This is how I like to think of myself when mashing up games.
The next mashup is for a solitaire campaign using Savage Worlds, Solo, and the Dark Nebula. Solo assumes Cepheus Engine or some other flavour of Traveller in the background, so it’s helpful to have some conversion guidelines for Savage Worlds. This is something I’ve thought about quite a bit over the years, so it’s easy to document.
Classic Traveller’s Little Black Books split the rules into Characters and Combat, Starships, and Worlds and Adventures. Let’s take each in turn.
Characters and Combat
Essentially, I’m replacing this book entirely with Savage Worlds.
Equivalent attribute and skill names are easy to see. For attributes, call the SW die type the CT attribute level (Agility d8 = Dexterity 8, for example); for skills, CT expertise 0 (or 1/2 if you’re really old school) is d4, with the die type increasing one step per extra skill level – so expertise level 4 translates to skill d12.
CT doesn’t really have Edges or Hindrances, and I’m starting in SW so I don’t need to worry about conversion; but if it were something I needed, I would treat TAS membership as a trapping of Rich, and weapon benefits as Trademark Weapon (implying the Born a Hero setting rule is in force). Ship ownership could be treated as any one of Poverty, Rich, Noble or Filthy Rich, depending on the rest of the PC’s stats and background – but in actual play I would just give the party a ship and get on with it.
With regards to gear and money, I don’t want to spend time tracking either, because I spend far too much of my life doing that at work already; so the solitaire PCs have whatever I think is reasonable, and their standard of living depends on their financial Edges and Hindrances – for example, Subsistence level upkeep if you have the Poverty Hindrance, or High Living if you have the Rich or Noble Edges.
Go on, live dangerously. Tell the players “Pick a figure; you’ve got whatever the figure has.”
Starships
Savage Worlds has faster and simpler ship combat rules than Classic Traveller, but to use it, we do have to rate CT ships in SW terms. Top Speed is not relevant for spacecraft; but we can use the ship’s Manoeuvre drive rating as its Climb. Ship’s Toughness can use the rules on page 66 of SWDEE; 100-200 ton craft have Toughness 19-22 (let’s say 20 and 22 respectively), adding 3-5 per extra 100 tons (let’s say +4). Weapons can be covered by the Hellfire missile and the 100MW laser (pp. 64-65). Sandcasters can be treated as a kind of AMCM (p. 66) which affects lasers rather than missiles. I’m not going to bother with the differences between pulse and beam lasers – I mean, have you ever seen anyone actually use a pulse laser in play? I thought not.
CT rules for ship construction and drugs will do fine as they stand; interstellar trade could be handled as a skill check using the conversions above, although I’ll probably use Edges and Hindrances rather than tracking spending; and training is superceded by the SW experience rules. Although I rarely given Arion & Co. any experience anyway; it’s not about the levelling up, it’s about the story.
Worlds and Adventures
Savage Worlds only overlaps with this in the Bestiary, and Solo effectively replaces the Adventures components, leaving the Worlds elements in play as they stand. I don’t feel the need for conversion guidelines here; the only things that might need them are animal encounters, and I haven’t used those since the late 1970s anyway; but I might add some world tags from Stars Without Number, because they’re the best bit.
Case closed, I think; anything else I will handle on the fly as and when necessary.