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This leads to the trading mini-game, a staple of the system. Players must navigate speculative trade, buying low on an industrial world and selling high on an agricultural planet, all while dodging pirates and Imperial customs agents.
Grab the . It’s all you need. The Traveller Companion adds fun optional rules (like non-lethal character creation), but the core book includes ship combat, world generation, trade, and enough careers to keep you busy for years.
It offers the most rewarding, emergent storytelling in the history of tabletop gaming. You will remember the time your Engineer botched a jump and landed in the middle of a space battle. You will laugh about the time the Socially Stupid Scout insulted an Imperial Duke. You will mourn the Captain who took a laser to the face because he failed his Dexterity check.
You don’t "build" a Traveller character. You live one. You choose a homeworld, then enlist in a career (Navy, Marines, Scouts, Merchants, Rogues, etc.). You roll for survival, commission, promotions, skills, and events over four-year terms. The catch? If you fail a survival roll, your character dies during creation . Back to square one.