This article originally appeared in d20 Weekly

Traveller d20

Traveller d20 (T20)

Published by Quiklink Interactive/RPG Realms

Adaptations and Rules for d20 by Hunter Gordon

Written by Martin J. Dougherty and Hunter Gordon

Art by David Mattingly, Steve Bryant, Paul Daly, Chad Fidler, Bryan Gibson, Jason Millet, Allen Nunis

448-page plus 16 color plates hardback; $44.95

Traveller seems to be one of the few games that not only doesn't go away no matter how unstable the gaming world becomes, it thrives and adapts. It was probably inevitable, then, that it would find its place in the d20 System pantheon. Quiklink Interactive/RPG Realms has had everyone waiting with bated breath for Traveller d20 (or, as they call it, T20.) Was it worth the wait? The results are mixed. . . .

In brief, for those not familiar with Traveller, it is a game of hard-science fiction set in a universe where, after disastrous governmental collapses, mankind has pulled itself back together and rediscovered itself, its lost colonies, and the alien races scattered in with our own. The Imperium now spans much of the galaxy, and freedom is enjoyed by almost everyone. What restrictions there are exist to ensure that past failures of rule do not repeat themselves. Self-government is almost guaranteed on a planetary or systemic basis as long as it does not threaten the greater peace. The slow but deliberate pace of starship jump drives maintains a certain frontier feel, and the transportation of information, goods, and personnel makes life . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: November 13, 2002


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