Barbarian Adventures

A thread of 2 messages, 31 March 1992 to 1 April 1992, in the order they were sent.

#3906 Barbarian Adventures

	I was thinking about starting my first Traveller campaign on a world
with a TL of 1 or 2.  I.E. a pseudo-medieval fantasy setting.  Technology is
considered to be magic that only a few can barely understand, etc.  I know its
a typical SciFi plotline, but I thought it would be an interesting twist.
	My question is: has anyone out there ever GMed a Traveller campaign like
this?  How did it work out?  What did you do to make up for the lack of
available equipment (I'm thinking about using the AD&D lists for items and
figuring up stats for them in Traveller).  Any suggestions from anyone?
(Yes, eventually the PCs will enter space the Traveller way...)
	Lucifer >:}

#3911 re: Barbarian Adventures

I've never run anything like what your trying to do, but I like the idea (I can
think of one GURPS module, "Unnight", that deals with a colony that has been
seperated for so long, and got off to such a bad start, it degenerated to a
TL2-3 society, except for a few, called the 'wizards', who possess some higher
technology). There was an issue of Challenge that had an article dealing with
using drugs, psionics, and other things to make things appear as if they were
done by magic. Can't remember the number offhand, but it was a special Horror
Issue.