The New Era: World Tamer's Hanbook
Create Survey campaigns in which characters push humanity's knowledge out into the Wilds¸ Bootstrap campaigns in which characters lift low-tech populations out of barbarism¸ and Colony campaigns in which characters found and lead expeditions to repopulate entire worlds.
To Build the future… to Dare greatly… to take one's Place in the arena…
<p.></p.> <p.></p.> <p.></p.> <p.></p.>Life takes against a grander tableau in the New Era. Without an omnipotent Imperium that has already imposed order n everything¸ the act of every man¸ woman and child looms larger¸ has a greater impact. And when even seemingly small actions have large results¸ imagine the sort of effect a person can have when daring greatly. The course of civilizations can be changed.
In the New Era¸ entire worlds have died or fallen back into barbarism. These worlds need peoples to come make them live again¸ and leaders to them back into the light. Such people need to have a variety of skills: they must be explorers¸ the must be builders¸ they must be leaders. They must have the courage to take on the power of a raw world and emerge victorious. These explorers¸ these builders¸ these leaders have a name. They are called World Tamers.
The World Tamer's Handbook brings to Traveller: The New Era a new arena in which to adventure: the ragged border of civilization¸ the realm of the unknown on a thousand worlds that do not know the light of civilization. World Tamer's Handbook provides material to create Survey campaigns in which characters push humanity's knowledge out into the Wilds¸ Bootstrap campaigns in which characters lift low-tech populations out of barbarism and Colony campaigns in which characters found and lead expeditions to repopulate entire worlds.
In order to do this¸ World Tamer's Handbook provides rules on colonial economics and infrastructure which allow players and referees alike to understand what makes a colony run¸ and what decisions need to be made to ensure success. These rules are not only useful for the campaigns in the book¸ but can ve used to flesh out societies in any Traveller: The New Era campaign or adventure.
In addition¸ expanded rules on world generation allows referees to create the details needed by players conducting detailed survey operations in advance of the colony transports.
Finally¸ additional design sequences expand on the information contained in Fire¸ Fusion & Steel to allow the design of black powder weapons¸ bow weapons an low-tech ground transportation.
A world can be a big¸ rough¸ wild place¸ but no world is too big¸ too rough or too wild for characters bold enough to be called world tamers.