Spanning tens of thousands of star systems, the Imperium of humanity is a vast and complex web of politics, trade and military might all of which is defined by the physics of jump travel. There is no FTL communication except by sending a courier, and even the fastest couriers are limited to 6 parsecs/week.
There is a mix of different Traveller resources here. Initially, it was focused on my own take on a Traveller-like setting for my YAGS RPG, but that is being moved to the YAGS site, and the content here is being reserved for more standard Traveller.
There is also material over on my blog.
It includes ship designs, maps, equipment, background details and notes which are generic across all of my campaigns. Some of the information will be published first on my blog.
The 1984 computer game Elite was actually my first introduction to Traveller, though I didn't know it at the time. As a homage to the game that took up a lot of my childhood, I've started making game statistics, deck plans and 3D renders for the various ships of that game to bring them into the Traveller universe.
I don't have much experience with Traveller, but I'm currently running two different campaigns
- YAGS Traveller - I ran a short campaign using YAGS, based on the GURPS Traveller background, back in 2006 or so. I have no notes on this, except it as focused on a Black Ops group working for the Imperium.
- Islands in the Rift - My current weekly campaign on Roll20, using Mongoose Traveller 2nd Edition, and based in the Islands subsector.
- World's Reach - A new monthly campaign with players we met at WorldCon split between Europe and the Far East. Based in the Trojan Reach. This is also using Mongoose Traveller.
Mapping and World Generation
The main Traveller project is to map all the worlds of the Imperium and surrounding systems. By map the worlds I mean provide surface maps and descriptions for the planets and moons of each star system. I'm estimating that this will be in the order of a million planets.
There are some Dungeondraft assets available for Traveller here.
Some of the more generic changes are to do with technology and space combat. The former because I prefer to delay some of the more 'magical' aspects of Traveller technology, the latter because I wanted a more action oriented take on space combat.