Ratings!

As you may have noticed these blog uses a ratings plugin that allows readers to rate each post from 1 to 5 stars. I added this feature to give my readers another opportunity for feedback. But alas it is not used as I as hoped.

So, why should you rate the posts in the first place? To give me a hint on how you liked that post. Not everyone likes to write comments and rating a post is a simple way of expressing your thoughts. You thought that the post was just awesome, then give it five stars. And if you think it was abysmal, just vote 1 star. So it’s easier for me to see what kind of posts you liked, where I have to improve things.

I just ask you to give me some hint on where to improve my blog. And if you have some more elaborate ideas, on what I could do to make “Stargazer’s World” a more interesting place, feel free to write down your comments or contact me via the contact form on the about page. Thanks!

And by the way, there are some posts that still need some love, so check them out, while you are at it. 😉

UPDATE: The Ratings plugin didn’t want to cooperate with my new theme, so I had it shot!

Retro review: Traveller

TravellerI have to admit I own a lot of different roleplaying games. Some I haven’t even completely read, some I haven’t even tried out and there are a few that have very fond memories connected to them. One of these games is the original Traveller, that I bought probably around 1990.

My copy is the second printing of the german translation of Traveller that was published under license by Fantasy Productions. When you open the 160 pages paperback book you will immediately notice that this game hails back to 1977. It completely black and white and printed on matte paper. Compared to modern rulesbooks with glossy paper and many full-color illustration this book looks very bland. But it’s probably on par with other rulebooks from that time.

Traveller is a SF roleplaying game and possibly the first SF roleplaying game ever (correct me, when I am wrong). Although Traveller was intended as a generic SF roleplaying system that can be used with a lot of different settings, the rulebook contains the implied setting of the “Third Imperium”. The Third Imperium was heavily inspired by a lot of classic science fiction books like Isaac Asimov’s Foundation series or Poul Anderson’s Polesotechnic League (two of my favorites). I am pretty sure you can run a Foundation campaign with Traveller rules without a problem. Just don’t use any aliens and you’re done.

The rulebook starts with the chapter about characters. Character creation in Traveller is very random. You start by determining your Stats (like Strength, Dexterity, Social Status, etc.) by rolling the dice, these stats are then combined into your UPP or Universal Personality Profile. The UPP uses hexadecimal values to give a shorthand for all stats. A possible UPP would be 747B85 for example. After that you roll on several tables to determine with kind of service the character enters, what skills he or she learned, if any special events happened or if he or she was reinlisted for another tour of duty. It is even possible that a character dies during character creation. When a character finally leaves the service he or she is ready for adventure. This character creation method creates some quite interesting characters. You don’t even have to come up with a background story since most important events where already rolled up during character creation. BUT you have almost no way to control what kind of character you roll up. Imagine you want to play a dashing navy officer but you end up with a dead space trader. Bummer!

The next chapter describes combat in Traveller. The combat system is pretty standard, perhaps a bit on the easy side but has some strange damage rules. There are no hit points but weapons damage the three physical attributes Strength, Endurance and Dexterity. If one of these value drop to 0 or below the character dies. For every point in Dexterity you lose, you have to reduce your combat rolls by one for example. The system works but I would have preferred to have some hitpoints or something like that instead. When I remember correctly that was one of the things I changed when I ran Traveller as a GM.

The following chapters give detailed information about space travel, trade, space ships and space ship construction, computer, space combat, worlds, encounters with animals, encounters, experience and many more. This part of the game still can be used today even if you prefer different rule systems. Travellers system for creating star systems helps even the science-illiterate GM to create believeable star systems. In many ways the classic Traveller rulebook reminds me of GURPS Space. And although Traveller was created with the “Third Imperium” setting in mind, you can easily adopt it to other science fiction settings.

The rulebook even includes two adventures, some details on the “Third Imperium” and a complete region of space for you to explore. But it also lacks a lot of stuff that is usually included in modern games. Although alien races are mentioned, you don’t get any details on how to create alien characters. There are no stats for common NPCs, so the GM has to do all the work himself.

If you are interested in running a SF campaign with an “old school” atmosphere, you can easily pick up and play Traveller. If you still can get a copy, that is. But you will probably have to plan in quite a few hours to prepare things. If a game from 1977 is a bit too old school for you, check out one of the newer incarnations of Traveller. But I am sure that there are still some people out there that enjoy a game of classic Traveller once in a while.

My thoughts on the RPGBloggers Network

Stargazer’s World has been a member of the RPGBloggers Network for quite some time now. And since the last weeks of the year are always a good time to look back at what you’ve achieved during the year, I decided to write down my thoughts on the state of the network.

Drinking from the firehose
In early September trying to follow everything that was written on the network was like drinking from the proverbial firehose. With a lot of new members to the network the amount of new posts in a given time was mind boggling. If you posted at the wrong moment, your post never even appeared at the network’s front page. This was very frustrating for a lot of us and the powers behind the network worked hard to get this problem solved. I am not exactly sure how they did it but it seems to work much better now. But perhaps some of the blogs aren’t that productive anymore. Or they changed the layout of the site, so that more post appear at the front page. Perhaps one of the people in charge of the network can give us some hints.

Black box
Something that bothered me for quite some time is the fact that the network feels like a “black box”. I don’t know if I mentioned this before, but I would really see some more information on the inner workings of the network. For example who decides which article is worthy of being “featured”? I also would like to see some monthly updates on the state of the network. I know that a lot of people are interested in such stats as how many posts we had on the network, how many new blogs signed up et cetera. Perhaps these updates can also be a great place to promote great overlooked articles or where the people behind the network can rant about some things. In my opinion the network could be much more than what it is now.

Don’t get me wrong, I think the RPG Bloggers Network is the best idea since sliced bread, but there’s always room for improvement. Or do you think anything should stay the way it it? I am especially interested in the thoughts of the people who started it all. Has the network turned out as expected or where you totally baffled by the way it went?

A Roleplaying Games blog

By continuing to use the site, you agree to the use of cookies. more information

If you leave a comment on our site you may opt-in to saving your name, email address and website in cookies. These are for your convenience so that you do not have to fill in your details again when you leave another comment. These cookies will last for one year. If you have an account and you log in to this site, we will set a temporary cookie to determine if your browser accepts cookies. This cookie contains no personal data and is discarded when you close your browser. When you log in, we will also set up several cookies to save your login information and your screen display choices. Login cookies last for two days, and screen options cookies last for a year. If you select “Remember Me”, your login will persist for two weeks. If you log out of your account, the login cookies will be removed. If you edit or publish an article, an additional cookie will be saved in your browser. This cookie includes no personal data and simply indicates the post ID of the article you just edited. It expires after 1 day.

Close