Difference between revisions of "World Tamer's Handbook"

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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 [[world]]s near the [[Reformation Coalition]] (or other surviving pockets of civilization).
 
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 [[world]]s near the [[Reformation Coalition]] (or other surviving pockets of civilization).
 
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== Description ([[Specifications]]) ==
 
== Description ([[Specifications]]) ==
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.
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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 [[civilization]]s 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.
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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.  
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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.  
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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.
 
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.
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Finally, additional design sequences expand on the information contained in [[Fire, Fusion, & Steel]] to allow the design of [[black powder weapon]]s, [[bow weapon]]s, 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'''.  
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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''.  
  
 
=== Table of Contents ===
 
=== Table of Contents ===

Revision as of 04:16, 21 May 2019

World Tamer's Handbook
WTH 250px.png
Author Terrance McInnesDave Nilsen
Publisher Game Designers Workshop
Version Traveller The New Era
Edition 1st
Format Book (Softcover)
Language English
Pages 112
Year Published 1994
Canonical 1
Available from RPGNow
ISBN 1-55878-168-4 Product no. 311
Table of Contents
Organizing your campaign 5
Survey 7
Colonial economics 26
Mass combat system 42
Bootstrap 48
Colony 68
Stars and Planets 82
Design Sequences 92
Equipment 100

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).

Description (Specifications)

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.

Table of Contents

No information yet available.

World Tamer's Handbook
Section / Article Page/s
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

World-building & Colonization

Marc Miller. Worlds and Adventures (Game Designers Workshop, 1977), .Marc MillerRobert EaglestoneDon McKinney. Worlds and Adventures (Far Future Enterprises, 2019), .(1977) created the UWP, which was later expanded with "Extended UWP Statistics", and was continued with the following products:

Meta-history & Background (Dossier)

No information yet available.

Credits (Primary Sources)

Design
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.
Cover
Kirk Wescom
Interior Art
Bradley K. McDevitt, Kirk Wescom

References & Contributions (Sources)

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This list of sources was used by the Traveller Wiki Editorial Team and individual contributors to compose this article. Copyrighted material is used under license from Far Future Enterprises or by permission of the author. The page history lists all of the contributions.