04 February 2025
Traveller - when the X-Boat comes in
02 February 2025
Delta Green - another dead drop lands...
The latest dead drop. |
01 February 2025
Books in January 2025
23 January 2025
Trail of Cthulhu - Eternals Lies moves into the endgame (minor spoilers)
Everyone smiling. |
19 January 2025
Hot War - Mini-Campaign 2008 - Write up
The game started on a cold wet afternoon in November, with the team enroute to the old Carriage Cleaning Sheds south of Victoria Station to collect an urgent requisition in a motor pool Bedford Truck from the government stores there. They skirted the Green Park and Hyde Park refuge camps, and pulled into the railway areas through the side gate by the Victoria BOAC terminal, which both Tobermory Jones and James O'Brien knew about. They had to divert some kids away who were scavenging for fuel to take back to the camps in the Chelsea Hospital.
It was late afternoon when they got back to Down Street, and they found that their boss, Major Hugh Wilson had left them a note telling them they were late and to meet at the Ritz. Josie was barged by one of the BERB people on the Down Street stairwell, and she realised after the event that she knew him from Porton, one Harry Ackroyd. Burgess was pretty shocked at the treatment. They took the truck to the Ritz, and after O'Brien and Jones were changed into ill-fitting but appropriate jackets and ties by the concierge, they entered the bar.
Relieved, O'Brien and Jones were out of their jackets and they drove down the razor wire protected Navy Compound by the Thames. O'Brien did the talking with the Marines on guard, and the team entered the compound and saw HMS Dreadnought tied up as they were unloaded. They then headed to the pub and had a drink, agreeing to start at the Carriage Cleaning Sheds the next morning to track down any clues as to who had pilfered their supplies.
Next morning, the team took a Land Rover and headed back to the Shed, where they discovered that M Todd was the haulier, and it was signed for by a J Swales. The requistion was authorised by a Squadron Leader Lazenby Harris, who was in a similar position to Major Wilson, but suffering from the INDIGO-DIAMOND effect in the way he was treated in the SSG.
They decided to leave Harris for later, and headed west along the Embankment towards Brompton Cemetery and Mortimer Todd's Offices...
Week 2
The Chapel - Source Wikimedia |
Intimidated by the potential risk to his government contracts, and the quietly intimidating man standing behind Burgess and Miller, Todd let it slip that someone called Edward Robinson was involved with the work that he had been doing moving stuff. Josie recognised this as someone senior in BERB. Todd denied knowing where the stuff went, but said John Swales, a driver he used would know. He said where he could be found, just south of the river and downstream of Battersea Power Station. He also let Josie review the documents for transit and take the originals on a promise that she would return them if he needed them. One of these referenced a Morganhammer Drive, but the rest seemed to be electrical kit and on genuine requisition dockets. Todd denied any wrong doing.
The team left, picking up Tobermory who was trying to psyche out the men upstairs. As they left, they noticed that the catacomb entrances showed signs of use, guessing that they were probably stores for Todd's operations. They chased off the kids who were trying to steal the Land Rover's tyres, and headed south across the Chelsea Bridge, past Battersea Power Station (now running a few hours a day at most and guarded by army reserves) and along the southern bank of the Thames until they reached the location where Swales was meant to be.
The team headed back to Down Street. As they came to the barricade, they witnessed the army executing a suspected Soviet NCO who was found in the Regents Park refugee camp and had obviously forged papers with Americanised spellings. It was a big change from the London they knew and loved.
Reunited, the team decided to head to Wimbledon even though it was late in the day...
Week 3
We finally got to play again last Wednesday for the first time since Continuum. It was a close run thing, as I had a lot of issues at work which meant that I got home late, and my preparation was less than I really wanted. Neil couldn't make it, so we ran his character James as a co-owned character between me as GM and the players.The game resumed with the team heading south of the River in their Land Rover, in the direction of Wimbledon. The trip there was pretty uneventful, even though it was heading towards late afternoon. The centre of Wandsworth was a mess, and the team were relieved to reach Wimbledon. They passed the Lawn Tennis Association's Courts as the sun was starting to sink low, looking on at the despair of an abandoned refuge camp. Finally, they turned west along Copse Hill (graffiti'd to the obvious) and arrived outside the suburban address they had been given as being the location of the BERB safe-house where Robinson was holed up.
The house was in good condition, protected by a well established tall hedge with razor wire on the top. Alongside, to the right, was a track going towards the golf course at the back. The team immediately picked up on the fact that this was pretty clear, despite the general overgrown look of other parts of the street. They had a quick discussion (with Josie increasingly taking the lead) and drove around the back, parked around to the left.
As they did, they noticed some figures in the distance on the Common and Golf Course to the north, silhouetted against the fading light. Strangely, they looked as if they were walking dogs, and were almost a picture of normality except they were all wearing weird sloped and pointed hats, and the high grass and shrubs which had sprung up since the war broke out somewhat concealed them.
The team decided that discretion was the better part of valour, and to focus on the job in hand. The back of the house had the same high hedge with razor-wire on top, but set within in was a black wrought iron gate, with a well maintained padlock. Needless to say, this failed quickly to the application of brute force, and the team entered into a scarily well kept garden. It was almost as if the last 12 months hadn’t had any impact on the place. They forced the back door into the laundry/utility area, and moved on into the kitchen. Two things immediately became apparent; the house had power, and it was well stocked with good food and drink, albeit preserved rather than fresh in some cases. Tobermory immediately liberated some ‘vital supplies’, and the team started to explore the house.
The dining room showed signs of having been used recently (the meal had not been cleaned up). The front parlour was covered with dustsheets and obviously not used. And then they noticed the stairs going down to the cellar under the staircase to the first floor. They also realised there was a hum from downbelow. “Must be the generator”, was the comment. So, have established from tracks in the dust on the stairs that people had been down here recently, they headed down, somewhat nervously.
Two things became apparent; although the room was not lit, there was a disturbing set of glowing orange lights in linear arrays in the gloom, and the place was warm and seemed well ventilated. Finding a light switch, Josie revealed the room to contain what seemed to be a near start of the art computer set, with tape and piles of punched cards around. The light also revealed that the cellar stairs continued downwards and had thick, armoured, power cables coming up into the computer system.
The lower cellar was a storage area with a surprising find. There was what looked (initially) like a water tank in the middle of the room, about 2 yards in diameter, clad in polystyrene. As the team examined it, they realised that the ‘water tank’ had an atomic trefoil warning symbol on it. Examining it further showed that a polystrene jacket surrounded a concrete cylinder with a steel drum inset into it around a yard diameter. Writing on a plate on the top stated ‘Mark IIa Portable Atomic Pile – Licence holder: BERB’. The team were lost for words. They went back upstairs to discuss the finds, heading to the first floor.
One of the main bedrooms was obviously being used by a man for its intended purpose. The other was a veritable treasure trove. The walls were covered in plans, PERT charts and calculations. There was a drawing board with maps and calculations. Spending some time examining the room, the team shared experiences which started to put things together;
- The map showed a location in Wiltshire near Porton Down.
- There was a second map of London with the Battersea Power Station marked on.
- Both locations had detailed latitude and longitude recorded.
- The Wiltshire Map was an Air Ministry one, with Indigo Diamond Eyes Only stamped across it. There was a navigation route for an aircraft on it.
- The PERT chart indicated that something was due to happen that night at Battersea.
- There were references to the Morganhammer Drive and some complex engineering designs which suggested some kind of twisted technology with a temporal and spatial purpose. References were made to a portal.
- There were many complex calculations for time and distance which seemed to be linking Battersea to the Wiltshire location, but with time and spatial references a year apart.
Keeping a low profile, they did their best to observe from the windows. The truck appeared to drive alongside the building to the gate to the golf course. There was silence for a moment, and then a whistle and some ululating cries coming from the golf course. Some of the figures, which had been on the common, met with some uniformed people from the truck (in greatcoats and hats) who appeared to direct them to unload something. Soon after, the cries were heard again, and then the truck departed.
Shortly after, Tobermory slipped out to see if the coast was clear, and saw someone in a fur coat had the bonnet of their Land Rover open, looking like they were trying to steal parts. Waving his Sterling SMG, he challenged the person, only to realise when they turned around that the person was some kind of horror. Perhaps just short of 6 foot tall, stocky and wide, with a white fur/hair covering, the creature opened a yellowed pointed snout to reveal vicious fangs. Beady eyes looked out from the snout, and what looked like nothing so-much as a park keeper’s peaked hat seemed to grow out from the head, meshing with the matted fur. The abomination had what looked like the remains of a Royal Parks Uniform jacket, and a long, sharp, litter stick. [Hello, Wombie!].
Tobermory decided to escape rather than fight, and the creature wanted to rend him limb from limb. [The conflict was a bit unsatisfactory as the 15D vs 11D didn’t get a clear win for either, as it was, Tobermory took a -1D temporary descriptor in damage]. He narrowly escaped backwards, being hurt on his arm, and then the rest of the team piled in to back him up. They definitely hurt the creature, which dived back into the undergrowth. [The second conflict hurt the creature, reducing the action score and reducing the later threat.]
As they gathered their wits, another truck arrived; the team fled to the kitchen, and barricaded the door with furniture. And then they were surprised to hear a knock on the door, followed by an upper clash English voice with a slight eastern European hint call-out; “Robinson, are you alright? Did the creatures get upset?”.
Deciding the time had come to bluff, the team opened the door to be faced by a senior RAF officer in his greatcoat. “Hello,” he said, “I’m Group Captain Michael Gordon. And you are?”…
---
And we wrapped at that point. The game suffered from the long break, and also the fact that the team had decided to take a direct route to the main BERB site rather than check out the other areas that were hinted at. This made the evening somewhat exposition heavy. But Skype was working well, and Hot War has a nice, flexible system.
Oh, and the Group Captain was not all he seemed, but you can find out later…
The Wombies are based on a blend of the Wombles, Park Keepers and Bayonet Troops. They have a bunker in the common, and are controlled by the agent with twisted technology who manufactured them.
18 January 2025
Hot War - Mini-Campaign 2008 - Session 0 and Characters
Here's the set up and background for the Hot War mini-campaign I ran. This was co-created with my players (Graham, Elaine, Neil and Stuart).
Tone: A very British Catastrophe with a post apocalyptic feel and wombles.
What are the characters doing?
Who are the antagonists?
- Soviet Deep Agents - moles like Philby and Burgess.
- Conspiracy theorists who have infiltrated the government to try and find out the truth, but are nothing but trouble.
- Twisted horrors with slime and tentacles that suck out people's brains.
- Things in the smog?
- The local undertaker, Mortimer Todd, who outwardly polite and reliable, inwardly on the make.
- Well meaning reserve forces with guns who really shouldn't.
- Dr Christchurch, a veteran Doctor with haunted eyes who has seen it all.
- Mrs Bloomer - a widowed local "washer-woman" who gets by helping everyone out and just happens to have a very deep cellar.
- The billboard man who walks the streets with a sign 'The End is Now', berating people that he warned them, but they never listened...
A derelict power station looms in the background with a small boy – 3 to 4 years old, dressed in shorts and a tank top, grubby with ruffled hair - running in the foreground with a concerned or scared face. His hand is raised as if holding a balloon or kite, but you can't see what as it is off the edge of the screen. In the mist in the background a figure stands watching. [Graham]
It's night time, and 3 to 4 people are standing and watching a large house standing on its own burn furiously, blotting out the stars. It's obviously beyond saving. You can't tell who the people are as they are wearing large coats and hats. [Stuart]
A group of 5 men are standing closely around a brazier in the foundations of a ruined house warming their hands against the frost. The trees around are bare of leaves. One of the men is looking up to the sky and tapping the shoulder of a second who is facing him. The other three haven't noticed. With their hats and coats on, you can't recognise the rest. [Elaine]
It's raining so hard you can't see clearly, but the garage under the railway arches is close enough that you can make out the boxes within, along with their government property labels. Two figures in hats, with coat collars turned up against the rain, are talking to a third who is inside the garage and somehow doesn't look quite right. [Neil]
A Vulcan Bomber trails flame and smoke as it falls from a rent in the sky above. [Dom]
Planned Game Length; 2-3 sessions
CHARACTERS
Carlyle Gregory Burgess
Well-spoken and as well-dressed as possible under the circumstances (think Terry Thomas), leaning on a cane in his left hand. Dark, slick hair. Trim moustache. Trilby hat.Faction - MI5Action 2, Influence 3, Insight 3TraitsSpeaks BBC English, the Voice of lost culture (+)Feigned limp appears a sign of weakness (+)No compunctions about killing people(+)Slick-tongued but cynical (-)No-one else will look after me (-)Somewhat Impulsive (+)Factional agenda: There are lots of well-connected deep Soviet agents out there. Find them! (9)Personal agenda: Find the family fortune - it's not in the bank vault! (5)Relationships:Charles St. John Bryan: former Cambridge college room-mate - "I owe him for the tip-off, but I'm worried that he could just be a Soviet mole, all that appreciation of the Russian State Opera..." (+2)Tobermory Jones: One of the "little people" (-1)MI5: I trust nobody completely, but I distrust my controller the least. (+2)Josie: We both know the importance of appearances (+2)Mortimer Tod, the Undertaker: We know where we stand with each other: I trust him as long as I can see his hands (-2)Experience scene: shortly after Cambridge suffered serious damage from a near miss by a shadow weapon (war fact) Carlyle Burgess was in the study of his tutor, Sir Christopher Miles, senior fellow of Jesus College, who, thinking Carlyle was a potential Soviet sympathiser clearly stated that he could offer Carlyle protection in the current conflict. Furious at the implications of this statement Carlyle attacked the man with his sword cane, only to be physically ejected from the study by the more able opponent, bruised and battered. Both men left Cambridge shortly afterwards without seeing each other. This conflict opened the door to Carlyle's MI5 recruitment. Arguably, a second war fact is established here - Miles is a Soviet Sympathiser.
Tobermory Jones.
Factory Worker. Perhaps a Soviet sympethiser? Looks exactly like Dick Van Dyke's character from Mary poppins. but with a Stirling sub machine gun. Evidence on Soviet Infiltration that has got him recruited into the SSG.Faction - Trade Unionist,Action 4, Influence 3, Insight 1TraitsGun play (+)Keep the Red Flag flying here (Insider Soviet intelligence) (+)Loveable rogue with a place in the heart of the people (+)A cheerful optimist who is often surprised (+)Unlucky in love (ladies who have telekinesis) (-)Gullible and eminently hoodwinkable (-)Factional Agenda - Root out the Red Menace who are unleashing the monsters in our midst. (5)Personal Agenda - Help the orphans get shelter and protection. (9)Relationships:Mary Scroggins - London borough Child Protection League 3(+)Trade Union - harvesters of doom purvaeyors of despair keepers of secrets. The red devils flow like ants fro their myriad chambers in the dark factory valleys of London 1(-)Mrs Bloomer - I never got my pants back 1(-)Jonathan Fly - ratcatcher collector of children. Glue factory. 2(-)Carlyle Burgess - He's a toff, but anyone who wears a handkerchief like that is all right! (tugs forelock) 1(+)Experience Scene: Tobermory returned to the Jelly Baby factory after the shadow bombs fell, seeking three of the lost kids he knew had last been seen in the area. As he entered the factory, even though it was broad daylight, the site remained as if it was the cold depths of night. Groping his way around, he soon found the kids who were too scared to move. He tried to draw them out of the darkness, which pulsated, hungrily. [Two of the other characters took dice off the antagonist at this point because Tobermory was being a hero!] When the kids couldn't be persuaded, he somehow managed to grab them all and pull them from the factory just before the shadows pulsed one final time, and disappeared, leaving nothing loose behind. As a result, he has a reputation with the locals that he's a bit dodgy, but his heart is in the right place. War Fact - The Soviets used twisted shadow bomb technology on industrial sites in London.
James O'Brien
Former Royal Marine. Squat, red haired, gruff, the proverbial "brick shithouse". Demolitions expert who saw a little too much during the war. This has left him slightly cold and detached. He hates sleeping without some form of light on and a weapon on hand.Faction - NavyAction 4, Influence 2, Insight 2TraitsHard as nails +Hatred of all "horrors" -Knows how to take orders and execute them +Distrusting of those in authority -Need it blowing up, O'Brien's yer man +Overwhelming odds don't cause fear (+)Factional Agenda: Weaken the Army's hold on the city. Blow as much of their stuff up as possible but make it look like it was terrorists. (3)Personal Agenda: Find out who's behind the black market in London and if the "stories" are true. (9)Relationships:Carlyle Burgess 2(-) An authority figureBlack Market Thugs 2(-) Do they realise who they are working for?Staff Sgt Henry Williams 3(+) Never one to leave a man behindLilly St. John 1(+) A welcoming smile on a cold nightExperience Scene: Tasked with destroying a Soviet forward position on the Thames by his Navy commanders, O'Brien's unit find that the Soviet forces were much better dug in and in greater numbers than they had been told. However, O'Brien managed to inspire his unit forward to defeat the enemy. War Fact: Navy Intelligence is an oxymoron, the ones in charge knew less than they claimed.
Josephine (Josie) Miller
Former assistant to one of the Professor's scientific teams at BERB. Often has bad dreams about what went on at Porton Down. Smarter than she was given credit for in her BERB role, she has now distanced herself from the team but has useful inside knowledge from when she was there. Slight stature, as smartly dressed as can be under the circumstances. Was away from Porton Down during Yellow Sun - assisting a small team who were carrying out experimental chemical explosive tests on the Devon moors.Faction - BERBAction 2, Influence 3, Insight 3TraitsTentative contacts from Porton Down days (+)Charming/sweet talking (+L)Insider science knowledge (+)Not trusted by people when they find out where I used to work (-)Bad dreams (-)Truth seeker (+)Faction agenda: Seek information on what the Porton Down team survivors are working on. (5) XRelationships:My father - "I heard from him shortly after I moved to London. I made sure he moved to a vigilant neighbourhood area. I don't see him as often as I'd like, but at least I know he's safe for now." 1 (+)Dr Christchurch - "I'm worried that working at Porton Down may have contaminated me in some way, but I don't know how to ask the doctor." 1 (+)SSG - "They need a scientist like me." 2 (+)BERB - "They're going to notice if I sniff around too much; I've got to be careful who I talk to, and where." 1 (-)Carlyle Burgess - "Appearance counts. People respect you more if you appear charming and presentable." 2 (+)The billboard man - "He knows where I worked and thinks I'm a gross sinner. I hope he doesn't turn violent." 2 (-)Experience scene: After she returned to London, Josie made contact with a member of BERB who had also survived, who she met a couple of blocks from Down Street. She wasn't certain if someone was following them, but wanted to try and find out more about what was still going on in BERB, so started sweet talking them. [Influence conflict]. She soon found out that they weren't happy about what BERB was trying to do now, and developed an ongoing contact. War Fact: There are people inside BERB who do not agree with the direction that it took after Porton Down was destroyed.
18 January 2025
17 January 2025
Cold City & Hot War return.
Half of the map of London in 1963 I helped with |
12 January 2025
Traveller - video 'unboxing' of Power Projection: Fleet.
The Facebook post that alerted me to this video. |
11 January 2025
Traveller - Conceding that I was Wrong.
I never really bought a lot of the first Mongoose Traveller core books, except that I did. I picked up all the key game rules books and some more. I did some work in the background on the first edition High Guard was issued and Loz Whittaker reached out to me and asked for a review and some support. The initial reaction drive rules and the corrections on the core book for the difference between pulse and beam lasers came from me. However, if you look at that book, you won't find a credit for me, as for some bizarre reason it went in the Scouts book.
When the setting material started to come out, I was reluctant, especially when the initial releases seemed to be going down the route of trying to define every world and not leave spaces to explore between them. Spaces are so important; points of interest with gaps between are a great way to create excitement and interest for a GM to fill out. Detailing too much makes a setting intimidating.
That's something you often don't realise if you've been with a game since the relatively early days. I came to roleplaying in 1983, and to Traveller in 1984. I wanted to come to Traveller earlier than that, but sourcing a copy in the UK proved problematic and took nearly six months and lots of Games Workshop credit notes. I picked up key books but it was MegaTraveller that got me in a position where I was buying everything that came for the line. That followed through with new editions and I gradually filled out the gaps I had on the Classic Edition.
So I was steeped in 'canon', and quite happy to bring it into TML debates. Ah, the great flamewars of the Traveller Mailing List (that was an email list, not postal); I've a nostalgia for the heady days of the TML, but I don't miss the vitriol that sometimes came out in arguments on what is - ultimately - a game. It may be the great game of my life, my forever game, but it is ultimately that, a game.
However, the weight of that canon is intimidating if you come to a game new, and you often think 'how do I start'. I think that tools like the Traveller Wiki and Traveller Map have made things a bit easier, but the the initial setting material that I saw for the first edition of Mongoose Traveller felt too detailed (and in some cases overwrote material from the past with no real reason except that the authors perhaps hadn't got access to it). So I didn't really buy that much. I used the rules, bought the odd book (for example, the Vargr one when I was writing a scenario in which they featured) but I didn't dive deeper. I felt that I had enough.
I did buy into Mongoose Traveller 2nd Edition when it came out, and was generally happy with it. I wrote a long and detailed comparison of the two editions at the time. Once again, I picked up the core books. But I didn't rush to get get anything else. And then, when the 2022 update came out and had changes, I wasn't impressed. I didn't rush to get anything beyond the core book update because it felt like I was just buying everything again(*).
I didn't really take on board Matt Sprange's commitment to better quality and usability. So I had my own 'Short Night', a period of perhaps 3 years where Traveller wasn't a huge part of my life. I did pick up some Hostile material for Cepheus, but I wasn't playing or running. Which for me was a big change.
Cycle back to the end of last year, and the Bundle of Holding comes along with a Sectors offering (still available for another two days as I write this). So I pick it up and start skim reading the PDFs to discover that the style has changed. The sector books have spaces to explore (and some of them are very deliberately written to give the chance to explore and define your own setting). The artwork is great, and the layout is clear. There are lovely maps. There are triggers for ideas. This wasn't what I expected.
The outcome is that I spent the money I was given for Christmas gifts and added some of my own, picking up quite a few of the sector books. These were for sectors of space that either intrigued me or that I've written for in the past. I also picked up two more of the core book updates (High Guard 2022 and the Central Supply Catalogue 2023) so I have the heart of the system ready for use.
I do think my experience at TravCon 2024 also influenced my decision to look again. I arrived later than planned, about 15 mins into Matt Sprange's keynote and I was a bit disquieted by what I heard. Not from Matt, as he was a diplomat and very measured and enthusiastic, but from some of the attendees. The audience are all long-term Traveller Grognards and I felt the questioning was at times aggressive in tone and inappropriate. Strange as the folks there are generally really lovely. Andy tried to manage it, but it was disappointing. Reflecting on that, and having a quick look at Graham's Spinwards Extents book made me more open to looking at what Mongoose are doing with fresh eyes.
So, I need to concede that I was wrong. I'd been running on assumptions about Mongoose's output based on their first edition work, which weren't valid anymore. I'm glad I took the time to look again. I'm sorry that it took me so long to do so. Kudos to Matt and Mongoose for the changes they've made.
I will be running the first Traveller campaign in quite some time this year, and I'm excited about the game once again. If you haven't looked at the new material, I do recommend both the Sectors Bundle and the Traveller 2024 update Bundle as an easy way to see if you like where the game is now and also as a great introduction. There's enough in both of these for years of play.
11 January 2025
09 January 2025
WOTB - FV4005 - Canyon - Mastery (heartbreak ending)
My highest ever damage so far. Heartbreak ending (should have let the FV215b 183 come at me but I thought I had him on reload). I then messed up by not reversing immediately after the first shot on the IS-8.
08 January 2025
Traveller - So what Artwork do I Like?
So I love this cover - what others float my starship? |
I was rightly challenged on Facebook by Dave about what art do I like for Traveller following my previous post.
The challenge... |
So here is the Traveller art work I like, Mongoose Second Edition, in no particular order.
Hints of adventure against an ominous sky. |
Waving goodbye... |
Tentacles - shades of Dragon's Domain for Space 1999. |
I think this would have been a great Core Book cover. |
Empire and might... shades of the Foundation TV series. |
You won't see the one that gets you. |
What intrigue is this group up to? |
This one feels like you're part of the group. |
A star map set against the planets in space - abstract and effective. |
Another ship under attack! |
07 January 2025
Job Opportunity - Recovery Agent & Courier - Independent Operator seeks new team
Assured Couriers GmbH is a small independent company that provides bespoke and discrete courier services for our valued clients. Operating out of Ikeran Down, the company's main asset is the 100dton Jäger Class starship, The Jäegermeister.
Assured Couriers GmbH is looking for up to four new shareholders who are reliable, efficient and have good social graces and discretion. The role involved regular travel throughout the Minerva Cluster; self-catering accommodation, self-piloted passage and support services will be provided.
If you think you have the right qualities for a career as a recovery agent and courier, please contact our head office in Westland House, Ikeran Down Startown, asking for Dom.
06 January 2025
Traveller - Encyclopaedia Dagudashaag now available in print at cost
Now in print |
The Encyclopaedia Dagudashaag from Signal GK Productions details 559 solar systems, introduces one extremely skilled, well informed hacker called CyJac, several minor sophont races, some brilliant artwork and lots and lots of adventure hooks put together by some brilliant authors (and me)…
AND IT’S NOW AVAILABLE AT COST IN PRINTED FORM
If the Spinward Marches Sector is the Traveller equivalent of the wild frontier, Dagudashaag is the so-called civilised core with a long established history, traditions and tensions; a sector brimming with intrigues, adventure and mysteries. These chronicles was documented in 13 issues of the Signal-GK fanzine. This library data was then subsequently compiled, rewritten and expanded into a comprehensive guide to an entire sector.
A Referee's Guide to the Sector - For your eyes only is also included
"A long time ago in a galaxy far, far away (ok in the UK) a small group of dedicated Traveller fans set out to fully survey and document their exploration of the Dagudashaag Sector, near the centre of the Imperium. These people promptly escaped from a maximum-security lunatic asylum to the Medurman underground. Today, still wanted by the Imperium, they survive as authors of fortune. If you have a problem... if no one else can help... and if you can find them... maybe you can hire... The Dagudashaag Development Team.
Nominated for “Best OTU Product“ and Winner of the “Best Free or Pay What You Want Traveller Product” categories of The Zhodani Base Awards 2017. The Encyclopedia of Dagudashaag from Signal-GK "wins because it is an amazing fan produced product."
Click through to order on Lulu: https://www.lulu.com/shop/c-nick-walker-and-ade-stewart-and-lee-richardson-and-andrew-pickford/encyclopaedia-of-dagudashaag/hardcover/product-95e9p9y.html?page=1&pageSize=4
05 January 2025
Traveller - Spaceship, Spaceship, Spaceship! [updated]
Mongoose Traveller 2017 |
The Classic Traveller cover (source: TravellerWiki). |
Mongoose Traveller 2022 (with 2024 cover) |