World Tamer's Handbook
|World Tamer's Handbook|
|Publisher||Game Designers Workshop|
|Version||Traveller: The New Era|
|Author||Terrance McInnes, Dave Nilsen|
|ISBN 1-55878-168-4 Product no. 311|
|Table of Contents|
|Organizing your campaign||5|
|Mass combat system||42|
|Stars and Planets||82|
The World Tamer's Handbook is a Traveller: The New Era sourcebook as well as several adventure campaigns built around the theme of rebuilding shattered worlds near the Reformation Coalition (or other surviving pockets of civilization).
Life takes place against a grander tableau in the New era. Without an omnipotent Imperium that has already imposed order on everything, the act of every man, woman, and child looms larger, has greater impact. And when even seemingly small actions have large results, imagine the sort of effect a person can have when daring greatly. The course of civilizations can be changed.
In the New Era, entire worlds have died, or fallen back into barbarism. These worlds need people to come make them live again, and leaders to take them back into the light. Such people need to have a variety of skills: they must be explorers, they must be builders, they must be leaders. They must have the courage to take on the power of a raw world and emerge victorious. These explorers, these builders, these leaders have a name. They are called World Tamers.
The World Tamer's Handbook brings to Traveller: The New Era a new arena in which to adventure: the ragged border of civilization, the realm of the unknown on a thousand worlds that do not know the light of civilization. World Tamer's Handbook provides material to create Survey campaigns in which characters push humanity's knowledge out into the Wilds. Bootstrap campaigns in which characters lift low-tech populations out of barbarism, and Colony campaigns in which characters found and lead expeditions to repopulate entire worlds.
In order to do this, World Tamer's Handbook provides rules on colonial economics and infrastructure which allow players and referees alike to understand what makes a colony run, and what decisions need to be made to ensure success. These rules are not only only useful for the campaigns in this book, but can be used to flesh out societies in any Traveller: The New Era campaign or adventure.
In addition, expanded rules on world generation allows referees to create the details needed by players conducting detailed survey operations in advance of the colony transports.
Finally, additional design sequences expand on the information contained in Fire, Fusion, & Steel to allow the design of black powder weapons, bow weapons, and low-technology ground transportation.
A world can be a big, rough, wild place, but no world is too big, too rough, or too wild for characters bold enough to be called World Tamers.
Meta-history & Background
- World Displays (1981), by Ad Astra Products, which provided subsector and world record forms.
- Grand Survey (book) (1986), by Digest Group Publications, which detailed the Imperial Interstellar Scout Service ad the Grand Surveys, which allowed detailed physical characteristics and an accurate map of the world. Grand Survey (book) called the UWP, the UPP or Universal Planetary Profile.
- Grand Census (1987), by Digest Group Publications, which detailed world cultural characteristics, including details of the social structures, government institutions, languages, and technology of the UWP.
- World Builder's Handbook (1989), by Digest Group Publications, which detailed how Imperial Scouts survey and explore new worlds including colonization and world mapping techniques.
- World Tamer's Handbook (1994), by Game Designers' Workshop, which brought even more detail to the survey and colonization processes.
- Traveller 5th (2013), by Far Future Enterprises, which further continues the UWP legacy with many new features.
- Terry McInnes, Dave Nilsen
- Additional Design
- Frank Chadwick, Loren Wiseman
- Material from MegaTraveller's World Builders' Handbook
- Joe Fugate, J. Andrew Keith, Gary L. Thomas.
- Kirk Wescom
- Interior Art
- Bradley K. McDevitt, Kirk Wescom
Table of Contents
Introduction 4 Organizing your campaign 5 Survey 7 Colonial Economics & Infrastructure 26 Mass Combat System 42 Bootstrap 48 Colony 64 Stars & Planets 82 Design Sequences 92 Equipment 100
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