I just started fooling around with sci-fi RPGs after fantasy. And I found out about Traveller. Despite not grasping half the rules yet, it feels like one of the best games ever made. Seeing this website brings me to tears. So much worthy effort, so much to explore. May the gods bless you all.
Thanks for the great overview of my little site. You did a great job of giving a run-through of the features for players and referees. Hit me up (via contact links on the site) if you've got any questions.
Well, well, well there’s not a whole universe to explore. It’s a fraction of a single galaxy. 😊 just fooling around great video. We use the map for a sandbox game. It works great and there is a veritable universe of information.
You had me convinced 10 seconds in! 😂 I love rolling up my own stuff as much as the next guy but why reinvent the wheel?! 🤷♂ Great vid thanks! New sub! 🙌
I'm so glad you took the time to do this video - I hadn't known about some of the functionality such as planetary maps and full star system info. Even better, thanks!
Thanks for both comments! Yes, I frequently see this resource shared as one of the best Traveller tools out there (rightfully so) - but so many people miss some of the great tools included! I'm sure there's more, but these are the things I find most helpful!
Traveller Map is _super_ useful. And I _love_ the functionality to download PDF sector booklets like the old style supplements. The links to the Wiki are helpful as well. It may be the best and most useful web resource for any game I've ever played.
Yeah, I totally agree - I'm trying to target a space game for my group next year. Traveller or not, if we run in space, I'll be using TravellerMap.com!
Thank you for finding this!! I haven't played Traveller since the ancient times and the small black books, but I reckon I will be using this as a basis for my next "5 Parsecs From Home" campaign and any/all SciFi games I play and record later on!!
Although I understand why Marc Miller designed the original mapping systems, there is a flaw that subsequent revisions have not corrected. The original format was used at a time when PC's were not readily available, so the amount of information had to be kept at a manageable level when players were using only paper and pencils. However, rather than representing a single main world/planet, the hex should represent a star system with information on star class, number of planetary objects, and whether there are anything in the interstellar medium such as nebula or uncommon stellar objects. One of the reasons why I think this is a better format is because given the level of technology in Traveller, it is more than likely there would be systems with more than one developed/settled world, not to mention permanent space stations or cities. And this would also be useable for systems without any planets which cannot be represented using the UPP/UWP format.
I get it too, and you do bring up some good points. I do think there is value in having a UWP for a system, while also understanding the limitations of the UWP. I also really enjoy how many systems are well developed. For example (and this is from memory so hopefully accurate), Beltstrike! Really expands the Bowman system, and brings it to life well beyond its UWP. But it still holds true to the general nature of the UWP. Anyway thanks for the comment!
What always bothered me about Traveller's star maps, is the fact that they don't factor in the Z axis of the systems, which make a huge difference in distance. One hex equals about 1 parsec, means about 3.26 light years. Tau Ceti for example is about 12ly away from Earth. It is about 11ly _below_ Sol though on the galactic plane. Only looking at x and y coordinates Tau Ceti would seem about 3.5ly away. On a hex map that's about 1 hex (parsec), while the real distance would be roughly 4 hexes (parsecs) though. I mean, sure, it's simplified for ease of play, but one of the main things in space when it comes to positioning, is the fact that objects are not positioned on a flat plane, but the Z axis is a very important factor for space mapping. Milkyway's galactic plane is quite bumpy and some systems that appear sitting on each other looking on a flat map, are actually 20+ly apart, one being very high on the z axis, the other very low. There. Nerdy rant end. The effort, details and features put into the TravellerMap are actually very impressive though. I love a good map and I am actually a little sad that Traveller as a system comes with flat space maps, so I personally won't use it. :(
I completely agree, Z axis is super important in real life. I also agree that it was left off for ease of play (especially in a paper first system). Ignoring the Z axis also improves accessibility for less hardcore gamers in a system that can already seem intimidating…but yeah it would be cool to see if there was a solution that didn’t sacrifice too much on either complexity or accessibility.
@@paperdicegames6585 For the Third Imperium that solution would have to be implemented back when the map was made I fear. Otherwise it's not very complex to do or intimidating to use in play. Sure, the bigger the map and the more you are travelling, the more it will come up. I'm too much of a space nerd though to be able to ignore it, I fear. A flat Milkyway just feels very wrong for me, and I'm glad that I'm playing Traveller in another setting with a much smaller map. But yes, of course it was made for ease of play, same as you can fire crossbows every turn in many fantasy RPGs, which I find abominable too, because you can't reload a medieval crossbow in 3 or even 6 seconds. But that's just me. :D
After many months, I finally finished a novel that I set in the Traveller universe. The Traveller map proved invaluable to me to envision places for my characters to travel to, settings for events and so on. The one thing conspicuously absent from the Traveller map is there's no system that's a religious dictatorship. Something the rules allow for. I needed one for my story. Fortunately, there tons of balkanized systems. It was easy enough to put in a small religious dictatorship in one of those systems. It was also a great frustration to my protagonists dealing with a systems with 200+ legal systems rather than one.
@@paperdicegames6585Technically, no. I just took a balkanized planet, one that the map said had 200+ governments, and simply assumed one of them was a Religious Dictatorship.
While lots of RPG´s talking about their specific "Universe" - the Traveller-one really deserves that label by its scope and diversity of information and mechanics
Yeah, its crazy how expansive the universe is. Even crazier is to consider that it’s not procedurally generated via computer (at least not to my knowledge)!
I am on a traveller youtube binge. I found this video by searching (traveller rpg astronomy). I was curious how much of our understanding of modern astronomy applies. I was planning a game centered around a very radioactive unstable red dwarf that is a ticking time bomb to explode and the team is racing against time to get the engines back online. anyway...thanks for the video
The only problem with Traveller map is that you can't plumb a strait line. For example, if your adventure involves an object similar to Muamua. It's going the travel interstellarly, but it is not going to use jump drives. Unless the object travels along the hexes, you are going to need to use a printed map and some string the get its flight path.
Yeah good point. Jump drives are a core mechanic of the game, and while you can do “line of sight” travel inside a system, it’s important to know that jumping from one system to the next is using Jump Drives.