Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
About a year ago, some very bright people on another forum I frequent proposed the notion of a "classic" Traveller-styled trading game in a modern-day setting. As an old-time Traveller grognard with an increasing interest in historical and contemporary settings, I decided to run with the idea.
I've titled my project MARINER,
an obvious reference to its forebear. Initially, I had intended to
obtain permission to use the original rules set from classic Traveller
and adapt it to the setting, but this has proven difficult to date. The
alternate route that I've taken to keep the project moving forward has
been to adapt the One Roll Engine.
I currently have a .PDF of Book 1, Characters and Conflict ready for review and playtest, and I'm eager to get preliminary feedback from fans of both Traveller and ORE.
I'd like to know how it shakes out when creating characters -- what
works well, what doesn't, what needs development, how it could be more Traveller-like.
I intend MARINER to be set against a contemporary backdrop, but,
like its forebear, the level of technology is not specific, and the
rules can be adapted to pretty much anything from the beginning of the
20th century to the present. Supplement 1, The South China Sea specifically details the current situation in that region.
The 1930s tramp steamer project was by a fellow who went by the name of Greentongue, and you can find his final .PDF file of it here. I'll confess that I am deeply envious.
Until further notice, I intend to keep plugging away with the ORE
system, which I like immensely, but I'm still attempting to work the
classic Traveller rules angle. Fingers crossed and all that.
Looks like you're off to a nice start there! I quickly glanced over it, having read several sets of ORE-based rules systems most of it is very familiar.
I like how you embedded the career-style character generation of Traveler into ORE. Now if you could only work death during character generation into it as well for that truely old-school Traveler feel! ;D
William Bargo
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75.108.126.47
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2007-07-11 07:45:33
When you are done I'll take it and make a STAR MARINER game where you can play a game just like MARINER but in space! It will be so cool...;D
To tell the truth an ORE Traveller game sounds like fun as well. Read what you got and it looks good to me. Keep up the good work!
Brad Murray
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142.179.109.189
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2007-07-17 07:07:26
Honestly Ian, I wouldn't bemoan the difficulty in securing the right to use the Classic Traveller system. CT was awesome but it was awesome for structural design choices that you are taking from it for Mariner and not for mechanical design choices. ORE strikes me as a superior resolution system and meshes nicely with the feel of the game -- what you should (and clearly ARE) take away from Traveller is the idea that the system generates games. You have ways to make characters, ways to make places for characters to aggregate, base from, and care about (ships), and ways to generate the landscape they fight and trade in. The resolution mechanics are entirely secondary to this overall design structure and the existing CT mechanics are not worth trying to reproduce. But the game is, if you take my meaning.