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Al_Beddow
Apr 4th, '03, 10:23 PM
I have just picked up Star HERO and while reading it have been considering just how I want my Sci-Fi campaign set up. Then I remembered, I have all this Stuff for Classic Traveller and MegaTraveller.

Has anyone out there thought about or done any work on creating a Star HERO campaign in any part of the Traveller Universe/Timeline?

ShelleyCM
Apr 5th, '03, 07:17 AM
Hi, Al --

I run a GURPS Traveller Game (http://www.mactyre.net/shelley/traveller) and have recently thought about translating it into HERO. The easiest way would be to translate (point-based) GURPS Traveller to HERO, rather than Traveller to HERO (which is more nebulous). Otherwise, you end up having to do what my husband did pre-official GURPS Traveller (when he ran it in GURPS) and just eyeball it while keeping a tight grip on the genre. It worked out well, but it was a LOT of work on his part.

(If you don't already own the GURPS Traveller books, be careful. The quality is spotty.)

What concerned me the most was losing the "feel" of Traveller (and GURPS), where it's much easier to die than it is in HERO. But I'm sure people on the boards can give us suggestions on how to fix that. :)

-Shelley

Seenar
Apr 5th, '03, 07:49 AM
I never liked how easy it was to die in Travaler (or that the best starting characters were old men).

I would use the source material for the feel of the universe, and the eyeball everything.

Bartman
Apr 5th, '03, 08:31 AM
Originally posted by ShelleyCM
What concerned me the most was losing the "feel" of Traveller (and GURPS), where it's much easier to die than it is in HERO. But I'm sure people on the boards can give us suggestions on how to fix that. :)

Thats not hard. If you use all the option combat rules, hit locs, bleeding, disablement, etc. you will generally find that you have a mortality rate that would keep anyone but a C'thulu fan happy.

ShelleyCM
Apr 5th, '03, 08:58 AM
Originally posted by Bartman
Thats not hard. If you use all the option combat rules, hit locs, bleeding, disablement, etc. you will generally find that you have a mortality rate that would keep anyone but a C'thulu fan happy.

Oh, certainly. But it makes combat more cumbersome, and to me one of the great GURPS/Traveller "feel" advantages is speed of combat. I was thinking more along the lines of either halving all BODY stats or doubling all BODY damage -- something quick-n-dirty.

Over my shoulder Matthew is saying that in the past he doubled body for dirty space HERO games.

-Shelley

Jerry A!
Apr 5th, '03, 03:11 PM
This is something I've thought of doing, and would definitely be interested in. Please tell me you're in the DC Metro Area. :)

As for ideas, here's a few.
Use the hit location table. This definitely helps speed up combat. If you've got lots of dice handy, I recommend giving each player three of one color to determine hit location, and a fistful of other unused colors for the damage rolls. Thus, with one big roll, you've got damage and hit location right in front of you.

Have a copy of Star Hero handy. Is it my imagine, or do the package deals "feel" like a direct lift of various Traveller classes. Not that I'm complaining, just makes this easier.

Check out www.travellerhero.com (http://www.travellerhero.com). This guy has taken a stab at some ship conversions. Nice work and a great "jumping point" (pun intended).

Kevin Scrivner
Apr 6th, '03, 04:10 PM
Originally posted by Seenar
I never liked how easy it was to die in Travaler (or that the best starting characters were old men).



Eek! I'm now old enough to be some of the characters I role-played in high school! I've missed some of my saving rolls to avoid losing stats, and I'm not sure I've gained new skills for each term of service!

Al_Beddow
Apr 7th, '03, 12:11 AM
ShelleyCM said:
(If you don't already own the GURPS Traveller books, be careful. The quality is spotty.)

Oh I hear that Shelley. That's why I left GURPS. Besides some other problems I had with the company (including with mr sj himself), I found their "high quality and control over the product" to be less than advertised. I almost fliped when I found out that their blueprint for the Empress Marava Freetrader was so off. I mean the first level of the cargo hold had twice as many hexes as the ENTIRE ship was supposed to have (by their own rules). I acutally managed to sell off ALL my GURPS stuff for what I paid for it (and am now buying HERO books) ;)

Jerry A! said:Have a copy of Star Hero handy. Is it my imagine, or do the package deals "feel" like a direct lift of various Traveller classes. Not that I'm complaining, just makes this easier.

Check out www.travellerhero.com. This guy has taken a stab at some ship conversions. Nice work and a great "jumping point" (pun intended).

Thanks for the tips and website Jerry. I love the work the guy did with the standard Traveller ships. That alone is going to save me quite a bit of time. :D

TravellerHero
Apr 8th, '03, 11:10 AM
Thanks for the kind words guys.. right now the site contains non-canon Traveller references mixed in with the rest (meant to be unusual occurances in the third imperium) such as unique or rare weapons and races. Just strip out the ones you feel do not fit and use the rest.

The Alien conversion should have been done by now, but I got sidetracked by the ultimate vehicle book, and ended up making updated versions of the ships. It looks like I will have those up in a week or two, and the aliens will have to come after the revised ships.

and finally here's a contribution to your game if it's going to have anything to do with space travel...

http://www.utzig.com/traveller/iai.shtml

Dr.Unpossible
Apr 9th, '03, 12:54 AM
MOTHER OF PEARL!

this site is a beauty to behold =). Well a beauty to a Traveller geek anyhoo. Thank you very much for sharing your hard work. I will be parusing this site often I can tell =)

Have you posted the link for the rabid traveller fans over at
http://www.travellerrpg.com/ (http://) to consume. I'm sure the msgbrd there would love to see this site as well.

If I remember correctly, thats how I came across your TravellerHERO site. Some one had mentioned it in a Traveller Post.

Thag13
Apr 9th, '03, 06:36 AM
Thanks for the great sites.

VERY well done and an giant help to me as I am running a SCI fi Hero game this weekend.

As its stands now, its a VERY alternate Babyon 5 universe, but every bit helps

Thank you VERY much

James_Kiley
Apr 9th, '03, 06:40 AM
If I'd had access to a good traveller-hero conversion three months ago I probably wouldn't be using TE. I gave serious consideration to using Traveller's Imperium for my own game.

TravellerHero
Apr 9th, '03, 10:47 AM
Shelley,

Have you considered simply having death occur at 0 body instead of twice starting body? The numbers I have set up for weapons and armor lean a bit towards the weapons already. It should be able to capture the speed at which you dispatch enemies in Traveller. Once you add the death at 0 rule it becomes extremely deadly.

However I personally do not use my 0 death rule as I like to have an expensive longshot to revive the character. (remember the old character generation system where you could get injured during service and there was an optional roll where you could have surgery to correct this issue, but you could die on the operating table? That's why I keep the twice starting rule, it alllows players that really still want to play this character to have a chance to jump back into the game [after some time and a lot of money])

ShelleyCM
Apr 9th, '03, 08:31 PM
Originally posted by TravellerHero
However I personally do not use my 0 death rule as I like to have an expensive longshot to revive the character. (remember the old character generation system where you could get injured during service and there was an optional roll where you could have surgery to correct this issue, but you could die on the operating table? That's why I keep the twice starting rule, it alllows players that really still want to play this character to have a chance to jump back into the game [after some time and a lot of money])

I've only played "real" Traveller once, and "real" MegaTraveller once, and didn't have anybody die during creation -- whew! I've always played Traveller in GURPS, even before there was GT, thanks to my husband's excellent adaptation.

It's not so much that I want to kill PCs (I don't, but all bets are off for NPCs) but that I want the game to feel more lethal, and to me, HERO just never felt lethal enough for dirty space.

Of course, this is *so* subjective! :)

-Shelley

AnotherSkip
Apr 9th, '03, 09:04 PM
Another Sugestion would be to have All NPC's suffer from the 8 average stats rather than the 10 average stats, (PC Hero's excerpted of course) thus opponents fall easier.

Aroooo
Apr 10th, '03, 04:46 AM
Originally posted by ShelleyCM
I've only played "real" Traveller once, and "real" MegaTraveller once, and didn't have anybody die during creation -- whew! I've always played Traveller in GURPS, even before there was GT, thanks to my husband's excellent adaptation.

It's not so much that I want to kill PCs (I don't, but all bets are off for NPCs) but that I want the game to feel more lethal, and to me, HERO just never felt lethal enough for dirty space.

Of course, this is *so* subjective! :)

-Shelley

The first time I read the GURPS Traveller rules, I cracked up when I read the passage in charactger creation that goes something like "we don't want to kill characters during creation, but for Traveller purists, roll 1d6; on a 1 crumple up your character sheet and start over..." Too funny. I'm not a big GURPS fan (mostly their combat mechanics), but I do love their Traveller adaptation.

As for lethality in Hero, thats been mentioned before in other threads. Personally, I think [non-supers] Hero is very lethal, but as you said, subjective :)

Arooooo

Al_Beddow
Apr 20th, '03, 09:28 PM
Originally posted by ShelleyCM
I've only played "real" Traveller once, and "real" MegaTraveller once, and didn't have anybody die during creation -- whew! I've always played Traveller in GURPS, even before there was GT, thanks to my husband's excellent adaptation.

Shelly,
too bad your husband couldn't sell his stuff to SJG, I might have stayed with GURPS if he had been able to.

ShelleyCM
Apr 20th, '03, 09:37 PM
Originally posted by Al_Beddow
Shelly,
too bad your husband couldn't sell his stuff to SJG, I might have stayed with GURPS if he had been able to.

Wouldn't that have been nice? But I can't get him to run a game these days, let alone write anything up! :)

That said, some of the GT stuff was just fine...but it needed editing. Badly. Did you see the Spinward Marches sourcebook?! I gave up and used my Traveller materials.

-Shelley

Al_Beddow
Apr 20th, '03, 10:51 PM
That said, some of the GT stuff was just fine...but it needed editing. Badly. Did you see the Spinward Marches sourcebook?! I gave up and used my Traveller materials.

I had ALL the GT stuff, then sold it after giving up.

G:T had one template for Aslan and none for Vargr, then in Alien Races 1 they put out a DIFFERENT template for Aslan.

GT:Far Trader - The floor plans don't use hexes that are 1m across, then when you add them up the FIRST level of the cargo hold on the Emperess Marava deckplans had twice as many hexes than the ENTIRE ship was supposed to have.

GT:Far Trader - Ever try to design a Star Sector with the trade rules?

Ship Maintenance and operation costs - now there was a headache. IT took me about a week of pouring through the books to figure it out. When I finally did, the Emperess Marava class ships required something like 29+ hours a day of routine maintenance, yet they only had ONE engineer in the crew. Talk about some major overtime!

Thrakazog
Jun 27th, '03, 09:00 AM
I run a PBeM game in the Classic Traveller universe, but using the Hero system. I love CT but didn't like the system at all. It's working really well.

I created racial and background package deals as needed. I use the starship deckplans from CT and just wing what I need to in order to make it work.

So far, all eleven players are having jolly good fun. I'm free to compare notes anytime.

AlHazred
Jun 27th, '03, 09:54 AM
Originally posted by Thrakazog
I run a PBeM game in the Classic Traveller universe, but using the Hero system. I love CT but didn't like the system at all. It's working really well.

Don't be shy, man! Share it! ;)

Thrakazog
Jun 27th, '03, 10:37 AM
Originally posted by AlHazred
Don't be shy, man! Share it! ;)

It's not shyness. :)

I'm concerned about two things. I use a lot of pics and link to a lot of sites I found on the internet. I'm not sure what the ethics of all that are, but if the resources are out there why not use them? Nobody except my players view my site, since I never published the URL anywhere. The interactive map someone posted the URL for is something I might link to, for example.

Second, there's a lot of holes. All I have are a campaign background and some house rules and character construction guidelines. I've also got a link to the group list.

I'm mosly concerned about the first issue. When I started the campain I remembered that my ISP gave me some free web space, and so I threw together a quick campaign site with stuff I found on the web. I'd hate to get threatening letters becuase I took a pic I thought was cool off someone else's site. I have a front page disclaimer that reads:

This web site and the campaign itself draw upon the excellent art and campaign works of many others, including Game Designer's Workshop, Steve Jackson Games, and others. They appear here for no other reason than I simply thought they were cool. No claim of originality or ownership is stated or implied.

Is that enough? I wasn't sure I wanted to find out.
:)

JohnTaber
Jun 27th, '03, 11:52 AM
Hi Shelly,

I ran an Alien Legion based Hero game and I made one simple change that made combat much more deadly. All of the blasters, etc. had regular killing dice with -1 to the Stun Mod. This has the effect of causing lots of Body damage before the character gets knocked out. ;) Works really well to change the flavor. You would be amazed at how important cover became...hehehe...[evil GM snicker]... ;)

Aroooo
Jun 27th, '03, 12:04 PM
Originally posted by Thrakazog I'm mosly concerned about the first issue. When I started the campain I remembered that my ISP gave me some free web space, and so I threw together a quick campaign site with stuff I found on the web. I'd hate to get threatening letters becuase I took a pic I thought was cool off someone else's site. I have a front page disclaimer that reads:

This web site and the campaign itself draw upon the excellent art and campaign works of many others, including Game Designer's Workshop, Steve Jackson Games, and others. They appear here for no other reason than I simply thought they were cool. No claim of originality or ownership is stated or implied.

Is that enough? I wasn't sure I wanted to find out.
:) [/B]

The whole free use issue is a big gray area when it comes to putting stuff on the web and either using or linking to other folks web sites.

The best thing to do is 1) put up a disclaimer; 2) get the other folks permission for personal game use if you can (most folks won't mind for personal games like yours). Some companies like DOJ and SJGames have fair/personal use policies on their web sites.

Aroooo

shadowcat1313
Jun 30th, '03, 04:58 AM
I've done a lot of work on converting traveller to HERO, although its all been done with a combination of 4th Edition and some stuff from the 2nd playtest draft of Starhero
the playtest draft had conversion tables for power/damage output, which enables converting most weapon systems to HERO.

with 5 different versions of Traveller, somethings have varied considerably.

one example being the starship beam laser
which has an output classic traveller and Mega of 250 mw

TNE of 150 mw
GURPS of 405 mw

Thrakazog
Jul 1st, '03, 11:07 AM
I haven't had to deal with starship combat yet, but we're getting there. :) Since it's a PBeM, I plan on using a liberal dose of "winging it", no pun intended.

The starship weapons are the same as Traveller: beam lasers, pulse lasers, missiles, sandcasters, etc. The Impie Marines use a caseless HEAP round in the assult rifles they use, not lasers, but by comparison the ship's weapons would be a large number of d6 KA. :D

Vondy
Jul 1st, '03, 11:47 AM
A big part of lethality is how much access the pcs have to body armor and defensive screens, especially military grade ones. If they don't have much in the way of resistant defence they're extremely vulnerable.

I've never been able to figure out how PCs justify a lot of their arms and defensive equipment unless they are 1) working for the powers that be, 2) are operating in an old west frontier style environment, or 3) are criminals.

And even then, consider just how nasty sci-fi arms would be. Without military grade defenses running into military grade equipement: autofire fletchet guns that fire hex shredding bladestorm rounds, gyrojet rounds packed with advanced explosives, plasma rifles that aren't stopped by anything other than e-screens...

I can see where advanced weaponry might make PCs desperate to find non-combat solutions for most problems.

If I have light armor [5PD/2ED] and I run into a guy with an automatic fletchette launcher [2d6 RKA, AP, AE 1 Hex Accurate, AF 5-10] I'm going to cry... after I've found a 4" steel bulkhead to hide behind.

Thrakazog
Jul 1st, '03, 12:45 PM
Hmmm... Perhaps I should clarify that the Imperial Marines use the big guns. The players are mostly ex-Navy, with one ex-Marine, one noble on the run, one street thief, and one ex-corporate agent.

The biggest weapon they have is the shotgun carried by the ex-marine. The ex-agent has a body pistol, and someone else has a rapier. That's pretty much it. Oh, and there's a couple of flare guns in the emergency kits kept in the ship's locker. :)

It's a fairly new campaign, with only one combat so far against a few goons with collapsable batons. The agent knows martial arts, so it ended up being a fair fight. The ex-marine was pissed that she missed it. :D

tancred
Jul 1st, '03, 03:40 PM
I've just begun a Traveller-HERO campaign.
Our group is only three people, so my 2 players are a noble ex-Marine on the outs with his family, and a former Aslan scout (retired).

I've done a bunch of conversions of equipment, and am in the process of building prefabs for all of the gear.

As for the package deal for the Aslan, I just winged it. I wrote a conversion system for all characters, and added racial abilities to the Aslan that seemed to fit.

I plan on starting the team off with some old Traveller modules I never got to finish (The Traveller Adventure, then perhaps Twilight's Peak and/or Expedition to Zhodane).

By the way, I was VERY disappointed with the HERO Designer pack for Star Hero.
The Bestiary download, for only $2.00 more, had over 350 files, while the Star Hero pack had less than 100. And a dozen of the Star Hero prefabs were repeats of the Size/Weight packages included with the Bestiary.
Where were all the weapons and equipment from Star Hero?
(pp. 148-176). Of all those examples, something like 6 were included in the Star Hero pack, 2 generic blaster weapons, a force blade and energy sword, and 2 robots.

I'm going to be VERY reluctant to buy packages in the future, until I'm certain they're actually worth the price.
I'm having to write up most of the things I expected to find in the download.
One of the first things I've always found with Traveller players is they want to buy stuff, and I wanted to have the gear all ready for them. I thought that the Star Hero pack would take care of that, but it helped hardly at all.
(Down off my soap box, now.)

shadowcat1313
Jul 1st, '03, 04:01 PM
I am in the process of cobbling together a bunch of 4th edition stuff for Hero/Traveller Conversions, and will post them to my traveller gearhead page once they are ready

it can be found linked from www.dowport.com
under Fafrhds pocket empire

Killer Shrike
Jul 1st, '03, 06:13 PM
Originally posted by TravellerHero
Thanks for the kind words guys.. right now the site contains non-canon Traveller references mixed in with the rest (meant to be unusual occurances in the third imperium) such as unique or rare weapons and races. Just strip out the ones you feel do not fit and use the rest.

The Alien conversion should have been done by now, but I got sidetracked by the ultimate vehicle book, and ended up making updated versions of the ships. It looks like I will have those up in a week or two, and the aliens will have to come after the revised ships.

and finally here's a contribution to your game if it's going to have anything to do with space travel...

http://www.utzig.com/traveller/iai.shtml OMG! Nice Map!

Dr Rotwang!
Jul 4th, '03, 02:19 PM
Originally posted by Al_Beddow
I had ALL the GT stuff, then sold it after giving up...

[GT ickiness excised]
Once again, Dr Rotwang! has the answer:

FAKE IT!

No, seriously! I'm a big GURPS geek and I ignore anything I don't feel like usin'. Vehicle design rules? I use a module system, and at that, I use it loosely. Trade rules? Hah! If I feel like cutting the PCs a break, then the water they bought in one place is suddenly in demand on the next; if not, then the residents of Goombah IX are drowning.

Ta-daaaah! I'm the GM!

I thought about using HERO for Trav, because I loves me some HERO, but...mehhh...I dunno, GURPS feels right for SF of that kind.

So GURPS it is.

Harvester
Jul 7th, '03, 01:26 PM
I like GURPS Traveller too. GURPS works fine for that kind of SF. I think HERO works better for space fantasy like Star Wars than harder scifi.

Dr Rotwang!
Jul 7th, '03, 09:48 PM
Yeah, I'm on the same wavelength, there, Harvester. I'm a super, super die-hard Star Wars d6 fan, and even I think HERO would be an acceptable alternate system.

In faaaaact...I have notes for my "Star Wars with the serial numbers filed off" campaign, and it sez "Star HERO" on it.

I dunno why GURPS feels so right for hard-ish SF, anymore than I can articulate why I like Marvel comics better than DC or why I prefer vanilla over chocolate ice cream...I just do. Maybe it's the structure that GURPS has -- the skill-heavy feel. I dunno.

Make Mine Marvel!

Harvester
Jul 8th, '03, 03:03 AM
I have never read any Star Wars D6 books, but I happen to like D20 version :). My opinion is that GURPS works better for hard-ish because it is quite realistic. HERO was first superhero system and then generic, so it is more suitable for high powered games than realistic ones. Just my opinion, I don't want start any fights :).

Dr Rotwang!
Jul 8th, '03, 09:14 AM
Well, I know better than to start a Star Wars d6/d20 discussion, so I'll just agree with you on the GURPS realism thing.

Er, simulationist.


Or, uh, attempt at...sim...ulation.

Or...whatever.












Star Wars d6.

Al_Beddow
Jul 10th, '03, 05:39 PM
Originally posted by Harvester
I have never read any Star Wars D6 books, but I happen to like D20 version :)

The D6 version was put out by West End Games and was quite a good system.

Originally posted by Harvester
My opinion is that GURPS works better for hard-ish because it is quite realistic. HERO was first superhero system and then generic, so it is more suitable for high powered games than realistic ones. Just my opinion, I don't want start any fights :).

HERO is quite realistic too. The problems with GURPS are:
- Lack of internal consistency (EX. this caused the "compendiums")
- Lack in internal quality (take a look at some of the ship blueprints, they actually break most of the rules for designing spaceships).
- Too few stats requiring an added stat in certain genre's like "Psionics" and "Martial Arts" (combine the two and the basic GURPS character has 2 additional stats, CHI and PSI compared to other characters).

Al_Beddow
Jul 11th, '03, 01:13 AM
Well, thanks to owning most of the original LBB's and getting the reprints as they become available, I've been working hard on converting the Classic Traveller Universe over to Hero.

Coming up with a conversion of the races hasn't been too hard. It's setting up the "prior service" system that's a pain. Where do you start the players, how do you handle promotion chances, survivablity, medals, etc. ARRGGHHHH..

Well... Once it's done I'll put it up on my website http://www.hackwurld.org

Aroooo
Jul 11th, '03, 05:27 AM
Not knowing how things are going so far, how about this:

Start characters at 75 points. For each term of service, add 5 points. Or if you're doing the expanded every year option, give a char. point per year, plus 1-2 for the extreme mission/assignment rolls.

Aroooo

Thrakazog
Jul 11th, '03, 05:46 AM
Originally posted by Al_Beddow
Coming up with a conversion of the races hasn't been too hard. It's setting up the "prior service" system that's a pain. Where do you start the players, how do you handle promotion chances, survivablity, medals, etc. ARRGGHHHH..

I just didn't deal with it in my conversion. I created a package deal for each service, with the last item being "select three from the following list, plus one for every term of service". It made it nice and easy.

So, most players have both a racial package and a service package. The rest is description. Simple.

Survivability never meant much to me. What's the point of creating a dead character? ;)

Aroooo
Jul 11th, '03, 06:08 AM
Originally posted by Thrakazog
Survivability never meant much to me. What's the point of creating a dead character? ;)

:) I liked the way GURPS Trav dealt with that: If you feel you must have that flavor from CT, roll a D6. On a 6, throw away the character and start over.

I would prefer your method of racial and occupational package deals myself. My suggestion only works if the players really want to build their characters from scratch. But packages offers more standardization (sp?), eps. with military occupations.

Aroooo

comfortmd
Jul 22nd, '03, 07:48 AM
you do know that the Traveller supplements substituted discharged from service in place of death....Snicker...

RadeFox
Jul 22nd, '03, 11:54 AM
Star Hero is far better able to handle the gritty hard-Sci-fi genre then GURPS could ever hope too. Ultra/High Tech in Gurps , especially with the armor, made it nearly impossible to die. Just look at the stats for average imperial marine power armor, or even to scout atmoshperic armor, in GURPS they have like a DR of 35-50!!! Thats INSANE! Just about the only thing that MIGHT hurt you is a plamsa gun.

Im not suggesting players run around with such armor, but the GURPS system really begins to break down for gameplay balance as Tech passes into the high stellar area.

Star Hero is much better designed to keep the feel of 'the cold vacuum of space on the back of your neck' kind of fear in combat, that Traveller has.
Armor is much easier and more logically split between energy and physical, and the various weapon advantages (AP, Pen, Expl, etc) make it very easy to simulate a deadly weapon. I played in a Star Hero Traveller cross over in college, and it felt every bit as deadly in combat (we used hit locations and wound penalites) as Traveller.

To those who dont understand the immense appeal with the gritty nature of Traveller, it was thus: The universe is a dangerous place, and combat should only be undertaken as a last resort. For when the lasers fly, people die.

This made for EXCELLENT role playing from all players, who were really loathe to enter in fights (GASP! Just like REAL people!!). Players would use their heads and typically acted in very real, belieavable ways in the game. This is helped make Traveller the greatest Sci-Fi setting ever done in RPG.

comfortmd
Jul 23rd, '03, 05:28 AM
I've been running a hard sf star hero set in traveller with a few mods for 5 months, the players really liked it, although it took me 3 weeks of solid work to come up with templates for ships, vehicles, weapons and equipment from traveller and then include slug-thrower weapons both hth and ship based and to also include mech classes and their derivative weapons

Al_Beddow
Jul 23rd, '03, 10:56 PM
I've been having fun running my Hero Traveller campaign (although they guys aren't quite as cautious about getting into gunfights as THEY would like).

With all the people creating stuff for Hero Traveller, how about we coordinate efforts. I can host it all (with credits) on my website..

Contact me via e-mail if you are interested in contributing to the effort.
Al

comfortmd
Jul 24th, '03, 01:06 AM
Originally posted by Al_Beddow
I've been having fun running my Hero Traveller campaign (although they guys aren't quite as cautious about getting into gunfights as THEY would like).

With all the people creating stuff for Hero Traveller, how about we coordinate efforts. I can host it all (with credits) on my website..

Contact me via e-mail if you are interested in contributing to the effort.
Al

Look on the hard sf star hero thread

Isaiah_26_4
Sep 29th, '03, 08:18 AM
Chello, Al!

Nice to see ya over here (Lord_Kjeran from the Kanzer boards here)!

I had the same issues with GURPS Traveller...I think the big problem is that GURPS isn't a truly integrated system like Hero. It's been added and morphed from when it was just a fantasy game. I will admit that firearms in GURPS atre pretty blasted deadly.

That having been said, I'll weigh on the Traveller feel in Hero. I haven't run Traveller in Hero since the BBB (and that came out when I was in the Amry), but here goes. I just let the PCs design their characters as normal for Traveller. Talked with them about their design and made sure that what they wanted FIT.

Eh, who knows.

Damn it, Al, now I want to run Traveller Hero! :mad:

Tony

shadowcat1313
Sep 29th, '03, 05:54 PM
I would love to help with the conversion ideas, having played Traveller since it came out, and done some writing and playtesting on various things over the years, I have a lot of assorted ideas and notes already done

my specialty is starships and gadgets mostly though

heres what I have already done just for various editions of traveller and some odds and ends for 4th ed Hero

http://fafrhd.pocketempires.com/

shadowcat1313
Sep 30th, '03, 04:39 PM
we have a general traveller chat room on undernet IRC thats pretty much open whenever at night, and 1 current running traveller campaign going, not all of us are familiar with Hero, but would happily be interested in exchanges of ideas. I apologize
if this posting is in violation of any policies etc... our specialities tend to be ships and gadgets, along with aliens and different worlds

were on the undernet on a channel called #traveller
or if nobodys there, you can find one of us in #callahans
which is based on the bar of the same name

Al_Beddow
Oct 3rd, '03, 07:51 PM
Originally posted by Al_Beddow
I've been having fun running my Hero Traveller campaign (although they guys aren't quite as cautious about getting into gunfights as THEY would like).

With all the people creating stuff for Hero Traveller, how about we coordinate efforts. I can host it all (with credits) on my website..

Contact me via e-mail if you are interested in contributing to the effort.
Al
I would like to expand this to... ANYONE who is doing a conversion/setting for HERO 5th and doesn't wish to pay for a site that is free from banners/popups I am willing to host you for free. You will be totally responsible for your own layout etc and I will upload them for you. I'll even give you a free POP3 e-mail address at My domain.

it is a ".org" domain because people have voluntarily donated to help pay the bills. anyone so inclined to do so I suggest $12 USD for "a year". I do NOT turn away those who don't have the funds.

To see some of the stuff on the site go to http://www.hackwurld.org