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This Page Is Intentionally Blank. Adventure 7 Broadsword
Sample file This page is intentionally blank. Adventure 7 Broadsword Science-Fiction Adventure in the Far Future Sample file Came Designers' Workshop Broadsword was designed by Loren K. Wiseman. The chapter on the Broadsword cruisers was designed by Marc Miller, and originally appeared in Journal of the Travellers' Aid Society, Issue 8. The Zhodani Patrol Frigate on page 37 originally appeared in Leviathan, Travel- ler Adventure 4. Art Direction by Rich Banner and Chris Purcell. Broadsword deckplans by Char- main Geist. Interior illustrations by William H. Keith, jr. Broadsword TRAVELLER, Adventure 7 Copyright 0 1982 by Game Designers' Workshop, Inc. All rights reserved. Printed in the United States of America. No part of this book may be reproduced in any form or by any means without permission in writing from the publisher. This booklet is an adventure for Traveller, GDW's science fiction role-playingSamplegame set in the far future. file Traveller is GDW's trademark for its science fiction role-playinggame materials. Game Designers' Workshop, Inc. P. 0. Box 1646 Bloomington, l L 61701 Table of Contents INTRODUCTION ...........................................4 Standards and Assumptions ...................................4 'Characters ..............................................4 Ship's Locker ............................................5 Administering the Adventure ..................................5 THE SITUATION ...........................................6 Background .............................................6 Garda.Vilis ..............................................6 -
Consolidated Errata: Classic Traveller
CONSOLIDATED CT ERRATA, v1.2 (03/31/15) TABLE OF CONTENTS INTRODUCTION............................................................................................................................................................................................ 3 UPDATES ...................................................................................................................................................................................................... 3 EXPLANATION .............................................................................................................................................................................................. 3 EXPANSIONS ................................................................................................................................................................................................ 4 COPYRIGHT NOTICE ................................................................................................................................................................................... 4 301 BASIC TRAVELLER ............................................................................................................................................................................... 5 1977 Edition ............................................................................................................................................................................................ 5 1981 Edition ........................................................................................................................................................................................... -
Dragon Magazine
July 1981 Dragon 1 Dragon Vol. VI, No. 1 Vol. VI, No. 1 July 1981 Publisher . Jake Jaquet The scope of what a gaming magazine signers’ Workshop for publishing a load Editor-in-Chief . Kim Mohan can cover is vast — as vast in scope, if not of Traveller material. The boys in Bloom- Editorial staff . Bryce Knorr more so, than the games themselves. ington didn’t twist our arms — you did, Marilyn Mays Sales. Debbie Chiusano Consequently, neither DRAGON™ mag- by buying so many copies of the game Circulation . Corey Koebernick azine nor the other publications in the that it has become something we are ob- Office staff . Cherie Knull field have to be overly concerned about ligated to cover, in an effort to do the Jean Lonze “duplicating” what some other magazine greatest good for the greatest number of Roger Raupp has recently done. Then again, there’s a gamers. Contributing editors. Roger Moore thing called the law of averages, and Like I hinted at above, the law of aver- Ed Greenwood sometimes it catches up with all of us. ages can work both ways. Ironically What’s this all about? Well, those of enough, DRAGON #51 and (according This issue’s contributing artists: Susan Collins Kenneth Rahman you who have seen the June issue of The to their announced plans) TSG #41 both Gail Gierahn Phil Foglio Space Gamer may already know what contain extensive reviews of Triplane- Roger Raupp Mason Jones I’m getting at. tary. If our printing schedule, our ship- Todd Lockwood Tom Mason When we received our office copy of ping operation and the U.S. -
Guide to Classic Traveller Page 1
Guide To Classic Traveller Page 1 Traveller is a series of related science fiction role-playing games, the first three editions published by Game Designers' Workshop and subsequent editions by various companies. The Traveller rules draw inspiration from the classics of science-fiction literature. Acknowledged influences include: the Dumarest saga series by E.C. Tubb, the Foundation stories of Isaac Asimov, H. Beam Piper's Space Viking, Larry Niven's Known Space, Jerry Pournelle's CoDominium, and Poul Anderson's Polesotechnic League. The first edition of Traveller (published 1977 through 1986) has come to be called Classic Traveller and included some 80 rules books, adventures, and supplements. Originally game designer Marc Miller envisioned Traveller as a system for playing generic space opera themed science fiction Guide To Classic adventures, in the same sense that Dungeons & Dragons is a system for generic fantasy adventures. However, as GDW began publishing materials beyond the core rules, a suggested setting called the Third Imperium emerged and has become the TRAVELLER dominant background for the game. Science-Fiction Adventure The Third Imperium is in the distant future—over three thousand years removed from our own time. Interstellar travel is in the Far Future facilitated, and limited, by the use of a technology called the jump drive (known as a hyperdrive in other science fiction settings). Jump drives are capable of propelling a starcraft between one to six parsecs, depending on the individual drive's specifications. Regardless of the distance of a jump, the duration required for the trip is approximately one week. Communications are limited to the speed of travel; there is no "sub-space" or other form of FTL information transfer.