Board Game Geek
Recent Additions
GeekList Item: Item for GeekList "PAX Unplugged 2026 Virtual Game Market"
Posted: Sun, 25 Oct 00:21:03
Posted: Sun, 25 Oct 00:21:03
by zangster
An item RPG: One More Quest has been added to the geeklist PAX Unplugged 2026 Virtual Game Market
GeekList Item: Item for GeekList "[CHAR] The Tarbela Incident - A Star Trek Adventures 2e PBF"
Posted: Sat, 24 Oct 23:58:32
Posted: Sat, 24 Oct 23:58:32
by Elfbane
An item RPG Item: Vulcan's Forge has been added to the geeklist [CHAR] The Tarbela Incident - A Star Trek Adventures 2e PBF
GeekList Item: Item for GeekList "2026 RPG Challenge: Run 5 RPGs New to You in 2026"
Posted: Sat, 24 Oct 23:39:23
Posted: Sat, 24 Oct 23:39:23
by fezzwick
An item RPG Item: Champions (First Edition) has been added to the geeklist 2026 RPG Challenge: Run 5 RPGs New to You in 2026
Victory Road - Ep. 17 - Moonlighters
Posted: Sat, 24 Oct 23:08:40
Posted: Sat, 24 Oct 23:08:40
A new episode has been added to the database:
Victory Road - Ep. 17 - Moonlighters
How Community Turns Grit into Creativity
Posted: Sat, 24 Oct 23:08:21
Posted: Sat, 24 Oct 23:08:21
A new episode has been added to the database:
How Community Turns Grit into Creativity
D&D and Shadowrun - Vecna: Eve of Ruin - Episode 9 "Teleportation Not Advised" actual play TTRPG
Posted: Sat, 24 Oct 23:07:46
Posted: Sat, 24 Oct 23:07:46
A new episode has been added to the database:
D&D and Shadowrun - Vecna: Eve of Ruin - Episode 9 "Teleportation Not Advised" actual play TTRPG
Reply: Play by Forum:: Re: Traveller TNE (The New Era)
Posted: Sat, 24 Oct 23:07:31
Ok so a few things to expand upon further:
My style as GM and play
Just as when I play IRL, we follow through with consequences of decisions, but often will allow decisions to be determined by role play or actions over a dice roll if it seems more consistent with play. The scope of play is vast, so as long as it is consistent with the tech/law/society/physics of the universe, no reasonable request is refused. I rarely say no to anything, I am more likely to say "No, because..." or No, but...". The game I propose is not a fully open sandbox but rather I will have several different options and pathways available, some of which will be decided when I see the make up of characters, others will be determined by character decisions at various stages of play. I am always happy to clarify on points of order to ensure consistency of play, for example that it is unwise to openly carry a weapon in class A or B starports, or on a planet that has a law level of 10 or above.
Be aware also that in the early stages, each character will be given a secret from their background which may or may not emerge during play, depending upon the routes they decide upon.
The starting point will be as I started before, with a crew taking delivery of their trading ship. Whether they choose to trade (buy cargo and then sell it) , to haul (ship freight for somebody to a specific destination), or resort to any number of legal, semi legal activities through to outright piracy is up to them.
My take on the TNE universe
The New Era is a period of time following the collapse of an era of mass expansion and colonisation, which has left behind widespread knowledge of interstellar travel and civilisation but not any coherent sense of government or law enforcement. The Reformation Coalition is making a valiant attempt to try to reconnect worlds and establish some kind of government. Some worlds (or stations) are governed by autocrats, others by a corporation, some are just plain anarchy.
Space travel will be important. In the TNE universe, all jumps take 150 hours (so about a week) irrespective of distance travelled. The week in jump space is commonly referred to as being “in the hole”. The usual routine is for a ship to jump, dock, refuel, service, take on cargo and/or passengers and jump again. Crew can generally expect a couple of days shore time between jumps.
More details about your ship will follow, but all equipment that you might reasonably expect a self sufficient trader to have is present, such as environmental suits, repair materials, tools and maintenance. Given the kind of people you are, there is also a weapons locker. Certain weapons are restricted to those who have the stated skill sets.
There are economic considerations in running a far trader; you have a monthly repayment on your mortgage to make, as well as running costs. Every time you emerge from jump space, you will certainly need to replenish jump fuel, you may need to replenish sub light fuel, you will quite probably have some servicing or maintenance due, and of course will need to pay any landing fees and import taxes.
Psionics are a thing in the universe, but attitudes vary wildly, from reverential to outright persecution. One of the main races, the Zhodani, are highly sensitive in this manner, and cultivate the development of this trait.
There are six main alien races in the area – “main” in the sense that they have all independently developed Jump Drive and therefore have travel capability. Some have characteristics which make them odd humanoids, others are more distinctly alien.
Finally, all space travellers know of Virus. Virus is a sentient artificial consciousness which replicates itself with infinite variety and patience. It was largely responsible for the breakdown and collapse of humanity’s interstellar civilisation and remains a very real threat. Infected ships, known as vampire ships roam certain space lanes, looking for more targets. The first, best and perhaps only defence against Virus is a computer programmer.
No experience required, all are welcome. If you are here, you have an idea of role play gaming and that is enough. I will ask or clarification or dice rolls as necessary, or put direct questions to you depending upon the situation that needs to be resolved.
If you haven't played pbf before, one tip I can give is that "thumbing" a post is a great help for all concerned - it shows that you've read the post and are checking in on the play. You don't have to post every day, but to a point there is an onus on the player to bring his/her character forward in to the action. As GM, I try to make sure that there is opportunity for all characters to play a significant part, but I tend to see my job as putting out the bait for players to pick up and run with. It's also a convention that we use 3rd person in In Character (IC) thread, and 1st person is ok in OOC thread. I'm not hugely wedded to that, but I can see why it's a wide practice.
On the subject of characters, it is just as important to think of skill sets as well as classes. Skills vary from combat to negotiation, to machine handling - you get the idea. We probably need characters with loose roles, something like a pilot, a fighter, a medic, a computer nerd, an engineer would work well. Assuming we recruit players of those classes I will give drafts of character sheets to be agreed upon before play commences.
That's a quick run down, but as I am sure you can see, I can give a lot more detail further down the road. Any questions please ask. As several people have indicated interest, I will perhaps set a start date in the next couple of days. If anyone wants to firm up their interest in a character please ask.
Speak soon
Chris
PS Good to see you again David!
Posted: Sat, 24 Oct 23:07:31
by blackbirdetx
Many thanks for such immediate interest!Ok so a few things to expand upon further:
My style as GM and play
Just as when I play IRL, we follow through with consequences of decisions, but often will allow decisions to be determined by role play or actions over a dice roll if it seems more consistent with play. The scope of play is vast, so as long as it is consistent with the tech/law/society/physics of the universe, no reasonable request is refused. I rarely say no to anything, I am more likely to say "No, because..." or No, but...". The game I propose is not a fully open sandbox but rather I will have several different options and pathways available, some of which will be decided when I see the make up of characters, others will be determined by character decisions at various stages of play. I am always happy to clarify on points of order to ensure consistency of play, for example that it is unwise to openly carry a weapon in class A or B starports, or on a planet that has a law level of 10 or above.
Be aware also that in the early stages, each character will be given a secret from their background which may or may not emerge during play, depending upon the routes they decide upon.
The starting point will be as I started before, with a crew taking delivery of their trading ship. Whether they choose to trade (buy cargo and then sell it) , to haul (ship freight for somebody to a specific destination), or resort to any number of legal, semi legal activities through to outright piracy is up to them.
My take on the TNE universe
The New Era is a period of time following the collapse of an era of mass expansion and colonisation, which has left behind widespread knowledge of interstellar travel and civilisation but not any coherent sense of government or law enforcement. The Reformation Coalition is making a valiant attempt to try to reconnect worlds and establish some kind of government. Some worlds (or stations) are governed by autocrats, others by a corporation, some are just plain anarchy.
Space travel will be important. In the TNE universe, all jumps take 150 hours (so about a week) irrespective of distance travelled. The week in jump space is commonly referred to as being “in the hole”. The usual routine is for a ship to jump, dock, refuel, service, take on cargo and/or passengers and jump again. Crew can generally expect a couple of days shore time between jumps.
More details about your ship will follow, but all equipment that you might reasonably expect a self sufficient trader to have is present, such as environmental suits, repair materials, tools and maintenance. Given the kind of people you are, there is also a weapons locker. Certain weapons are restricted to those who have the stated skill sets.
There are economic considerations in running a far trader; you have a monthly repayment on your mortgage to make, as well as running costs. Every time you emerge from jump space, you will certainly need to replenish jump fuel, you may need to replenish sub light fuel, you will quite probably have some servicing or maintenance due, and of course will need to pay any landing fees and import taxes.
Psionics are a thing in the universe, but attitudes vary wildly, from reverential to outright persecution. One of the main races, the Zhodani, are highly sensitive in this manner, and cultivate the development of this trait.
There are six main alien races in the area – “main” in the sense that they have all independently developed Jump Drive and therefore have travel capability. Some have characteristics which make them odd humanoids, others are more distinctly alien.
Finally, all space travellers know of Virus. Virus is a sentient artificial consciousness which replicates itself with infinite variety and patience. It was largely responsible for the breakdown and collapse of humanity’s interstellar civilisation and remains a very real threat. Infected ships, known as vampire ships roam certain space lanes, looking for more targets. The first, best and perhaps only defence against Virus is a computer programmer.
No experience required, all are welcome. If you are here, you have an idea of role play gaming and that is enough. I will ask or clarification or dice rolls as necessary, or put direct questions to you depending upon the situation that needs to be resolved.
If you haven't played pbf before, one tip I can give is that "thumbing" a post is a great help for all concerned - it shows that you've read the post and are checking in on the play. You don't have to post every day, but to a point there is an onus on the player to bring his/her character forward in to the action. As GM, I try to make sure that there is opportunity for all characters to play a significant part, but I tend to see my job as putting out the bait for players to pick up and run with. It's also a convention that we use 3rd person in In Character (IC) thread, and 1st person is ok in OOC thread. I'm not hugely wedded to that, but I can see why it's a wide practice.
On the subject of characters, it is just as important to think of skill sets as well as classes. Skills vary from combat to negotiation, to machine handling - you get the idea. We probably need characters with loose roles, something like a pilot, a fighter, a medic, a computer nerd, an engineer would work well. Assuming we recruit players of those classes I will give drafts of character sheets to be agreed upon before play commences.
That's a quick run down, but as I am sure you can see, I can give a lot more detail further down the road. Any questions please ask. As several people have indicated interest, I will perhaps set a start date in the next couple of days. If anyone wants to firm up their interest in a character please ask.
Speak soon
Chris
PS Good to see you again David!
30. The Not so Itsy-Bitsy Spiders
Posted: Sat, 24 Oct 23:05:48
Posted: Sat, 24 Oct 23:05:48
A new episode has been added to the database:
30. The Not so Itsy-Bitsy Spiders
GeekList Item: Item for GeekList "Solo RPGs On Your Table - October 2026"
Posted: Sat, 24 Oct 22:59:40
Posted: Sat, 24 Oct 22:59:40
by Brass Jester
An item RPG Item: Thrilling Tales 2e has been added to the geeklist Solo RPGs On Your Table - October 2026
GeekList Item: Item for GeekList "PAX Unplugged 2026 - RPG Freeplay: Community Game Scheduler"
Posted: Sat, 24 Oct 22:58:29
Posted: Sat, 24 Oct 22:58:29
by Nightmareone
An item RPG: Dungeons & Dragons (5th Edition) has been added to the geeklist PAX Unplugged 2026 - RPG Freeplay: Community Game Scheduler


