Tuesday, June 7, 2022

D&D Edition Wars: Why CAN'T I Play a B/X Paladin?

All D&D
It's June and I have mentioned that it is D&D month around here. 

The natural question then is, "Which D&D?" All of them! "Even that one?" Yes. Even that one.

I was going through a bunch of material I need to review and Review (reading for my own benefit vs. a full review) and it got me thinking about a bunch of topics.  Should I play more Castles & Crusades? What should I do with all this Pathfinder stuff? Where did my copies of Dungeoneer's and Wilderness Survival Guides go? (seriously. where are they??).

This got me thinking about the various editions and edition wars.  I want to share the story of my first skirmish in the never-ending edition wars, but first I want to talk about the latest side battle in it and my point of view on this in general.

D&D Edition Wars

I am not sure if this will be a regular feature or not.  Typically I avoid edition wars and find them remarkably pedantic to be of any actual use. Don't like a particular edition? Fine. Don't play it.   BUT every so often something bubbles up that takes my notice and I want to comment on it.  The latest one comes to us courtesy of Stranger Things.

If you have not seen the new Season 4 of Stranger Things, please do. It is back to form and good drama.  Sure there are a LOT of characters now and no one is getting the spotlight for very long, but the last episode of Part 1 did a great job of tying together many of the seasonal arcs to set us up for the epic finale.  

They also get to play some D&D.  There is a bit where they deal with the Satanic Panic of the 80s.  I would talk about that now, but I have done that already and most recently back in April. So no real need for me to do that. But in the same milieu of edition wars we are getting some nagging from older gamers like myself complaining that Erica Sinclair's character should have been a Thief and not a Rogue. Well. That is technically correct yes. It was supposed to 1986 and the Rogue does not come into play until 1989. Lots of people are claiming this is a mistake.  Here is my point of view on that.

The Duffer Brothers did not make a mistake. 

Look in the very next scene of their game Dustin (played by the wonderful Gaten Matarazzo; seriously this kid is going to be a hell of an actor someday) drops lines about Vecna (the focus of their game and the season) having been destroyed by Kas. They already mentioned the lack of an eye and hand.  This is not deep lore to us, but to the causal viewer, it is.  And that's the thing. This show has to appeal to all viewers. Those that know D&D but mostly the vast majority that do not.  Here is her line.

"My name is Lady Applejack, and I'm a chaotic good, half-elf rogue, Level 14. And I will sneak behind any monster you throw my way, and stab them in the back with my poison-soaked kukri."

Remember the character is Chaotic Good (which we all understand) and supposed to be a heroic character.  IF she had said "Thief" it would not have the same level of understanding to the causal viewer as "Rogue" does.  Han Solo was a rogue. Robin Hood was a rogue. The normies get what a rogue is. A thief is someone who steals. Yes, yes, it has a different connotation in D&D but that is not the majority of the audience.  I posit that the Duffers knew exactly what they were doing. 

It reminds me of when my main character at the time was a Paladin.  I'd explain to others, who I was trying to get into the game, that my character was a Lawful Good Paladin. Which would ALWAYS be followed by "what's a Paladin?"  Eventually, I gave up and just started saying "Knight."  This is the same thing.  Also it is a nice segue into my next section.

Why CAN'T I Play a B/X Paladin?

The 80s were an amazing time for a lot of reasons. Even in my small home town there were multiple independent D&D groups and clubs happening all the time.  I got invited to a game by a friend one evening. This had to have been either very late in Jr. High I am guessing summer of 82 or 83.  In any case, I was going with my regular DM, he got to play for a change, and a bunch of people I never met. The DM called me ahead of time and asked if I would be willing to play a Lawful Good Paladin. I said sure! I was already playing a Lawful Cleric in my other game so this seemed like a good fit (and it was, but more on this).  Now is the time to be pedantic.  See I was playing a "Lawful Cleric" as in B/X D&D. My regular DM played AD&D and we ran our games as an unholy mix of the two. Not uncommon from what I know now and we had a lot of fun. My first experience with D&D was Holmes Basic and the AD&D Monster Manual.  My new DM just told me to bring my Expert book.

D&D Expert vs AD&D

Well...that was a mistake. I brought my Expert D&D book to an Advanced D&D game and you would have thought I had brought a D&D Coloring book instead with the reactions I got.  Thankfully my DM was still cool about it, even if the other players held their noses in disgust.  

Nowadays of course people talk about their B/X days with pride and fond memories. Especially me.  But that was a contributing factor to me not picking up the BECMI sets when they came out soon after.  I was all in on AD&D from that point on.  No "kiddie" D&D for me! 

That was the first salvo in what I would later come to know as "The Edition Wars." There were many skirmishes between the Basic and Advanced folks back then. Nothing major, I can recall though.  The next battle was fought over the fields of "Unearthed Arcana" and then the "Proficiency Battles" connected with Dungeoneer's and Wilderness Survival Guides (seriously, where the hell are mine??) 

I still have my Paladin from that game. He went on to great glory in the Bloodstone series. I would also roll up my own paladin later, he was the son of my B/X Cleric. 

Now thanks to the OSR scene I have a lot of options to play a B/X Paladin.

B/X Paladin

If Johan II was my Advanced D&D Paladin and son of D&D Cleric Johan I. Then maybe I need to make a Kara Foke II as an OSE Paladin, son of Kara Foke that AD&D Paladin I played so long ago. 

Monday, June 6, 2022

Monstrous Mondays: Faerie Lord, Scáthaithe, The Umbral Lord

Scáthaithe, The Knight of Swords
I have been in a bit of a creative slump here lately. By "lately" I mean the last few months.  I do want to get my various monster books done though.  So here is a guy been rattling around in my brain now for a while.  I am combining a couple of different ideas here that I have wanted to explore for a bit.

Faerie Lords

I have been working on a number of Faerie Lords for the Basic Bestiaries and the High Witch book.  These lords provide a number of interesting background NPCs and are also the various Powers that both Faerie Tradition Witches and Fey Pact Warlocks can honor/serve.   I have already detailed a few here, Titania, Queen of FaerieNicnevin, Faerie Queen of Witches, the Queen of Lies, and the Prince of Beasts.

My focus lately has been building the court of Nicnevin (also known as Nic an Neachneohain).  Hers is not a court of deep intrigues like Mab's or Titania's, but a powerful court all the same. Since those Courts are typically (if somewhat incorrectly) described as the Dark and Light courts (more properly Winter and Summer) I need a few independent "Shadow" Courts.  Nicnevin is the Queen of the Autumn Court.  Not a major court to be sure, but still powerful.  

Shadow Elves

There are more than one "Shadow Courts."  Last year I did a big series on Shadow Elves and various other shadow fey.  I was trying to come up with a good idea for Shadow Elves in my world and I looked to the Shadow Elves of Mystara and the Shadow Fey from Kobold Press and even into the ideas of the Shadowfell from D&D 4th Edition.   This lead me to do an adaptation of Kobold Press' The Dusk Queen.  But she is PI so I won't be using her in my books, save for maybe as a special guest in my home games. 

While reading more about the Shadowfell, the mortal world, and the Feywild for D&D 4 and 5 I came up with an idea of my own.

Just as the Mortal World (the Prime Material) intersects with the Shadow World (Shadowfell) and the World of Faerie (Feywild) they also intersect with each other.

So less this:

Planes according to D&D 4th Edition

And more this: 

The Three Worlds

Excuse my lack of artistic ability here.

All three worlds intersect.  The intersection point of the Mortal and the Faerie is already detailed in many D&D books as the Feywild.  The intersection of the Mortal and Shadow is the Shadowfell.  The Shadowfey is the intersection of the Realms of Shadow and the Faerie Realms independent of the mortal world.  This is the area I am working on.  This is the home of the Umbral Elves.

Last Bits

Among other things I also needed a Faerie Lord, or at the very least a high level Faerie/Elf to be the father of a particular character.  I needed to have that character spend 13 years "stuck" in the faerie realms while she was getting instruction by her "faerie godmother" (Nicnevin).  And finally, I needed to develop a group of Elven Cavaliers for various reasons.  This particular group of Cavaliers is linked to witches and witchcraft.  Essentially they are the Elven Cavaliers from Dragon Magazine #114 tied more closely to the witch class that appears in the same issue. 

I also wanted a character that recalled the B/X Elf class that used sword and spell with equal proficiencies. 

Putting all of this together a new Faerie Lord emerges.

Scáthaithe, The Umbral Lord
Faerie Lord

Frequency: Unique
Number Appearing: 1 (1)
Alignment: Neutral [Chaotic Neutral]
Movement: 120' (40') [12"]
  Fly: 240' (80') [24"]
Armor Class: 2 [17]
Hit Dice: 13d8+52*** (111 hp)
To Hit AC0: 6 (+13)
Attacks: Sword +2 x3 or by spell
Damage: 1d8 +2 x3 or by spell
Special: Attacks three times per round, darkvision, harmed only by cold iron and magic weapons, 30% magic resistance, Wizard spells (12th level) 
Languages: Common, Elven, Sylvan, Giant, Abyssal
Size: Medium
Save: Magic-user 13
Morale: 12 (NA)
Treasure Hoard Class: U (VI) x10, See below
XP: 5,150 (OSE) 5,300 (LL)

Str: 16 (+2) Dex: 18 (+3) Con: 20 (+4) Int: 20 (+4) Wis: 16 (+2) Cha: 24 (+5)

The Faerie Court of Autumn is ruled very loosely by Nicnevin the Faerie Queen of Witches.  Her sometimes consort and Cowan is a being known in court as the Knight of Swords. He is also known as Scáthaithe ("skaw-he"), the Umbral Lord.  He is the melancholy lord of the Shadow Elves. 

Scáthaithe appears as a tall (7') tall elf-lord.  His skin is pale with an almost bluish tint to it. His hair is long and black and often tied back.  His eyes are bright green and his pupils are slitted like that of a cat's.  He wears the armor of a knight and carries a long darkened sword he calls "Moonblade."  He is often astride a black warhorse with large black wings.  The barding of this warhorse makes it at first appear to be some dark unicorn but is more akin to the pegasus.

When not in the court of the Witch Queen he will be found with his six sons, the Umbral Knights, patrolling the lands of the Shadowfey.  His sons act as 8-10 HD versions of their father. Their role is to patrol the Shadowfey and keep intruders out. This includes mortals and creatures of the outer planes.  Elementals can be found here if they have the leave of the local lords or ladies. 

Scáthaithe will attack intruders to the Shadowfey with both sword and spell.  He will use a long-range spell, such as magic missile to start with and then switch to his sword which he can attack three times per round.  He can cast spells as a 12th level magic-user.

The Umbral Lord has a keep deep in the Shadowfey, Scáthchoimeád where he resides with his sons. He had a Lady, his sons' mother, but that was long ago and he never speaks of her.  Presently he has taken up with a young human witch. It is also rumored that he is the son of a great lord of the Summer Court and a great lady of the Winter Court, possibly even Oberon and Mab. 

Scáthaithe as a Witch/Warlock Patron:  By agreement with his Queen Nicnevin, Scáthaithe does not take on witches as part of the Faerie Tradition. Though he can be invoked by these witches through Nicnevin.  He does however work as a Patron for warlocks. He can be used as a Fey Pact Patron and is particularly well suited as a Pact of the Blade warlock.  His warlock can manifest a dark sword similar to his one Moonblade.  He is also favored by half-elf warlocks who see themselves as being a member of two different worlds and also being of neither; like a shadow.

Scáthaithe, The Umbral Lord

Scáthaithe and an impressionable young witch


Friday, June 3, 2022

It's STILL June!

 I know. Redundant.  A few things.

1. I was spending some time going through old posts and I have a bunch of dead links, more or less dead pages, and the like.  So I was thinking a site redesign might be in order.  Nothing confirmed yet.

2. Have you been OUTSIDE yet?  I don't about where you are, but here in Chicagoland it is GLORIOUS! I am thinking of moving my work laptop out to my patio and working there the rest of the summer.

OUTSIDE
Hardening a few more plants

3. I have an Itch.io profile now.  No idea what I am going to do there.

4. Stranger Things. Watch it. Now.

5. I promise this will get back to D&D.

6. Seriously. Go outside.

Wednesday, June 1, 2022

It's June!

The last couple of months has been really busy here at the ole' Other Side. I went from the "April A to Z"  right into SciFi month.  I think June is a great time to get back to the bread and butter of this blog; D&D.  Plus watching Season 4 of Stranger Things has really put me back into the mood.

June was always a great D&D month for me.  While in school it meant summer break. After I got married and had a house it was the month when the planting season was mostly over.  My wife has always had a huge garden (+2,000 ft2, that's a lot for the burbs) so in April and May, every weekend is spent outside working.

I have to admit that of late I have been in a sort of creative lull.  Oh I am still picking at the various Basic Bestiaries and I am collecting art for them. My goal/plan/desire is NOT to do a Kickstarter for it. So I am collecting and buying art as I can.  I have not done much if anything on the High Witchcraft book. I have been sorting through the 800+ spells I have written over the years and trying to figure out which ones need to be used.  Both of these projects will be generic OSR, so not tied to any one rule system. I will use my own Compatibility Logos on them.  But the ideas have not been flowing really at all.  Oh I have picked some Fey Lords and a few different types of Angels (both are also discussed in the High Witchcraft book) but that is about it really.   You may have noticed that outside of NIGHT SHIFT I have not produced anything during Covid-Times. You also may have noticed the uptick in reviews here vs. new content.

My friend and day-job co-worker Richard Ruane pointed me in the direction of something going on on Itch.io.  Itch.io is an RPG PDF storefront similar to DriveThruRPG but catering more to the Indie crowd.  All I know about it is the prices of the PDFs are usually twice to three times what I expect to pay on DriveThru, but whatever.  The thing he pointed out to me was the OSR June Jam

OSR June Jam
https://itch.io/jam/osr-june-jam

I have never participated in a Design Jam for RPGs before. I have done plenty at my day job. So I thought I should give it a go.  

This sounds like a fun idea really, and I do have two completely brand new ideas I could do with this. I will talk about them later since I am looking into some details now. But a hint for one is "Halfling Folk Horror."

It is hosted on Itch.io but I have to look at my contract with DriveThruRPG since I think I signed exclusivity. I don't know yet.  Submissions are due at the end of the month so that gives me 28.5 days to get it all in.

I will also use my Compatibility Logos above for these, but my target system is likely to be Old School Essentials Advanced Fantasy and/or Advanced Labyrinth Lord.   Though there are some logos on the site they recommend.

Maybe this is something I need to shake off the cobwebs in my brain.

In the meantime check out all the empty space on my Itich.io profile: https://timsbrannan.itch.io/

Tuesday, May 31, 2022

Sci-Fi / Traveller Month Wrap-up

I can't believe we are at the end of May now.  My plans had been to do a Sci-Fi month featuring Traveller but also doing some other games as well.  The month got away from me and as I started my deep dive I decided to focus more and more attention on Traveller alone. And that is ok. This is something I have been wanting to do for a long time.

My Traveller set

I do feel bad I did not get to Starfinder or the Expanse RPGs. I also wanted to review The Lucanii Drift adventure.  I am sure I will get to those sooner or later.

Here is a list of all the Traveller posts I made in May.

There is much, much more I could have done. There is 45 years worth of Traveller materials out there and I only scratched the surface.

I do want to thank everyone that came by and commented, shared their own interactions with the various rule systems, gave me advice and corrections.  You helped make this a better series.

I suppose the natural question to ask is "Which edition(s) will I be playing?"  I think it is a toss-up between the Classic 1977 Traveller and the new Mongoose Traveller.  Both seem like they will do everything I want. 

Next May I am thinking of doing Star Trek RPGs. Focusing on the FASA and Mōdiphiüs versions but also looking into the Last Unicorn Games and Decipher versions as well as the various versions of Starfleet Battles.  It would have been great to do that one this year given all the Star Trek we have had on TV of late, but Traveller really had to come first.  Maybe one day I'll do Star Wars.

Moving into June where I want to get back to some D&D!  (Stranger Things is back!) I also want to get more monster book reviews in.  

Soon after that, I have something special planned I am calling "100 Days till Halloween."  So keep an eye out for that.

Monday, May 30, 2022

Monstrous Mondays: Spelljammer Monstrous Compendium for 5e

Monstrous Compendium Vol One: Spelljamer Creatures
Getting back to my Monstrous Mondays with a review of a Monstrous Compendium, but this is a new Monstrous Compendium for 5th Edition D&D. 

This might very well be the new format for monsters for D&D 5.5/5r.  

Monstrous Compendium Vol One: Spelljamer Creatures

Wizards of the Coast released this free in PDF format and on DnDBeyond.  

Inside are 10 new (to D&D 5) monsters.  They are,:Asteroid Spider, Clockwork Horror, Eldritch Lich, Fractine, Gadabout, Goon Balloon, Nightmare Beast, Puppeteer Parasite, Star Lancer, and Yggdrasti.  They range from CR 1/8 to 15. 

It is a fun little sampling, a nice appetizer till we get some proper Spelljamer materials later this year.

What I find interesting is the switch from Wildspace to the Astral Sea. Personally, that is what I wanted to do back in the 2nd ed days, but the point became moot when I never got my Spelljammer game off the ground, literally and figuratively. 

So I am really looking forward to the new setting this summer.

--

This is my, rather late, contribution to this month's RPG Blog Carnival.  This month hosted by Rising Phoenix Games. Check out all the posts about Spelljammer from this month.


Thursday, May 26, 2022

Review: Traveller and Cepheus SRDs

Cepheus Engine RPG
Ok. I will be honest this is much less of a review than it is an overview/analysis of the various Traveller and Traveller like SRDs and OGLs. 

Mongoose SRD

Mongoose, back in 2008 released the first version of their Traveller RPG and a version of a Traveller SRD with an Open Gaming License. This covered their First Edition game.  Later they updated it 2nd Edition.  At some point (I am not sure when really) they also created the High Guard System Reference Document and Mercenary System Reference Document.  This covers an awful lot of Traveller. 

My understanding is there is a Compatibility License though I did not find any details on it, but that is fine.

Much like the d20 SRD there are a few different copies out there.  These are the ones I have referenced the most often.

Cepheus Deluxe
Cepheus SRD / Engine

Back in 2016 Jason Kemp released the Cepheus SRD which emulated Traveller. Personally, from a game design point of view, I rather like it.  He took the Mongoose Traveller SRD and then did something I really like, he took other SRDs to get the desired effect.  Here are the various SRDs from his Section 15 of the OGL of the Cepheus Engine RPG:

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

High Guard System Reference Document Copyright ©2008, Mongoose Publishing. Mercenary System Reference Document Copyright © 2008, Mongoose Publishing.

Modern System Reference Document Copyright 2002- 2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch

System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

T20 - The Traveller’s Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is a trademark of Far Future Enterprises and is used under license.

Traveller System Reference Document Copyright © 2008, Mongoose Publishing. Traveller is © 2008 Mongoose Publishing. Traveller and related logos, character, names, and distinctive likenesses thereof are trademarks of Far Future Enterprises unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorized User.

Cepheus Engine System Reference Document, Copyright ©2016 Samardan Press; Author Jason “Flynn” Kemp

He also used the T20 and Modern d20 OGC for this. Very clever.

This was released as the Cepheus Engine RPG in 2017. It is a complete RPG, but still mostly an SRD in an RPG cover. That is fine since it's goal is not to be a game but to be a resource to make material for other games.  To continue my rather awkward D&D analogy this is all 100% OSRIC; both in form and function.

In 2021 Stellagama Publishing released the Cepheus Deluxe RPG.  Which is an RPG based on the Cepheus Engine.  Extending the analogy further to point of self-referencing, this is the Swords & Wizardry of Traveller. At least in function.  

Of these, I have the Cepheus Deluxe in POD and it compares favorably to the OSR offerings for the D&D clones. It also compares well to the Classic Traveller line.

Cepheus and Traveller Print on Demand


Wednesday, May 25, 2022

Review: Mongoose Traveller 2nd Edition (2016, 2022)

Traveller 2022 Edition
We are coming to the end of my journey with the Traveller rule system. Not 100% at the end, but getting there.   Today I want to talk about the newest, 2nd Edition of Mongoose Traveller.  This edition is an update to the Mongoose Traveller from 2008. Again it coexists with the T5 Traveller from Far Future Enterprises I reviewed yesterday.  The only thing I can liken it to is the coexistence of D&D 4e and Pathfinder 1st Edition. Though which one is which is a matter of opinion.

Traveller 2nd Edition was first released in 2016.  A revised update was released in 2021 and called the "2022 Edition."  Both are the same rules though the 2022 update has a few improvements in layout and editing.  For this review I am just going to consider the 2022 version and notes from the 2016 version. 

Traveller Core Rulebook Update 2022

PDF. 266 pages. Full-color covers and interior art. Bookmarked and hyperlinks table of contents. 

Traveller is experiencing a renaissance of sorts. We live in time where old-school games are really popular, sci-fi is having a new golden age (have you seen all the Star Treks we now have?) and Traveller is riding that wave.  The new Traveller is best seller on DriveThru with the 2016 version a Mithral bestseller and the 2022 version a Platinum bestseller as of this writing.  I also know my FLGS sells the books hand over fist. One of the reasons I wanted to do my deep dive into Traveller now was because of all of this.

So how is the 2022 Edition?

In a word it is gorgeous.  

Mongoose, back in the early d20 boom, earned a bit of a reputation of a "spaghetti publisher" as in "throw a plate of spaghetti against the wall and see what sticks."  As time went on their reputation improved. These days they get a lot of credit for not just having solid books, but also serving the d20 bust.  Though some less than perfect editing sneaks in. The 2016 edition seemed to have this problem; at least that is what I have read online.  Both books had high-quality color art, there are some pieces in the 2016 edition I actually like a little better, but in general, I am pretty happy with what I see.  Happy enough to wish I had grabbed the physical books when I was last at my FLGS. 

What about the rules?

The book is similar in many ways to Mongoose 1st Edition, but enough differences in layout and organization.  For the first time, the designer did NOT try to invoke the feeling of old Classic Traveller.  This is a GOOD thing.  To attract new players they needed to make this a new game.

Introduction

This covers the various reasons why you might want to play Traveller and the different ways to play. I was hoping that among the examples of Star Trek and Starship Trooper they would include the most British of all Traveller shows, "Blake's 7." Which always was my goto example. 

There are some suggested books to read such as Traveller Companion, High Guard, The Third Imperium, and more.  I don't have those so I can't comment on them here.  What it does tell me that this version of Traveller is set in the Third Imperium. So that is something to look forward too. 

We get some game and dice conventions and descriptions of the Tech Levels.

Traveller Creation

Character creation is next as expected. This follows much along the lines of all Traveller versions. You roll your six abilities/characteristics.  We are back to our standard six from Classic Traveller with the same point spread and averages. The CCP is still here too.

You pick your background skills and then move to the next phase. There are good flow charts for character creation and the character sheet is annotated.  You go into your pre-career (aka school) and then move to your career. 

Like the first edition, careers are laid out with face pages so everything you need for a career is at a glance.

Traveller Navy

This is quite helpful really.  The careers supported in this core rules are Agent, Army, Citizen, Drifter, Entertainer, Marine, Merchant, Navy, Noble, Rouge, Scholar, and Scout.  There is an extra "career" that of Prisoner. Possibly to do that epic Stainless Steel Rat or Farscape adventure.

Various benefits and of course mishaps occur, leaving you with extra cash, some property or medical debt. 

There are some Skill Packages now.  There is a push here to get all the players and characters working to gether to make sure there is cohesion. 

We then get some examples of Alien species. The Aslan and the Vargr. 

Skills and Tasks

This chapter is combined as it really should be.  The system is basic which is what you want.  The character rolls a 2d6 and need to get greater than an 8 to succeed.  There are various Die Modifiers added and the Target number (the "8") can be be altered depending on the task difficulty. There are example throughout which works well.  An "Impossible Task" for example would require 16 or more rolled on the check.  There are also levels of success and failure. So if the roll is missed by -6 that is an "Exceptional Failure."  A roll of 6+ over the target number is an "Exceptional Success."

The amount of time spent on a skill check can alter the results and there are opposed checks as well. 

The rest of the chapter covers all the skills, their specialities and descriptions.

Combat

Combat is a always separate and it is a special case of a skill check.  What I do like about this system is that combat can rely on STR or DEX as appropriate and is not hard-coded like say D&D. For example Initiative can be modified by DEX or INT.

The combat phase is broken down into Significant, Minor, and Free actions.  You can do one Significant and one minor action per round or three minor actions.  You can perform anynumber of Reactions or Free Actions as permitted. What can be done in these actions is detailed. Attacking an opponent is Significant action, as is giving orders (Leadership). Minor actions are things like aiming, reloading, changing stance. 

Damage is discussed and it is very deadly.  

Encounters and Dangers

This combined the old Encounters and Animal Encounters chapters of Classic-era Travellers. There are all sorts of environmental dangers, diseases, high and low gravity situations, radiation, falling and so much more. Hmmm. Maybe best just to stay on your homeworld.  To quote Leonard McCoy from the 2009 Star Trek movie "Space is disease and danger wrapped in darkness and silence."

Animals are discussed and even a few examples are given. 

NPCs are also presented with the ubiquitous d66 tables of quirks, motivations and more that Traveller fans love. 

Equipment

Covers the economy briefly and plenty of things to spend your precious few credits on. The list here is not highly different.  What is different here is the new level of art added to the lists.  Descriptions of arms and armor are paired with great color art of these items.  More than that there are tech items, medical equipment, computers, and survival gear.  Various toolkits are also described such as Planetary Sciences and Psionicology Toolkits.

And of course guns.

Freaking Lasers

Each bit of equipment comes with a TL rating.

Vehicles

Cover most moveable craft that are not Starships. Each one gets a TL rating, an associated skill needed to operate, speed factors, crew/pilot and of course cost. Nothing is free in the Imperium. 

Spacecraft Operations

A mostly alphabetical listing of everything (mostly everything) that can go on in a ship. 

Space Combat

Similar to other versions and the combat chapter above. This details how ships can fight including movement, targeting, and firing phases. Along with damage and reactions.  The chapter is not large but remarkably detailed.

Spacecraft Construction

I think I would have put this chapter before combat.  Mayb put combat after Common Spacecraft.

Distinctions are made between interplanetary and interstellar spacecraft.  Like character creation, there is a helpful flowchart. 

Common Spacecraft

I rather love this chapter. This lists all sorts of spaceships with their details and a full color picture and some deck plans. This is also laid out so many of the ships have all their details on the facing pages. 

Free Trader

Many of these ships are found in previous versions of Traveller too. So it adds a nice bit of continuity to it all. 

Psionics

Stuck near the end is psionics again. There are talents and powers and the Psion Career.  I have always liked the Psionic powers section in Traveller, but this one really makes me want to play one.  The Careers are all numbered 1 through 12 with the "Prisoner" at 13 (Navy for example is 8).  The Psion career is appropriately numbered "X."

Trade

Covers basic trade between the worlds/systems/colonies.  There is a huge d66 list of Trade Goods to be used by Referees. 

World and Universe Creation

This chapter feels more like Classic Traveller than the others. Sadly no equations to apease the math geek in me but a lot of information all the same. The section is not huge and I a sure there are additional books for more worlds out there.  But there is enough here to get you started.

Index

The index is comprehensive and hyperlinked.

Unlike previous versions of Traveller there is no included adventure here.

--

Ok. What can we say here at the end?  Or in other words who should buy this Traveller and what does it have over other Editions/Versions?

Who Should Buy This?

Much like D&D is synomous with Fantasy Roleplaying, Traveller is synomous with SciFi Roleplaying.  IF you want to try science fiction out then for me the obvious first step is to see what Traveller is doing.

Traveller 2nd Ed 2016 vs. 2022

Both corebooks are still on the market now.  They are the same system.  I have both and while the rules are largely the same the organization of the 2022 version is much better.

Classic Traveller vs. Mongoose Traveller 2nd Edition

Ah. The old-school vs. new-school debate. We live in a time where not only you can get new Traveller in print you can get old Traveller in print as well.  Which one should you play?  I think the choice comes down to experiences.  Both games really let you play the same game. Both games are fun. Both games take on some basic assumptions but largely leave the rest of the universe to your imaginations.

IF you started with any version of Traveller and enjoy that, then stick with that, but certainly check this one out.  IF you have never played any version of Traveller before then the Mongoose 2nd Edition, 2022 version is the one to get.  You can buy it at DriveThruRPG or your FLGS.

Mongoose Traveller vs. FFE Traveller

We owe a lot to Far Future Enterprises for getting all the Traveller books from 1977 up to today scanned and added as a PDF to both their website and to DriveThruRPG.  That is a huge debt we owe them.  However, I can't exactly recommend Traveller 5 over Mongoose's version. There might be content in the FFE Traveller 5 that I could port over. But I think to show my appreciation for what they have done, I'll keep buying the older Traveller materials.

In the end, for me, Mongoose Traveller 2nd Edition is, right now, the best Traveller I can buy. 

I'll make an effort to grab a print version the next time I am at my FLGS.  Right now there is no Print on Demand version for the 2022 edition.

This would be the nominal end of my Traveller reviews, but not so fast. There is still a THIRD way to play "Traveller" that is active and in print today.  

Tuesday, May 24, 2022

Review: T5 Traveller5 Core Rules 3-Book Set (2015)

T5 Traveller5 Core Rules 3-Book Set
We are entering a strange time now. There are now two editions of Traveller on the market, the Mongoose version and now, in 2015, a new version from Far Future Enterprises, the inheritor of Game Designers' Workshop intellectual properties.  This one is designed to be a new edition of the Traveller 4 edition and thus an "unbroken line" from Classic Traveller.

I have the Traveller 5.09 version I grabbed from Far Future Enterprises and the 5.10 version from DriveThruRPG.  For the purposes of this review, I am going to be considering the 5.10 version.

T5 Traveller5 Core Rules 3-Book Set

As with Classic Traveller, this version is split up into three books.  They are not little, and the covers are not included, but they do have the same names.  So that is fine.

Each book has a comprehensive table of contents of all three books.  

Book 1: Characters and Combat

PDF. 208 pages, black & white and color interior art. 

Starting out this has a different feel than other versions.   We start with the the typical "What is a Roleplaying Game" bits and "What is Traveller" under the Traveller is a Role-Playing Game section with an example of play. What follows is a bit on the Galaxy (weird to see how little of it is charted in Traveller), A Brief History of the Universe, and The Foundations of the Universe.  The feel here is one of situating the characters in the Traveller Universe first as opposed to having the character operating in the universe as Classic Traveller does.  Thematically (not rule-wise) this makes it a bit closer to MegaTraveller.  

Traveller Uses Dice takes us back to the real world.  There seems to be some new dice mechanics being introduced here in the form of "Flux Rolls." We get bits on Money, Ranges, and Humanity.  I have to admit I admit I am not liking the organization so far.  The topics seem to come at random. 

Ok. We finally get to a chapter Characters are the Central Focus of Traveller, but not till page 46. 

Characters still have the same six basic characteristics/abilities but there are an additional two added, Psions (Psi) and Sanity. Then there are another eight that are also used that are combinations of the regular six. I can't help but feel that something that was elegant is not needlessly complicated. 

Eleven pages later we get to Characters and Careers. This covers the careers that we see in many versions of Traveller.  I do like the art on the various medals a character can get while in the service, nice touch.  The careers are comparable to previous versions.  Each carrier gets a single page of detail which is nice really, print it out and staple it to your character sheet card. There are also many tables for backgrounds.

There is a new section on Genetics. There are some lists and diagrams for family trees (genetic trees) but I am not seeing the in-game application to this yet.  I guess if your character is genetically modified this would be good. Sections on Chimeras, Synthetic Lifeforms, and Clones follow. 

Tasks are next and deal with how you do things in Traveller.  We are back to a Roll Under task resolution.  A few pages discussing how tasks are determined with an example of three character with low, medium and high dexterity. 

Skills is introduced with a Master Skill list, though "Massive Skill List" would also be appropriate. There are a lot of skills here.  Skills and their descriptions take up the next 40 pages.

Equipment is given the acronym QREBS for Quality, Reliability, Ease, Bulk/Burden, and Safety. 

We jump back to character focus with Intuitions, Personals, and The Senses. 

We get to the second half of the title 2/3 of the way into the book. Combat. Up first is Personal Combat. This covers all sorts of types of combat, conditions, environment, movement, and more. There is even an example of combat between two groups of five combatants. This is good, because I still have no real good notion of how combat works in this system. This follows by a list of weapons.

Dice is next and covers all the rolls for 1D to 10D and the Flux die.  Look I have a Master's degree in Stats, I like math, I like numbers. But this feels needlessly complicated to me. 

The book ends in an Index (but hyperlinks and the PDF is not bookmarked).

Book 2: Starships

PDF. 304 pages, black & white and color interior art. 

One of the things I love about Traveller has been their starship-building rules. It's like character building and I don't feel bad about min-maxing or even meta-gaming it.  

We start out with the basic anatomy of a stellar hex grid. Ok, that is useful. This introduced us to the section on Star Systems. We get some brief overviews of systems and some helpful charts and tables to describe them.  This is followed by Star Ports (places to go in the system) where the adventures usually begin.

Starships are next and cover all sorts of starships. The same sorts of details are here as in other versions of Traveller. I would need the rules side by side to see the differences, but it feels more like Traveller T4 than anything.  Lots of color art for the various types of ships are a nice touch.  Our old friend the Beowulf-class Free Trader is present. 

Starship Design and Construction covers how to build and pay for these ships.   All of this is recorded on the Ship Card, like a character sheet for ships. This is a feature that goes back to the beginning. 

Maneuvering is next, or how your ship is a ship and not a space station. This includes interplanetary travel.  Jump covers interstellar travel. 

Plenty of sections on how Power, Sensors, Weapons, Defenses, Fuel, and Space Combat work. Far more detail than I recall in any version of Traveller so far.

Trade and Commerce Between the Stars section is next. Traveller is built on the reality that goods and people need to move between the starts and there is an economy based on that. 

Technology and Tech Levels are discussed in detail. Followed by Lifespans of intelligent species (why wasn't this in Book 1?), Interstellar Communities, Computers, and Robots.

This book was a bit better organized than Book 1, up till the end that is.

Book 3: Worlds and Adventures

PDF. 304 pages, black & white and color interior art. 

This covers Worlds and Systems.  It seems that some of the System material from Book2 would have been better here. 

If Book 1 creates characters, and Book 2 creates Starships, then Book 3 creates worlds and systems. Again pretty detailed with charts and graphs galore. This covers the first 94 pages or so.

Makers or building things run the next 80 odd pages.  Seems like this should have been in book 2. 

Special Circumstances are next for the next 70 pages.  This includes Psionics. This covers psionic characters and their powers. This also covers the Zhodani.  

There is an interesting sub-section on Sophonts, or intelligent non-humans.  Again, this would have been better served in Book 1 I think, but I do see why it is here. 

We don't get to Adventuring until page 270 and then it is only 10 pages. Very underserved in my mind.

Each book ends with book specific Appendicies and Indexes.

--

So. 816 pages of PDF rules for Traveller 5.10.  (FYI my Traveller 5.09 weighs in at 760 pages).

What do I know?  Well. This version of Traveller is an interesting view of divergent evolution.  In 2015 to 2019 (and still) there are two in print, live versions of Traveller out there. Traveller 5 and Mongoose Traveller.  Both have the same ancestor, Classic Traveller, but each went on a different path.

Classic Traveller Mongoose Traveller Traveller 5

We also live in a world now where ALL versions of Traveller are easily available in PDF, Print, and POD versions. 

Given all of this, I just can't see myself playing Traveller 5. There is a LOT here I can see myself using though.  I do not regret buying it at all. Far from it. I think my goal here is to grab anything I can find that is useful that is still roughly compatible with the Classic Traveller Core.  

My issues with Traveller 5 are largely from the organization of the material and the over-complication of the rules.  I am not a fan of roll-under systems, but I can get over that for the right game. 

I give Far Future Enterprises credit for trying to expand the game in a new direction, it's just a direction I am interested in going in these days. At nearly $45 for three (four if you count the "Read me" pdf, which I don't) PDFs and no POD option is a bit rich for most people's blood. 

Still, I am a perpetual sucker for the sunk cost fallacy, so I am always looking for an excuse to use all my books. 

BTW: This is also my 5,000th post here at the Other Side!

Monday, May 23, 2022

Review: Traveller Main Rulebook (2008)

Traveller Main Rulebook (2008)
We are getting to the end of our journey into the various editions and versions of Traveller.  Today I am bringing us to the modern era and will spend some time with the various Open Gaming editions of Traveller.  That's right. Traveller has hit the retro-clone stage of development.

2008 was not all that long ago.  This blog was up and running at this point and I was beginning work on a lot of the projects you know me well for. So consequently I was not really paying all that much attention to what was going on in the world of Traveller. 

While I mentioned that we are hitting the "retro-clone" phase of Traveller's development, it was not (as far as I can tell) Mongoose that released the Traveller SRD. That was the work of Jason Kemp.  But I will get to all of that in a bit when I review the Cepheus Engine.

Traveller Main Rulebook (2008)

PDF. 192 pages (plus covers). Black & White art with a red accent.

Traveller has had a long history. This new version from Mongoose celebrates that history by essentially going back to the beginning with the look and feel of Classic Traveller. 

How much does this feel like Classic Traveller?  So much so that I am kinda struggling with what to say other than "wow this is like Classic Traveller!"  Not in a "they copied The Traveller Book" way but more in a "These are people that began playing this game 30 years ago and now want to introduce new gamers to that game" way.

Everything about this book is a serious nostalgia trip.  And given that I have been spending all this time with all versions of Traveller, a serious case of déjà vu.  

Introduction

Our introduction to the Traveller game.  There are some minor references to "The Third Imperium" but much like the LBBs this game is largely setting-free.  Some examples of play are given and the various Technology Levels (TL 0 to 15) are given.

Character Creation

This is very, very similar to the Classic Traveller Character Creation even down to our good friend Alexander Jamison returning.

Side note: I have decided that once a character musters out of one of the services (Army, Marines, Merchant Marines, Navy) they are gifted a sword. Seems like something that should happen and explain why Jamison here has a cutlass in a universe full of lasers.

The big changes here (and see throughout this book) are better layout for looking at options and checklists and guides.  This version does an amazing job of getting a new player up and going fast. 

improved layout

You can't die in character creation, but there is still a lot going on.  Also there is a point-buy feature for assigning your points to your six abilities.  We are again back at an average of 7 for abilities and the UPP is back. 

There are still a lot of careers to choose from, more than in The Traveller Book.  Life events follow. Someone close to your character can die, but not your character.  Though you can muster out and be in medical debt.  

There is a section on aliens. Here we get the Aslan, Droyne, Hivers, K'kree, Vargr, and the Zhodani.  Given the way the rules of this version are written, I can't see why the older Alien Modules couldn't still be used here. 

Skills and Tasks

Skills are very familiar but seemed to be pared down a little. Die Modifiers (DM) are discussed as well as how to do a task check right away.  Each skill is detailed along with any specialties under that skill. 

Combat

This chapter gets an upgrade in my mind and shows the familiarity Mongoose has had with d20 and other modern systems.  Actions are divided into Minor and Significant Actions along with Reactions and any number of Free actions. These are made very clear.  Combat actions (a significant action) is detailed on what needs to be rolled.  All of this was in previous versions, but now they are more upfront and bolded.  

Encounters and Dangers

This is the analog to the older Encounters and Animals sections. Plenty of charts and boxed text to help a referee out when building encounters.  Encounters are more than just strange new animals on weird worlds. There are rivals, other humans, and corporate actions just to give some examples. Quite a lot really.  True to Traveller there are plenty of d66 tables for all these encounters.

Equipment

Your characters' shopping lists. It looks like this is very similar to other equipment lists of other editions.  I will note (because this is me) that computers finally feel right.  They, and a lot of the other equipment here feel like futuristic equipment.  Computers are tiny and powerful. There are "smart guns" that help you hit your target, holographic displays, and robots and drones in their own sub-section.

Each bit of equipment comes with a TL rating.

Spacecraft Design

Distinctions are made between interplanetary and interstellar spacecraft.  Like character creation, there is a helpful checklist. 

Common Spacecraft. This is less of a chapter section and more of a sub-section of Design.  This list of common ships with their details, some maps, and a picture. 

Spacecraft Operations

An alphabetical listing of everything (mostly everything) that can go on in a ship. 

Space Combat

Similar to other versions and the combat chapter above. This details how ships can fight including movement, targeting, and firing phases. Along with damage and reactions.  The chapter is not large but remarkably detailed.

Psionics

Ah. Psionics.  Stuck out into the back half of the book again. Psions are given a "career" write-up as the other character types. 

Trade

Covers basic trade between the worlds/systems/colonies.

World Creation

This chapter feels more like Classic Traveller than the others. Sadly no equations to apease the math geek in me but a lot of information all the same. 

Index

A pretty good index (not hyperlinked), a character sheet, and a hex grid.

--

So this might be the best version of Classic Traveller to date.  Same rules more or less (I admit I could not spot any major differences), the feel of Classic Traveller and in a cleaned up and reorganized fashion.  I know there is a 2nd Edition coming up (I have already started on that) but there is a simple elegance to this edition.

There is also a Book 0 to get you started.  It is a cut down version of the Core Rules at 32 pages and is Free.  I have both in the same three ring binder I have The Traveller Book in.  

Friday, May 20, 2022

Review: Traveller20 (2002-2007)

Traveller20 (2002, 2007)
We are now in another new decade. In fact a new century and a new millennium in fact. And of course another new edition of Traveller.  Interestingly enough we are now 25 years out from the Little Black Books. But we are now nearing the end height of the d20 boom.

Traveler, for the first time in its history, is now using the same system as Dungeons & Dragons.

Traveller for d20, also called Traveller 20 or even T20 used the d20 system under the OGL and d20 STL.

Since this is the 20th day of SciFi month, let's do Traveller for d20!

There are two versions of this game, one out in 2002, which I remember was a single hardcover book.  The other, available from DriveThruRPG is the 2007 edition and made up of three books (and a handbook).  I had the 2002 version briefly but ended selling it off in an auction. Why? I can't recall. I had a baby and another one on the way, I bet I needed money.

Both versions have similar cover art.

For the purposes of this review, I am going to consider the 2006-7 version from DriveThruRPG and from Far Future Enterprises where I got my copy from. 

Traveller20 Core Rules Set (2006-7)

PDF. Four files. Color cover art, black & white interior art.

Traveller20 (2006-7)

Ok. I want to start with this. I like d20. I do. My favorite version of the Star Wards RPG is Wizard's Revised d20 version. I know that sounds like blasphemy to so many, but I don't care.  Star Wars and D&D are so wrapped up into my childhood that bringing them together under one system was a no-brainer for me.  Now if I can add some Traveller bits?  Well I don't know if I can just yet, but the idea is so tempting, so tantalizing I just can't help it.  Seriously what could be more Summer of 1977 than Star Wars + D&D + Traveller?   What does that mean for you?  Well.  I am likely to cut this edition a lot of slack. Maybe even to the point of excusing some things I shouldn't.  Forewarned is forearmed.

The Traveller's Guidebook
The Traveller's Guidebook

PDF. 234 Pages, Color cover, black & white interior art with blue accents.

This is the "Book 0" OR the Book 4 of the 2006-7 Traveller d20 line.  This book covers all the basics for the Traveller Player. 

We get out Introduction which tells us what we are in for here.  It is written for the point of view of anyone new to RPGs or new to Traveller (any version). 

We get brief overviews of the d20 mechanic. How to set your Difficulty Levels (DCs) and even a little on success levels.

Character Creation is next.  What follows is pretty standard for all d20 games.  Roll abilities, choose races, select classes, set skills, add feats, roll up hitpoints.  This is Traveller so there is a bit more added on.

D&D/d20 has six Character Abilities. Traveller has six.  T20 has nine. These are Strength, Dexterity, Constitution, Intelligence, Education, Wisdom, Charisma, Social Standing, and Psionic Strength.  Ok a mix of both systems.  Not exactly what I would have done, but hey.  Ability scores are d20 standard, modifiers are as well.   

Hitpoints are split between Stamina and Lifeblood. Or what other games might call wound points and health points.  One slows you down the other represents how much you have till you die. Loosing either is not good.

Races are discussed and the standard humans are given with variations. You can also choose Vargr, Aslan, Ursa, and Virushi. 

Since this is Traveller you have your homeworld to consider.  There are plenty of random tables to help you figure this all out.  Tech Levels from previous editions remain here. It's a nice touch of course.  Also you have your prior history, or what you did before you decided to live the glamorous life of a Traveller.  Turns of service enter here with various paths and what that all means in terms of your character (background, credit earned, and skills).   I am not sure but it seems like there are a lot of careers here. More than other editions.

Once that is figured out you can choose a class. XP values are the same as D&D 3.x so that is easy enough. There are 12 core classes: Academic, Athlete, Barbarian, Belter, Entertainer, Martial Artist, Mercenary, Merchant, Noble, Professional, Rogue, and Traveller.  Nine "Service" Classes: Army, Convict, Corsair, Flyer, Law Enforcement, Marine, Navy, Sailor, and Scout. And eight Prestige Classes: Diplomat, Engineer, Medic, Ace Pilot, Ancients Hunter, Big Game Hunter, Psionicist, and TAS Field Reporter.

Skills are covered and as expected there are a lot of them. A lot. Nearly 30 pages worth.  Same goes for Feats (this is d20 after all).  Now I prefer a smaller list of skills myself, but I see why the authors did what they did.

Equipment and Starting Funds cover the next 40 pages or so.  Imperial Credits are still good here!

Combat is the d20 system with a few twists, but nothing the average D&D 3.x+ player couldn't figure out.  The covers personal, vehicle and ship combat.

Adventuring covers quite a lot from what the characters do, living expenses, environments and their dangers, weather dangers, movement, vision, and on to Psionics (which really should be it's own chapter).

We now get into what could be reasonably called the Traveller Black Books of d20.

Book 1: Characters and Combat
Book 1: Characters and Combat

PDF. 209 Pages, Color cover, black & white, and color interior art.

I will admit I am confused. This book looks older than the "Book 0" above.  No problem.  Ok. So I get the idea these textbooks are actually separate from the first one. Not sure what the logic here is, but works for me.  I'll take these three books as a group, like the Little Black Books of old.

We start out with some game fiction. Move right on to an introduction from Marc W. Miller, but I think that is all he did for this particular version.  This moves on to the Introduction to RPGs section and about Traveller in particular.  So while it is similar to the book above it also goes into far more detail.

Characters cover character creation.

There is an overview with page references to where they are detailed later in this book.  Most interestingly there are now eight (8) Abilities.  The standard d20 ones plus Education (EDU) and Social Standing (SOC).  

You generate your abilities first, examples are given of how EDU and SOC work in the game.  Determine your race/species included here are humans (with sub-types), Vargr, Aslan, Luriani, Sydites, Ursa, and Virushi.  Mentioned ar the Droyne, Hivers, and K'Kree.

As always your homeworld stats are determined and character adjusted as needed.  This also helps with skills and what classes are available to you. 

Classes are next and there are a lot of them. This time they are better explained.  We have the core classes: Academic, Barbarian, Belter, Mercenary, Merchant, Noble, Professional, Rogue, and Traveller.  The  Service Classes: Army, Marine, Navy, and Scout. And Prestige Classes: Ace Pilot, Big Game Hunter, and TAS Field Reporter.  Classes work like the d20 standard. 

I do admit I have a desire to run a game with TAS field reporters.  If nothing else this is giving me a load of ideas for my Star Trek: Mercy campaign. 

Skills are up and we also get a note that this section is Open Game Content. Nice touch.  There are quite a lot of skills here, more than the d20 standard of the time.  A lot of these are also limited to particular classes or backgrounds.  Unlike standard d20 and more like some other games, some skills can be used with more than one ability. Pilot for example can be INT or DEX.  I think my favorite addition though is the "Dealing with Bureaucrats" DC table.   As expected this section is rather large.

Feats (this is d20 after all) is also a long section.  There are also some Final Details to figure out like age, height, and weight. 

Oddly, but maybe it makes sense, Prior History is after all of this.  Reading through is does actually since it modifies what the character is like. In truth it is like a rather robust "Backgrounds" from D&D 5th Edition, just 10+ years before that.

Combat is up. The book says that combat is pretty much the same as d20 standard except in a few   cases.  Mostly Traveller universe specific examples.  Where things are different it is noted.

After combat, the Prestige Classes are covered.  And at the end as always (more or less) is Psionics.

The Appendices follow.  Their page numbers start as if all three books are combined.  Nice really. So Appendix I starts on page 426.  The last page is the OGL and Product Identity information.

Book 2: Equipment and Design
Book 2: Equipment and Design

PDF. 164 Pages, Color cover, black & white interior art.

I just want to say right now that I am loving this Classic Traveller presentation of the Traveller 20 rules.  I wish I had a POD of this. 

This book continues, page numbers and all, from Book 1. 

This book covers all the Technology and Equipment (about two dozen pages), the design of vehicles and starships, and some standard designs.  All of it is largely what you would expect it to be.

Technology and Equipment.  This discusses various TLs (Technology Levels) and the character "shopping list" so lots of weapons.  We do have sections of drugs, medical care, food and living expenses, as well as cybertechnology (somewhat that started in Traveller just a decade ago) and cloning.  Interestingly enough I did not see a lot on robots save that they can be built like vehicles.  I do appreciate the conservation of rule space here, but more might have been nice.

Computers are more advanced, but you are all sick of me harping on that.

The Appendices repeat here as well as the OGL information.

Book 3: Worlds and Adventures
Book 3: Worlds and Adventures

PDF. 107 Pages, Color cover, black & white interior art.

Ok, I have to admit I am enjoying this system. 

This is the smallest of the three. 

This book covers Travelling (Chapter 14), Starship Encounters (Chapter 15), Universe and World development (Chapter 16), Campaigns (17), and Traveller Adventures (Chapter 18).

The design here is one of characters living in a giant Galactic Imperium that is full of adventure and lite on the details of the Imperium itself.  Oh there is information here on it anyone with any knowledge of Traveller can easily fill in the blanks.  The focus of this game though is more like Classic Traveller, on the characters and what they do.  There is more here than Classic Traveller, but not as much as say MegaTraveller.

I can gather from reading that this takes place sometime prior to the timeline of the LBBs, before 1000. But not much more.

--

Ok so this bundle has two separate versions of the T20 game. For my money, I would rather the Three Books and add in details from The Traveller's Guidebook where needed. 

The Three Books cover the same material as The Traveller's Guidebook save for where the TGB goes into additions (more classes, more abilities).   I am not 100% convinced that the additions to TGB are better. 

I am not going to lie. I like the 3.x d20 system, warts and all.  I like the idea of a huge Galactic Empire.  So if I am going to play a non-Trek game then some flavor of d20 is likely going to be my choice.

Call me crazy, but I like this one. 

Part of me wants to find a copy of the Traveller d20 dead tree book online to buy another part of me wants to print out what I have to put into a binder with other d20-based SciFi games.  I know there is d20 Starfleet Battles / Prime Directive and more.