As a gamer of “a certain age,” I grew up as several now-iconic
games were just coming on the scene, following the trail mostly
blazed by TSR and D&D. Games like Tunnels & Trolls,
Runequest, Call of Cthulhu, and Traveller. Mind you, this
isn’t necessarily chronologically or historically 100% accurate.
Theses are just the non-TSR games that I first started becoming aware
of and interested in.
As I mentioned in
the previous post, I’m currently running a Traveller
campaign using the most recent edition of the game: Mongoose
Publishing’s 2nd edition (“MgT2e”). There have been
many versions of the game over the decades, published by various
companies. Starting WAY back in 1977 with Game Designers’
Workshop’s “Little Black Books.”
My group of friends,
being deep in the throes of the original trilogy Star Wars
films and reruns of classic Star Trek, were ripe fodder
for a game of spaceships and laser guns. I estimate we got a hold of
a set of the books circa 1982. Sadly, we never really succeeded in
getting a Traveller game off the ground. Oh sure, we ran
through wild and wacky (at the time) character generation system,
rolling up character after character. But we never managed to sustain
a campaign or even play through a full adventure. For whatever reason
-a lack of clarity in the text, our youth, or a lack of information
on gameplay in a pre-internet age- it just never fully clicked with
us. After a time, we abandoned it and returned to fantasy and 1st
edition AD&D and a smattering of Runequest.
Fast forward to the
Year That Shall Not Be Named. Virtual gaming (in my case, Roll20) had
taken the front seat. After a B/X Keep on the Borderlands game
that I hastily launched because we were all going out of our
collective tree from a lack of gaming, we shifted to another member
of the group running some Savage Worlds, giving me a break
from the GM chair.
As I mentioned in
the previous post, it was around this time that I acquired the latest
versions of several games in an effort to A) occupy myself with the
reading of them and B) take a look at where some classic titles were
at today vs. when they first came on the market. One of these was
Traveller.
“Science
fiction” is one of those terms that can cover a LOT of different
things. Whether it’s pulp, gritty, grimdark, space opera, hard
sci-fi or alternate history (to name a few). The best way I can
describe Traveller’s brand of sci-fi is “Space Opera with
a Hard Sci-Fi Vibe.” This definition is not always received well by
some Traveller fans, who relish in all the fiddly rules and
stats which make the game feel more realistic than it is. Yet,
despite all the different types of ships, drives, technological
equipment, star maps, and so forth, the game has the characters
flying around in ships at faster-than-light speeds, equipped with
artificial gravity and inertial dampers. Alien races and futuristic
gear abound, and humanity covers a significant portion of the known
part of the galaxy in its third version of an interstellar
empire. I don’t say this as a dig against the game, but I wanted to
clarify that many of the game’s conceits venture into “Clarketech”
territory and it’s good to keep that in mind. Whereas in a fantasy
game, one might explain some phenomena through “lost magic” or
“the gods”, Traveller often just declares “FTL travel is
a standard thing. Don’t worry too much about how it works.” And
I’m fine with that. There are always those folks online who love to
pick at things trying to devise the best technobabble so as to
explain it, but I find that largely unnecessary. Still, it can be
hard to steer 100% clear of THE LORE.
Traveller
is right up there with the big boys like Star Wars or 40K
for extensive lore in a science fiction universe. Decades of books,
adventures, articles, and maps provide a wide array of races, ships,
locations, historical events, and technology. It’s a massive
library, and one that can easily trap you in a rabbit hole of chasing
down sources for your game if you let it. For myself, I tend to use
game lore as more suggestion than canon and that philosophy has
helped me avoid getting stuck in several GM-ing situations over the
years. But enough about the history, now on to some actual
observations of gameplay.
I’m
not going to break down every single section of the rules. This isn’t
a comprehensive review. But here are a few highlights. Traveller
uses a d6 based system where the core mechanic is simply
2d6+modifiers vs. a default success threshold of 8. All rolls are d6
or the occasional d3. This is a simple system but it works well.
Rolling two dice helps reduce the extremes of a single die’s
results and the “bell curve” makes most rolls fairly likely to
succeed. The chance of failure might be increased (or decreased)
through higher thresholds due to things like complexity or haste.
Likewise, MgT2e utilizing “Boon” and “Bane” dice (advantage
and disadvantage) to represent difficult circumstances or a
lucky break.
Character
creation is done by starting your character at 18 and rolling on
various educational and career path tables. You may attend university
or enter a military academy. Or maybe you just enlist in one of the
military branches. Perhaps instead you wish to remain a civilian and
be a merchant or a scholar. There are many choices. Each “term”
of four years calls for a couple different rolls. Gone are the days
where characters can die during generation (technically it’s
possible, just highly unlikely), but you can still suffer hardships
and injuries. Most characters will probably hold multiple careers
before “mustering out.” Many PCs are in the late 30s or 40s
before beginning actual play. Unlike a leveled game like D&D,
your PC has most of his skills at the start of play. While you can
train during downtime (often travel), you are already largely who and
what you’re going to be by the time the campaign proper begins.
Combat
in Traveller is dangerous. There’s no ever-growing pool of
hit points that represents some abstract level of durability. Damage
is removed directly from your physical scores (Strength, Endurance,
and Dexterity). Drop to zero in two scores? KO. All three? Dead. In
play, combat goes fairly quickly.
Spaceship
combat is more like the submarine duel in the movie The Hunt for
Red October than a Star Wars X-Wing/Tie Fighter battle.
Each crew member has a job and a time within the combat round to
perform their role. Rounds last six minutes to reflect the
immense distances two ships can be at and still fight each other.
There are rules for dogfights, generally between smaller craft, but I
haven’t had the opportunity to run those (yet).
While
styles of play can take nearly any shape, one of the default campaign
styles in Traveller is the “Tramp Freighter.” This is the small
ship a la Firefly, taking jobs and hauling small cargoes in
order to pay their expenses and keep flying. Often a party’s ship
comes with a mortgage, and paying that monthly note is a major
motivation. The book provides extensive rules for ship operations,
trade goods, and taking on passengers.
Another
common campaign style is more “Travellers for hire.” Often, one
of the PCs may have received a Scout ship (somewhat smaller than the
typical “Free Trader” merchant vessel) and the party uses this to
hop around the stars, looking for adventure. The scout ships have the
advantage of being given to retiring scout character on sort of a
long-term loan. There’s no monthly payments, other than
maintenance, but the Scout Service may give you an errand to run now
and then (Adventure Hook, anyone?).
Okay,
that whole discussion got a lot longer than I’d planned. Moving on.
I
think it’s pretty obvious from all I’ve rambled here that I’ve
been enjoying the game. That’s not to say the game is perfect,
however. Most of my criticisms of Traveller aren’t actually
about the system. One issue is that so much material is spread over
so many source, that players and GMs can feel like they are always
one book away from having the information they need. While it’s
perfectly possible to play with only the core book, there is SO MUCH
addition material published that I suspect few groups do.
Another
issue, which has mostly to do with Mongoose the company, is that
their proofing/editorial process is, well, frankly terrible. The
books are often riddled with typos, botched formatting, and unclear
wording. They have been making some strides in this area lately, but
be sure to check online for errata when you pick up a book or module
from them.
(Time to start
wrapping this long ramble up.)
Speaking
of online, I can heartily recommend a couple of internet resources
for the game that any new player or GM can benefit from. One is the
Traveller Discord. It’s a
great place to discuss the game, get advice, and ask questions about
the game. Another is Seth
Skorkowsky’s YouTube channel. He has posted many reviews of
Traveller products and has a video
series with terrific overview of the current rules set.
Currently,
my group is in the middle(ish) of a large published campaign called
The Pirates of Drinax. Whether we finish the entire story or
not is never certain in gaming. What I do feel confident about is
that one way or another, Traveller has earned a spot in our group’s
game systems rotation for the foreseeable future.