Years ago, I was introduced to a game called Traveller… a science fiction roleplaying game of the far future. I
had played the game many times during my formative years and came to enjoy it tremendously and have since
never truly forgotten that time of my youth.

The original Traveller game was a pen and pencil RPG until MegaTraveller 1&2 (Zhodani Conspiracy) & sequel
(Quest for the Ancients), came along in 1990 then 1991. These two video games were set within the Official
Traveller Universe and featured a character creation system and other elements of game mechanics compatible
with previous Traveller products.

Gameplay involved controlling a party of up to five adventurers who engage in real-time exploration, trading,
interaction with non-player characters, combat and problem solving on the surface of over a hundred planets and
in spaceships journeying between these worlds. Gameplay is nonlinear; the player has the freedom to pursue
various paths to gather clues, however the player is constrained by a strict time limits.

Computer Gaming World in 1992 commended MegaTraveller 2’s intuitive user interface, the nonlinear plot
structure, and general improvements in the game over its predecessor.

However, they said …

“game is a boring implementation of an interesting story, complicated by too many side threads that have
nothing to do with the main plot” and that “the long list of character skills is mainly useless, except for
creating characters for the pencil-and-paper version.”

Fast forwarding, I have decided that it was time a new mobile version should be developed. Upgraded graphics
and create a new and better interface and game play structure.

Hence, the creation of AD’s Galaxy Traveller.

L.D. Lamprecht


The game concept and rules were derived from the Traveller System Reference Document and other Open
Gaming Content made available by the Open Gaming License, and does not contain closed content from products
published by either Mongoose Publishing, Far Future Enterprises or Cepheus Engine and Samardan Press.

The use of the Traveller System Reference Document does not convey the endorsement of this Product by either
Mongoose Publishing, Far Future Enterprises or Cepheus Engine and Samardan Press as a product of their product
lines. Additionally, it is also not affiliated with either Mongoose Publishing or Far Future Enterprises, and
Cepheus Engine and Samardan Press are trademarks of Jason “Flynn” Kemp and it makes no claim to or challenge
to any trademarks held by either entity.


AD Galaxy Traveler is a Computer Software Roleplaying Game in which players assume roles of characters in a
fictional Si-Fi setting. This Introduction was created to provide an overview of how the game works.

The Game’s (AI) programming encompasses the rules and procedures and resolves results behind the scenes. It
is a system of designed rules and procedures that explain how to create characters, resolve tasks, fight other
creatures and engage in huge space battles, create worlds, build starships, enjoy the risks of interstellar speculative
trading, exploring new worlds, and a host of other diverse activities.

The game flow is comprised of campaigns which allow players to encounter a variety of adventures. Each
encounter consists of a series of scenes that are explored during play. In general, most scenes are simply the
players interacting with the non-player characters and the universe created by the game. Of course, players are
always able to depart from the original campaigns and explore the galaxies on their own. The players decide their
actions, and the Game’s (AI) describes the results of those actions.

Certain kinds of situations, such as personal or space combat, have more structure and more rules to help the
players resolve their actions in ways reflecting the abilities of their characters.

The game, however, is not just limited to the pre-designed campaigns. The Game’s (AI) is uniquely designed to
provide Game Masters/Referees with the ability to create almost any virtually Si-Fi adventure thru the
“REFEREE” option. This option allows Game Masters/Referees to input/change rules, procedures, maps, etc.,
using the games basic structures as they develop new adventures. No longer are Game Masters/Referees confined
to paper and pencils or miniatures. They can use the game’s internal structure to enhance their own game designed
theme and sessions and with the Multi-Player mode Game Masters/Referees are able to hold sessions with players
from around the world.

The Core Task Resolution System

At the heart of the Game’s (AI) is the core task resolution system. This system is used to resolve actions.

Whenever a player’s character attempts any action with a chance of failure, the Game’s (AI) does the following:

• Generates the roll of two six-sided die (abbreviated 2D6).
• Adds any relevant modifiers (for things like characteristics, skills, difficulty and circumstances).
• If the result equals or exceeds 8, the action succeeds. If the result is lower than 8, the action fails.

When the Game’s (AI) makes a die roll to resolve an action it is called a check or throw.

This simple task system is used for nearly everything in the Game’s (AI), with variations based on the modifiers
added to a roll and the effects of success and failure.