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Traveller: Imperium

Traveller 2e
Traveller 2e
Online
Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Newbie friendly
New players are welcome, and nobody expects you to know the rules beforehand.
LGBTQ+ friendly
The table is openly welcoming to LGBTQ+ players.
Adult
The table is for players who are 18 or over.
No paid games
On a player profile - you are looking for free games and are not interested in paid ones.

Description

You are outlaws, operating at the fringes of the once great Kardashev Imperium. Whether driven by ambition, discontent or simple necessity, you seek to find your own fortunes. As radicals and revolutionaries seek to topple the Tzar's reign, and her secret police crack down in an attempt to stem the surge of discontent opportunities are opening for people such as yourself. Perhaps you wish to shape these changing times, to recover lost honours or reshape the future order; or perhaps you simply wish to make it to tomorrow better than today. Either way, times of change present opportunities for the bold.  So, prelude aside, this campaign is an criminal focused Traveller game, set in my original setting, the Kardashev Imperium (Think something inspired by 1890s-1910s Imperial Russia). You as PC's will be doing a range of jobs in the legal fringes of this setting, primarily a mixture of smuggling and heists, with hauling cargo/passengers on the side. Once you make it out of the first adventure you will have your own ship also. The campaign will be a sandbox-ish game, but with a long term focus on building a narrative based on the jobs you take and events that play out in doing said jobs.  Looking at running through Voice on Discord, and Fantasy Grounds as VTT.  As a GM, I generally go for a game where Narrative is supported by mechanics. I'm willing to wing it where it makes more sense, but value mechanical systems to create a certain predictability/consistency to the world. Equally however, I think a primary skill of any good GM is knowing when to rely on mechanics, and when they aren't necessary.  I like to encourage players to have a good sense of their characters, but also to leave space to discover more about who their characters are through play. I don't always make the odds against you fair, but will try to adjudicate impartially. If you come up with something creative, I generally try not to get precious about disruptions to my plans. (Frankly, there are few things as fun on my end as when the PC's come up with something completely unexpected, or approach a task in a way I never thought of). If the odds aren't fair, I don't expect you to play fair either.  Looking to run 7PM Saturdays my time (UTC+13). Weekly. Usually 2-3 hour sessions.

Traveller 2e

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  • Location: Online
  • Game frequency: Weekly
  • Timezone:
    NZST
    New Zealand Standard Time (GMT/UTC +12)
  • Virtual tabletop platform: Fantasy Grounds Unity
  • Weekday: Saturday
  • Starting time:
    Evening
    17:00 – 21:00
  • Organizer: Chris
  • Players: 2/5
  • GM: 1/1
  • Language: English
  • Added: 6. October 2026
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