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** ''Traveller 4'': Many players didn't like the change to Mileau 0 (the Dawn of the Third Imperium) when what they wanted was to pretend the Rebellion never happened. Many others didn't like the changes in gaming mechanics, including the use of "half dice".

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** ''Traveller 4'': Many players didn't like the change to Mileau Milieu 0 (the Dawn of the Third Imperium) when what they wanted was to pretend the Rebellion never happened. Many others didn't like the changes in gaming mechanics, including the use of "half dice".
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Doorstopper isn't a YMMV trope. Moving.


* {{Doorstopper}}: One of the latest iterations of the Traveller rules, Traveller 5, clocks in at ''over 750 pages'', quite a few of them random roll charts.
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* ArchivePanic: Between at least seven editions, official setting books and adventures, the ''Journal of the Travellers' Aid Society''/''Challenge'' Magazine, and many, many licensed third-party supplements, it's estimated that there are over ''two thousand'' officially published releases for Traveller. And this doesn't include fanzines and other unlicensed content.
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Edited a few entries to make them a little less dated


** ''Traveller 5'': Some fans say that the massive core book is incoherent and really needed to be edited down to something more workable before release. A re-release of the .pdf with some of the rules sections shuffled around (called "version 5.09") just gave them more ammunition. Amusingly, the table of contents of the 5.09 edition was not updated, and the page numbers are now completely inaccurate.
*** Marc Miller must have been listening to the criticism, because ''Traveller 5'' is being re-packaged as a three-volume set.

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** ''Traveller 5'': Some fans say said that the massive core book is was incoherent and really needed to be edited down to something more workable before release. A re-release of the .pdf with some of the rules sections shuffled around (called "version 5.09") just gave them more ammunition. Amusingly, the table of contents of the 5.09 edition was not updated, and the page numbers are now were rendered completely inaccurate.
inaccurate by the re-release.
*** Marc Miller must have been listening to the criticism, because ''Traveller 5'' is being was re-packaged as a more digestible three-volume set.set a few years later.



* GameBreaker: The Jack of All Trades skill, favorite of Scouts everywhere, has some unusual abilities:

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* GameBreaker: The Jack of All Trades skill, favorite of Scouts everywhere, has some unusual abilities:abilities depending on the edition:



** In ''GURPS Traveller'', Jack of All Trades is an advantage that grants a bonus to all skill defaults, making a character better at skills he doesn't have.

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** In ''GURPS Traveller'', Jack of All Trades is an advantage that grants a bonus to all skill defaults, making a character better at skills he doesn't have.have any training in.



** In ''Mongoose Traveller'' (either version), levels in Jack of All Trades incrementally remove the penalty for trying something unskilled, allowing a character at least a chance at doing just about ''anything''. It also notes that you can't teach the skill or learn it after character generation. In these rules there is no reason to have a Jack of All Trades skill above 3, since the penalty for unskilled actions is -3 and a level 3 skill completely negates the penalty.

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** In ''Mongoose Traveller'' (either version), levels in Jack of All Trades incrementally remove the penalty for trying something unskilled, allowing a giving the character at least a better chance at doing just about ''anything''.attempting something he has no formal training for. It also notes that you can't teach the skill or learn it after character generation. In these rules there is no reason to have a Jack of All Trades skill above 3, since the penalty for unskilled actions is -3 and a level 3 skill completely negates the penalty.



** This wasn't the rule for very long. The 1980 revised version of the first edition added an optional rule that a failed survival roll meant that character generation was over and the character entered play at that point, after serving only half a term of service for their last term. ''[=MegaTraveller=]'' made entering play with a half term the main rule and dying outright the optional rule. Later editions kept this, and sometimes also gave the character that failed the survival roll a medical bill, a prosthetic limb, or some other drawback.

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** This wasn't the rule for very long. The 1980 revised version of the first edition added an optional rule that a failed survival roll meant that character generation was over and the character entered play at that point, after serving only half a term of service for their last term. ''[=MegaTraveller=]'' made entering play with a half term the main rule and dying outright the optional rule. Later editions kept this, and sometimes also gave the character that failed the a survival roll a medical bill, a prosthetic limb, or some other drawback.
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* {{Doorstopper}}: The latest iteration of the Traveller rules, Traveller 5, clocks in at ''over 750 pages'', quite a few of them random roll charts.

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* {{Doorstopper}}: The One of the latest iteration iterations of the Traveller rules, Traveller 5, clocks in at ''over 750 pages'', quite a few of them random roll charts.
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* MemeticMutation: The fact that, in the first edition, it's possible to die during character creation. Far Future even sells a T-shirt that says "I died during Character Generation".

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* MemeticMutation: The fact that, in the first edition, it's possible (even likely, with some careers) to die during character creation. Far Future even sells a T-shirt that says "I died during Character Generation".

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