richy Jamoor, an ex-Navy officer, and Brogue, an ex-smuggler. The whole group is stuck on the agricultural world of Stanko while their ship undergoes routine maintenance and inspection.

Name Richy Jamoor UPP 2C4CA3
Service Navy, 3 terms Rank Sublieutenant
Birthdate 272-1068 Homeworld Kline (Magyar 3012 A642987-E)
Skills Admin 1, Athletics 0, Electronics (comms) 1, Electronics (sensors) 1, Engineer (J-drive) 1, Engineer (M-drive) 1, Engineer (power) 2, Flyer 0, Gun Combat 0, Gunner 0, Mechanic 2, Melee (blade) 1, Vacc Suit 1
Possessions cutlass, snub pistol Money Cr10,000
Comments Richy attended the Imperial Naval Academy (Magyar Branch), located at Seloo (Magyar 2102 A4319BA-E). He was assigned to Flight branch, 109th Fleet. For most of his three terms he served on Gionetti-class light cruisers as part of the 180th CruRon. The 180th was occasionally used for cross-border raids into the Solomani Confederation

Name Brogue UPP 7B5B65
Service Rogue, 6 terms Rank N/A
Birthdate 301-1060 Homeworld Sinott (Magyar 2512 A431742-E)
Skills Admin 0, Athletics 0, Gun Combat 0, Gunner 0, Deception 2, Electronics (computer) 1, Gambler 4, Language 0, Recon 2, Stealth 2, Streetwise 1
Possessions wafer jack, submachine gun Money Cr60,000
Comments “Lieutenant” Brogue had a long and successful career as a smuggler and occasional thief, evading authorities on both sides of border.

Stanko

Stanko (Magyar 2810 A555649-C). A wet, temperate, medium-sized agricultural world with a thin oxygen-nitrogen atmosphere. The Stanko system is located on the Walpurgian Main in Anise subsector. The M1 V primary, Dot, has a very close M9 V companion, Dash, which orbits Dot at 0.04 AU every four days. The rest of the system orbits this stable binary pair.

The mainworld has a resonant orbit at 0.23 AU with an eccentricity of 1.12 and an orbital period of 60.6 days. Each day on Stanko is 121.2 standard days in length. The 100-diameter limit of Dot is 0.47 AU, and a notable secondary world, Unkishi (HCAA524-7), a frozen glacier planet, orbits just outside this limit at 0.62 AU with an orbital period of 262 days. Ships looking for wilderness refueling usually opt for Makinis, the innermost of the system’s five gas giants, which orbits at 0.95 AU.

Known as Ishisi to the Vilani, Stanko has no natural magnetosphere and no known native life; consequently the planet was only lightly settled until the Third Imperium era. In 733 a magnetic dipole shield was deployed at the Stanko L1 Lagrangian point. This shield protects the mainworld from solar wind and radiation, allowing the planet to become an agricultural producer. The growing population never expressed much interest in the nascent Solomani Movement, and Stanko embraced the Imperium following the Solomani Rim War. Since then the mainworld has grown into a representative democracy with a population of 3.28 million, a high law level, and average Imperial tech, and is an important link on the revived Xboat network. Most of Stanko’s inhabitants live in and around the numerous small cities that ring the Sweitny Ocean.

Stanko controls the nearby world of Burvee (Magyar 2809 E557466-7). The current Imperial representative is the Baroness Leonila Folse. Although Stanko does not possess enough population to support its own system defense force, the Imperial Navy considers the world’s strategic location important enough to station a guard ship in system, the INS Anash, an Ershur-class battleship drawn from the 279th BatRon.

World Map Grid
World Name (and UWP) Stanko A555649-CSubsector and Sector Location of World Anise/Magyar
Date of Preparation 107-1100Hexagon Scale (km) 1,005
IS Form 8-ESize 5 World Map Grid

Stanko Downport

The class A starport has no highport, just a large downport located outside the planetary capital of Racimir, which has a population of some 141,000. Allied Prefabricated Ships & Vessels owns and operates the adjacent shipyard, which primarily services small merchant vehicles. The port handles some 3 million displacement tons of cargo and 150,000 passengers per year, worth approximately GCr0.75 revenue.

Stanko Downport Directory of Services
ServiceLocation
Allied Prefabricated Ships & Vessels ShipyardConcourse A
AstroburgerMain Court
Bang! (self defense supply)Main Court
Cackomart (souvenirs)Main Court
ChapelConcourse B
Customs and ImmigrationConcourse A
Dear Zosia (bar)Main Court
Downport Data TerminalsConcourse A
Downport Freight DocksConcourse A
Downport Message CenterConcourse A
Downport Passenger AssistanceConcourse B
Emergency Medical ServicesConcourse A
Extravehicular and More (vacc suits)Main Court
Hiring HallConcourse B
Hortalez et Cie (financial services)Concourse B
Ikarkagi Loans (financial services)Main Court
Imperial ConsulateConcourse B
Imperial Starport AuthorityConcourse B
Interface Passenger AgentsConcourse B
Libertine Hospitality (entertainment)Concourse A
LSP Medical (medical supplies and pharmaceuticals)Main Court
Luksus Grand Hotel and CasinosMain Court
Naasirka Assistants (robots)Main Court
Odeon HoloAmusementsMain Court
Omega Fine ClothierMain Court
Outworld Outfitters (survey and exploration equipment)Main Court
Piwiarnia (fine dining)Main Court
Racimir Cargo MarketConcourse A
Racimir ChartersMain Court
Racimir Transport HubConcourse A
Recruiting OfficeConcourse B
Sarshikir (cargo brokers)Concourse A
Scout LoungeConcourse B
Sipsmith (bar)Main Court
Solar Shipping Passenger ServiceConcourse B
Solomani Association for Culture and TradeConcourse B
Stanko Bureau of CommerceConcourse B
Stanko Office for TourismConcourse A
Telecommunities (personal electronics)Main Court
The Lone StarMain Court
The Mainframe (computers and software)Main Court
Tranquility SpaMain Court
Transstar Bookings (cross-border passenger service)Concourse B
Travellers’ Aid Society ServicesConcourse A
Valiant Partners Cargo BrokersConcourse A
Walpurgis Central Trust (commercial banking)Concourse B

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2020 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.