From TRAVELLER: Out of the Box to the Third Imperium

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One of the main themes running through the the TRAVELLER: Out of the Box series is that the original Little Black Books contained lots of implied setting details that run counter to the setting details four in The Third Imperium.

Now, his makes sense. The original purpose of LBBS 1-3 (expressed on the back cover box of the original Traveller rules) is that the Referee is supposed to build his own setting with the rules provided in Book 1-3. This was required when the game first came out, of course, because there was no setting in the original rules. The Third Imperium is an application of the rules by Marc Miller and the gang at GDW to create a specific setting from the implied setting details found in the LBBs. But to do this they added new details, removed detailed, and altered details to make their own setting.

In the same way one can begin with the LBBs and easily create a settings based on the Dumarest books, the Demon Princes books, the Flandry books, the Solar Queen books, the Co-Dominion books, The Space Vikings, and others. This is a testament to the strength of the game Miller wrote. It was built to handle many settings built by many referees–and it does.

But each of these settings is obviously distinct. And my simple point is that the Third Imperium and the Official Traveller Universe is only one application of the rules to create a setting.

In this post I want to walk through what original rules and early products and look at the implied setting found within them. Many of these early books suggest a setting very different than the OTU.

The ideas it to make the implied setting details in different products clear so you can make choices about what books and rules to use to make the setting you want.

This is not authoritative, and I am no authority. The following is how I see thing, filtered through my interests and obsessions.

Let’s go:

I dived the Classic Traveller line into three broad categories or “phases”:

  1. Original Traveller
  2. Proto-Traveller (a term developed by the gang at Citizens of the Imperium)
  3. The Official Traveller Universe

Each grows from the one preceding it, but each is (in my view) distinct.

Original Traveller is playing without any concern for GDW’s house setting at all. That means playing with:

  • Books 1-3 (Either 1977 or 1981 editions. There are differences between the editions, but one can cobble together elements from each of them to taste. The real differences setting-wise are the Communication Routes and Travel Zones found in the 1981 edition but not the 1977 edition. Those two elements are concrete parts of the The Third Imperium I prefer to play without them. Meanwhile, the 1977 edition of the rules has Jump Routes, which I prefer.)
  • If you want you add Supplements 1 & 2 (Setting agnostic and helpful for the Referee!); Supplement 4 (for people who like those new prior services and bow weapons); and maybe Book 4 (though I think this starts pulling the game away from it’s rag-tag adventure paramilitary roots and makes it more straight up military game. I also think the expanded skill list and service generation is bloated and unnecessary. But whatever.)

Proto-Traveller is playing with Books 1-4, Supplements 1-4, and Adventures 1-4, using these for the rules and the sum total of what you know about the Spinward Marches and the Third Imperium. As noted below, the Imperium in the early Traveller materials was a long-lived political power in decline. It committed dark deeds, the distances between the Spinward Marches and Core mattered more, and all in all it is not the bright, shiny competent Third Imperium that came as it was developed in later decades

When I talk about the Official Traveller Universe in this post I’m talking about the Classic Era history that was developed again and gain over the last 40 years in different editions of the game. Each iteration removed the shadows that were part of the early Classic Traveller. Travel became easier and travellers were just any old tourist hopping onto starships. What started as a “large (bordering ultimately on the infinite) universe, ripe for the bold adventurer’s travels” (Traveller Book 1) felt pretty much like First World 20th Century Europe by the time GURPS was done with it.

A note: Keep in mind I’m all for people making up their own settings and tweaking to their hearts content. I’m not trying to trap anyone in any cannon issues. All of my rooting around in Traveller materials was my effort to see if there was still a game called Traveller if you took the Third Imperium out. There is! But it’s amazing many people are utterly convinced that Traveller is the setting and I actually got confused enough after talking with them I thought I’d look into it.

A second note, and an important one I think: Until Book 6: Scouts (1982) not a single one of the Traveller Books mentions a specific setting or any details of the Imperium. All of that material is inside Supplements and Adventures. Thing change with Book 6. With Book 6 the implicit message is if you are playing with the Traveller rules it is assumed you are playing in OTU.

Finally, the OTU was an ad hoc creation. There was no plan to published more Traveller books, and certainly no plan for a grand 11,000 worlds. The fact that things had to be retconned over the years as ideas rubbed each other the wrong way isn’t something I care about. My point is I preferred the way things worked in the Traveller material before the changes that required retcons came along.

So, working product by product, here is my text-flowchart showing the shift in the material from 1977 to 1983…


ORIGINAL TRAVELLER
TRAVELLER BOOKS 1-3 (1977)
GDW publishes the book with no intention of publishing any more material for the game. Marc Miller and the GDW assume people will build their own settings and make adjustments to the game as they need for those settings. (Gary Gygax assumed the same thing about OD&D, for the record.)

General Notes:

  • No mention of The Imperium or any specific setting
  • “Generic” to the degree the Traveller draws on the countless 1950s- 1970s SF adventure novels and short stories Miller has read (Thus there are implied setting details drawn from these many sources)
  • A few named details (Psionics Institute; TSA)

Pertinent to this discussion:

  • Jump Routes rather than Communication Routes (Jump routes are concerns of PCs; Communication routes will rarely, if ever, be the concern of the PCs)
  • No Travel Zones (In the implied setting of play the power and influence of the centralized government is weak)
  • Play is assumed to be centered on one or two subsectors created by the Referee
  • Ship size capped at 5,000Dtons
  • Travel for civilian and commercial ships limited in part by the need for refined fuel, which is limited to A and B-Class starports
  • Starship Critical Hit Tables have no “Explode” result (Space combat is a game of resource management for RPG play; ships can be horribly damaged, but not blown up. Later editions will move space combat toward the feel of a board game with “Explode” result
  • The Starship Encounters tables suggest a very different dynamic in the implied setting than one would find in the 1981 edition of the rules and beyond:

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As one person at Citizens of the Imperium commented:

In 77, pirates are the bane of populated systems, but are absent in the backwaters. The mains are dangerous for lack of services, not hostiles…

In 81, pirates are the scourge in the fringes – desperate men choking the lifeblood out of minor trade. Meanwhile, the major ports have no pirates, but plenty of law. And patrols are EVERYWHERE.

The “empire” of 81 leaves E and X alone, and to the pirates, but patrols the A and B systems, and the pirates only match with them in the C-ports.

The “empire” of 77 patrols everywhere, but is outgunned by pirates in the systems with good ports…

One is effective, the other not…

The implied setting of 1977 is a freewheeling frontier beyond the reach of the law in most areas, and a struggle for order in the civilized areas. This is a very different kind of setting than one finds in the later Traveller materials when the rules and the setting become one thing.

—————————

SUPPLEMENT 1: 1001 CHARACTERS (1978)
Setting agnostic material to aid the Referee in using the Traveller rules

SUPPLEMENT 2: ANIMAL ENCOUNTERS (1979)
Setting agnostic material to aid the Referee in using the Traveller rules


A BRIDGE TO PROTO-TRAVELLER
BOOK 4: MERCENARY (1978)
Setting agnostic expansion of the Traveller rules
Pertinent to this discussion:


THE IMPERIUM ARRIVES: PROTO-TRAVELLER

SUPPLEMENT 3: THE SPINWARD MARCHES (1979)
Concrete details about The Third Imperium, including government structure, history, and alien races of the setting
A maps and quick-sketch details of the sixteen subsectors of the Third Imperium

SUPPLEMENT 4: CITIZENS OF THE IMPERIUM (1979)
Setting agnostic expansion of rules and new prior service paths for Player Characters

Pertinent to this discussion:
The information is sparse, with an enormous about of room (and expectation) the Referee will fill in details

  • The Imperium in described as “in decline”
  • In many respects the Marches can be seen as a Frontier
  • There are no Jump Routes (using rules established in Book 3)
  • There are Communication Routes belonging to the Imperium
  • The Imperium imposes Travel Zones to prevent travellers from reaching certain worlds

ADVENTURE 1: THE KINUNIR (1979)
Scenarios set in the Spinward Marches

Pertinent to this discussion:

  • The Battle Cruiser described in the book use the High Guard rules for design, but is 1,200Dtons, keeping it within the ship size range found in Book 2
  • The Library data and Rumors Matrixes describes a darker Imperium than what is later portrayed, with abuse of power against citizens of the Imperium and even members of the government
  • In many respects the Marches is still a Frontier

ADVENTURES 2-4: (1980)
Scenarios set in the Spinward Marches and beyond

Pertinent to this discussion:

  • Ships are built using the High Guard rules, but tonnage remains withing the range established in Book 2
  • The Library Data and Rumor Matrixes continue to paint a darker, less powerful Imperium than what was portrayed later

DOUBLE ADVENTURES 1-6: (1980-1982)
Scenarios set in the Spinward Marches

Pertinent to this discussion:

  • The Imperium remains dark and more dangerous that later material would suggest
  • Ship sizes remain within the scope found in Book 2

A BRIDGE TO THE OFFICIAL TRAVELLER UNIVERSE
BOOK 5: HIGH GUARD (1979 – 1st ED.; 1980 2nd ED.)
Almost setting agnostic expansion of the Traveller rules. “The Imperium” as a term is introduced exactly as in Book 4, but details of naval structure are made explicit

Pertinent to this discussion:

  • In Book 2 only military and scout vessels could use unrefined fuel without penalty. Book 5 introduces Fuel Purifiers that can be installed on any ship. This makes civilian travel and trade much easier for any interstellar civilization unrefined fuel can now be acquired at any C or D-class starport or any gas giant
  • New rules for constructing ships that increase the possible size from 5000Dtons to 1,000,000,000Dtons
  • Significantly, though the rules are supposed to be generic tools for any Referee to build ships of whatever size he wants, The Official Traveller Universe introduces ships of sizes well beyond those found in Book 2. In this way, the “Battle Cruisier” found in Adventure 1: The Kinunir clearly no longer makes sense due to its now relatively small size and limited armaments. (Countless years of retconning will be spent trying to explain why The Kinunir was ever called a “Battle Cruiser” in the first place.)
  • The above point is tied to another important point:
  • A shift away from Player Character driven play to a focus on the large scale strategic concerns of running an empire of 11,000. In other words, a shift from an RPG focused setting to a setting ready made for board games and large scale tactical deployments. (We can see this in the shift from Jump Routes to Communication routes; we can see this in the addition of “Destroyed” results for starship combat; we can see this the larger ships and ease of travel (and thus communication) introduced in Book 5.)
  • The text introduces and formalizes the naval structure at the world, subsector, and sector level. The nature of The Imperium as an explicit setting is for the first time built into a Traveller Book.

THE OFFICIAL TRAVELLER UNIVERSE
SUPPLEMENT 5-LIGHTNING CLASS CRUISERS (1980)
A 60,000Dton Cruiser is now part of the . We have left the “small ship” setting of original Traveller behind. The 1,200 “Battle Cruiser” found in Adventure 1 now officially makes no sense.

TRAVELLER BOOKS 1-3 (1981)
A new edition of the rules almost identical to the 1977 edition, cleaned up and better laid out.

However, in this new edition the Communication Routes and Travel Zones introduced in Supplement 3 are now a standard assumption. And, as noted above, there Starship Encounters Tables reveal a much more civilized setting.

My only issue with these items is that they make the default “remote, centralized government” a Traveller setting more intrusive and more involved with the setting of play — even though the original, implied assumption was to put the PCs at the edges of the government (you know “remote”). There’s nothing inherently wrong about these two items. But they do shift the dynamics of the setting of play.

So technically the 1981 edition mentions nothing about The Third Imperium and so is still setting free (apart from the implied setting details). But it adjusts the text to reflect certain elements of the OTU.

THE TRAVELLER BOOK (1982)
The rules are (essentially) the same as those found in Traveller Books 1-3.

Of course, this edition of the rules end with an entire section on the Third Imperium and adventuring within it. As the book is structured one reads the rules to learn how to play in the Third Imperium. This is a drastic change from the earlier, setting-free editions of the rules.

BOOK 6: SCOUTS (1983)
For the first time details about the Third Imperium (of the sort that had only appeared in Supplement 3 and Adventures (proper nouns, dates, and specific details of The Third Imperium)) are now in a Traveller Book. If you are playing with the Traveller rules, you are playing in the Third Imperium.

And here we are.


Additional thoughts…

Parallel to all of this are the board games running in parallel in the development of the Official Traveller Setting and the Classic Traveller game line.

GDW tended to cram things together (again, ad hoc). They had been working on a much larger board game for interstellar war and used that game’s background (involving the Vargr, the Aslan and so on) to create the background for their Traveller RPG. From everything I’ve read all of this was built up on the fly… which is why you can find Traveller mailing lists and forum boards filled with people arguing about how to make all the contradictory bits of the setting make sense.

But as this happens you can see how the Classic Traveller’s game line shifts focus from RPG support to being more about a board game, whether shifting from RPG-driven para-military personal combat to skirmish combat; PCs on board a ship starships combat to flee combat (Adventure 5: Trillion Credit Squadron); and the shift of away for material focused on the concerns of adventuring PCs to generating fluff about the politics and concerns of running an interstellar Imperium.

Given the original premise of Traveller (ex-military with a particular set of skills head off to worlds beyond to carve their own fate and fortune) this shift is, in my view, pronounced.

TRAVELLER: Out of the Box–The Rules are Not Your Friend

Petra-Spaceport-OutlanderThere is no comfort to be had in the Basic Traveller rules as written.

For years people have pointed out that making a profit with a freight hauler in Traveller is hard if not impossible. They claim the rules are broken since people should be able to regularly and safely make a profit.

Here’s a thought: What if that isn’t true? What if given the setting implied by the rules found int Books 1-3 making a profit is supposed to be very hard, if not impossible? What would happen then?

Lots of things!

For example, a crew of Player Characters might end up with a ship. The ship might have a mortgage. There are rules for paying the mortgage. But if the crew isn’t making a profit, they can’t pay that mortgage. Does this mean the rules for trade are broken?

Not if we remember that this passage has been part of the game since 1977:

Skipping: Most starships are purchased against a mortgage or loan, and the monthly payments required against the multi-million credit debt are staggering. The owner or captain may decide to steal the ship himself instead of remaining under that load. Passengers have no way themselves of determining if a specific ship is in such a status. The referee should throw 12 exactly to determine that a commercial ship is of this type.

Ships which have skipped are subject to repossession attempts if they are detected by the authorities or by collection agencies. Such attempts may range from the formal service of papers through legal injunctions to armed boarding parties. A repossession attempt will occur under the following conditions: On each world landing, throw 12+ to avoid such an attempt, apply a DM of +1 per 5 hexes distance from the ship’s home planet, to a maximum of +9. If the ship has called on the same world twice within the last two months, apply a DM of –2. This procedure also applies to ships owned by player characters who have skipped.

See, the underlying assumption of the Basic Traveller rules is that things go wrong. The rules for skipping make this assumption explicit. Your business venture as a tramp freighter crew might well go south. Why else have rules devoted to skipping out on your mortgage?

But this is only part of the pain the rules offer.

The rules of Books 1-3 dwell on combat, animal encounters, run-ins with the law, hijackings, pirates, hostile encounters in space and on planets, ship holds that don’t fill up, jump drive failure because of being unable to find refined fuel, and the fact that many worlds lack the parts or technology to repair anything from firearms to starships.

This doesn’t mean that any given setting has to be like this. Everyone should make the setting they want. If you want a setting where everything is clean and shiny, refined fuel is plentiful, and ever ship leaves port with a full cargo hold… go for it!

But the implied setting found in the actual rules of original Traveller assumes that things fail, that things go bad, and that things are always on the cusp of turning into the next disaster.

The implied setting of play assumes that travellers deal with trouble regularly. Traveller by definition put themselves in harms way, go to extraordinary places, and live lives most people would not risk. The rules make this clear.

When it comes to starship economics, the rules assume play will take place in a patch of space defined by depressed population levels and worlds with sub-starship technology. Profit margins will be narrow if not nonexistent. All of this is by design.

So, yes… if the crew of a ship can make their mortgage payments that’s great. It will be one less source of trouble if they don’t have people after them to repossess their ship. On the other hand, the rules take the time to explain how one bolts from the responsibility of paying that mortgage. The rules then explain how one can get into trouble for this choice and avoid that same trouble.

The soil of the Basic Traveller rules is science-fiction adventure fiction. The rules of the game are designed to create stress, conflict, and trouble. This helps drive the player characters to bold choices. It means taking high risk/high reward jobs. It means coming up with bold schemes to get contracts or find treasures. It means doing deeds for powerful patrons to get hold of better resources. The PCs might even skip the mortgage payments or become pirates. This is all part and parcel of the implied environment of the game fostered by the rules themselves.

No interpretation of the rules demands that trade in the implied section of space created by the rules works efficiently. In fact, if one looks at the expectations of the rules one finds the opposite.



Please note there is a discussion of these ideas taking place in the comments. Make sure to check them out. The points you want to make might already be under discussion!

TRAVELLER: Out of the Box–Making a Character, Playing to Find Out

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Obviously, it is possible for a player to generate a character with seemingly unsatisfactory values; nevertheless, each player should use his character as generated.
–Traveller Book 1

I think the Classic Traveller character creation system does a lot of other neat tricks that I discuss in this post. (It teaches the mechanics of the game (the 2D6 bell curve, DMs for rolls based on characteristics, the honest risk of death (which is how I play) in pursuit of what you want, the basics of suboptimal choices (“Do I call it quits after one term? Or risk death?”) which in many ways is baked into the implied setting, working with the hand you are dealt (choosing the career based on potential characteristic DMs.)

And let us remember as well, it doesn’t happen that often. Odds are good (especially with DMs) that characters will make it alive through terms. The risk is there.

But for me, just as important, is that the roleplaying begins here. In the rules rolling up those six characteristics is called “Initial Character Generation.” Those six die rolls are the character creation process. Once you have those six characteristics written down on a scrap of paper the game begins.

Notice the phrasing here from Book 1 (emphasis added):

A newly generated character is singularly unequipped to deal with the adventuring world, having neither the expertise nor the experience necessary for the active life. In order to acquire some experience, it is possible to enlist in a service.

The rules make it clear that entering a service is, in fact, optional. You could. You might not. Your choice in these matters is part of play. Character creation is already over. You are playing right now.

Of course you’re going to try to get into a service . You want those skills.* And so you try to enter a service. But still, it is a choice. Your character’s life is underway. His life of risk has started. We are learning who is he as we play out his life.

And this is the fascinating thing. As we do this process, we build a character.

Is my guy the kind of guy who chose to leave after two terms? Got kicked out? Pushed his luck and went for a fourth or fifth term voluntarily? Wanted to get out but got drafted?

These questions, along with “Why did my guy never get promoted?” “What the hell happened during his service to make him so skilled in Blade combat?” and more, along the with answers the Player creates, add up to define character even before “play” begins. (My thesis is play begins the minute you pick up the blank character sheet, btw. Make of that what you want.)

But the biggest of these questions is the relationship the character had with a dangerous career. Why did he stay? For how long? Why? Why did he get out?

Given that all of the original Traveller characters would be characters heading off onto worlds remote from the centralized government they once served, their relationship with risk, danger, and death is part and parcel to getting a hold on them.

For all the reasons listed above, I love the Classic Traveller character system and its risk of death.


Significantly, the Classic Traveller character generation system really isn’t set up for the Player who wants a specific kind of character type. The system is designed more about the “play the cards your dealt” in which the Player rolls characteristics and then makes decisions about how much he’s willing to risk to get an soldier from the Army (if that’s what he wants) even though he’s got characteristics that are better suited for the Merchant Marines.

The game wasn’t designed for the Player to always get what he wants. You make your six characteristic rolls and then you decide where his best odds are in a system full of suboptimal choices. (A character might have better odds of survival in one career, but his odds of promotion will be lower; while his odds of promotion might be better in another career, but the odds of survival lower. The Player has to weight these DMs and odds, and then make a choice and see how it goes.)


You can also put him in a service that you think will kill him, be surprised when he survives, musters out with some interesting skills, and wonder “Who is this guy?”

And then follow him into play to find out what will happen and how he’ll conduct himself in order to survive while pursuing wealth and power on the fringes of society.

How he will conduct himself will, by definition, provide interesting roleplaying and memorable moments that can’t be gained by simply plowing through circumstances with an average and powered up PC.

The game was built to provide a range of kinds of characters, inspiring roleplay through both strengths and weaknesses. Again, Classic Traveller is built on a “play the hand you are dealt philosophy.” Let us say you roll up characteristics of 222222. Your guy, until he dies, has characteristics of 222222. Okay, now what are you going to do with that?

The answer to that question is part of what Classic Traveller is about.



* A Note: First, one could bypass the services, start at 18, and use the Experience rules to train in two weapons (a blade and firearm). It’s possible!

And hers is another thing I never see people do, but the rules would allow. You blow off enlistment and seek a Psionics Institute. This would allow better odds for more power and versatility in psionics than one would get at a later age. By using the Experience rules, one could choose two weapons (blade and firearm) and have them at an expertise of 1. Not something most people are going to do. But I think it’s worth noting!

TRAVELLER: Out of the Box–A Subsector Map and a Cluster

A Subsector Map:

FullSizeRender-10The lines between worlds are charted space lanes generated with the 1977 rules. These are navigational routes allowing a starship to travel safely from one system to another without the Generate program. The charts are encoded on self-erasing cassettes that can be purchased from starports within jump range of the destination world.

A charted space lane does not guarantee regular traffic. Only that the route is traveled enough, and the information updated frequently enough, to make it safe to travel there without the Generate program.

You’ll notice I erased a few of the lanes. This is in part to clean up the map. If there is a route that extends from A port to a B port and the B port connects to a C port, one can assume there is a route from the A port to the C port without having to directly connect the A to C port.

The other reason is that I’m still futzing with the subsector and deciding about how many worlds in that lower right corner already have space lanes routes. I’m pretty sure that the B starport world in 0708 will still connect to the E starport world in 0709. But many of those fainter lines will take a bit of work on the part of the players to reach them. They’ll have to scrape together enough money to get the Generate program, or charter a flight, and so on.

Notice that the two worlds with E-class starports next to 0708 do not have gas giants. The 1977 rules require gas giants for skimming unrefined fuel. This means that if one arrives in jump-1 ship one cannot leave again unless one carries extra fuel in the hold. Other methods of reaching these worlds and returning involve chartering ships, working one’s way up to a jump-2 ship (and using half the fuel one way and half the fuel the other way.) In short, these two worlds will really not have been visited much, offering a terrific sense of “journeying into the unknown” — which is very much the feel I want to offer to the Players.

I’ll be focusing on a cluster of star systems at first:

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Six worlds, one of them being a high tech level world with an A-class starport.

From these worlds a series of lesser starport worlds trail off to the lower corner. And then we can head to another A-class starport in the other direction. But generating enough details for these first six worlds will be enough to get me going.

The subsector is beyond the edge of the empire the characters have come from. If they have a Scout ship or Free Trader then they have sailed that ship a great distance to arrive at this section of space.

The subsector is not ruled by any  central government; it has no shared culture; the worlds are culturally and technologically isolated . Trade is sparse, though a few world governments and charter companies do have ships established for trade between a few key worlds. Not many ships ply the darkness between worlds.

Per the 1977 Ship Encounter rules pirates and government ships cluster around A and B starports. The D and E starports see little if any trade. The danger at the these worlds off the beaten path is isolation and the environment itself. Tensions exist between higher tech worlds with A class starports. The conflicts are often fought on other worlds as natural resources become a point of contention. There will be an underground mystical order with psionic powers trying to unseat these powerful governments and instal their faith as the ruling order.

The worlds of the setting will have for the most part an exotic and even archaic spirit and aesthetic to them. The player characters will be from a more “conservative” (cultural, not political) and recognizable society that the Players can easily identify with. I want a sense of each culture being a bit different and unique. The player characters will definitely be “outsiders” finding their way amid these new worlds.

The fictional inspiration points are the E. C. Tubb’s Dumarest books, “The Beyond” from Jack Vance’s Demon Princes books, Frank Herbert’s  Dune with its raw and dangerous environment, as well as movies like The Man Who Would be King, The Wild Bunch, and The Good, the Bad, and the Ugly, which focus on ex-military who head off into conflicts and lands uncivilized to find their fortunes.

Notes for My First Session of My Lamentations of the Flame Princess Campaign

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I just came across the pages shown in this post. This is how my Lamentations of the Flame Princess campaign began, with three people I knew, and three others I found off of Meetup.

I started my campaign with a brief adventure called Stranger Storm from the original LotFP Referee Book and the notes pictured above. (You can get the PDF of the LotFP Referee Book for free at RPGNow.)

The Player Characters started on a road, at night. They had each rolled a rumor from the World Rumor Table I made, as well as rumors about meteorites that had fallen to the south a few nights earlier.

They were looking to find the meteorites, but would encounter the situation of Stranger Storm along the way.

The adventure Stranger Storm has no maps. I grabbed some maps from other RPG books to help me out.

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So, I started with:

  1. Rumor Table (which focuses the players, but lets the choose what to do)
  2. Stranger Storm (With a few alterations of the creatures to fit my campaign. Specifically I altered the nature of the Changelings to make them into arcane spies of sorcerers of Carcosa.)
  3. A stack of LotFP adventures that the Rumors on the Rumor Table point to
  4. The notes I have attached in photos
  5. A map of an inn and of a small keep I cribbed from elsewhere (they never went to the keep)

We’ve been playing for over a  year, alternating games on occasion, for a solid six months of play so far.

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TRAVELLER: Out of the Box–Another Difference Between the 1977 Edition and the 1981 Edition

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I’ve posted before about the differences between the 1977 edition of Books 1-3 and the 1981 edition of books 1-3.

Here’s another difference! The nature of the Starship Encounters Table produces very different results.

Here are the rules from 1977:

SHIP ENCOUNTER RULES
When a ship enters a star system, there is a chance that any one of a variety of ships will be encountered. The ship encounter table is used to determine the specific type of vessel which is met. This result may, and should, be superseded by the referee in specific situations, especially if a newly entered system is in military or civil turmoil, or involves other circumstances.

Throw two dice; apply a DM based on the starport of the primary world of the system (A +6, B +4, C +2, D +1, E –2, X –4). The result indicates the ship type encountered. If necessary, exact specifications for the ship should be generated. Both Patrol and Pirate Ships will generally be Type S Scout/Couriers (throw 6–) or Type C Cruisers (throw 8+), with the chance that they are Armed Type Y Yachts (throw 7).

Ship Encounters Table
Die……….Ship Encountered
8 or less…No encounter
9………….Free Trader
10 ………..Free Trader
11 ………..Free Trader
12 ………..Pirate
13 ………..Subsidized Merchant
14 ………..Patrol
15 ………..Subsidized Merchant
16 ………..Yacht
17 ………..Yacht
18 ………..Patrol

Free Traders, if friendly, may serve as a source of information about other circumstances in the system; Subsidized Merchants may also provide such information. Patrols may be simple border pickets, or may be a form of pirate, exacting tolls or penalties.

And here the Starship Encounter rules from 1981:

STARSHIP ENCOUNTERS

When a starship enters a system, there is a chance that it will encounter any one of a number of different ships going about their business. Very often, the exact encounter is the responsibility of the referee; for routine encounters, or for inspiration, the accompanying starship encounter table is provided.

The table classifies each system by the starport within it. Two dice are rolled and modified by the presence of scout or naval bases in the system. If a dash is shown on the table, then there is no encounter. The letter codes indicate the various types’ of standard design ships described earlier in this book. The referee should examine the specific type of ship involved and determine the precise nature of the encounter. Free traders may want to swap rumors and gossip; scouts may want information; patrol cruisers may want to inspect for smugglers.

The suffix P on any ship type can be construed as pirate; such a ship will probably attack, or at least try to achieve a position where it can make the attempt.

It is also possible to encounter a variety of small craft in a system. If an asterisk appears on the table entry, a small craft has also been encountered. Roll one die and consult the standard small craft table to determine type. This encounter occurs either before or after the large ship encounter.

The referee may want to use the reaction table from the encounter section of Book 3 to determine the precise reaction of any type of ship and crew.

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Let’s leave aside for the moment that the 1981 edition of the rules contain a larger range of ships. What interests me is a table that Aramis put together over at the Citizens of the Imperium which compared the odds of encounter a Patrol vs. Pirates in the 1977 edition and the odds of encountering a Patrol vs. Pirates in the 1981 edition. [The notions N, S, and B stand for the presence of a Naval Base, a Scout Base, or a base of both kinds in a given system.)

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Look at the difference. Out of 36 Throws for encounters when entering a system, the difference could not be more stark.

I’ll let Aramis sum it up:

In 77, pirates are the bane of populated systems, but are absent in the backwaters. The mains are dangerous for lack of services, not hostiles…

In 81, pirates are the scourge in the fringes – desperate men choking the lifeblood out of minor trade. Meanwhile, the major ports have no pirates, but plenty of law. And patrols are EVERYWHERE.

The “empire” of 81 leaves E and X alone, and to the pirates, but patrols the A and B systems, and the pirates only match with them in the C-ports.

The “empire” of 77 patrols everywhere, but is outgunned by pirates in the systems with good ports…

One is effective, the other not…

Carlobrand, another poster at CotI added:

’77 and ’81 paint starkly different trade pictures, if you think about the meaning behind the numbers.

Where there’s big money involved, that money will try to protect itself, and that clearly is not happening in the ’77 universe. ’77 is a universe of little trade between planets, with what trade occurs being the result of adventurous souls willing to take big chances to score that big hit. As Aramis points out, it’s not a universe where the interstellar forces of goodness and niceness are very effective. Maybe they are more effective somewhere else, but they’re not very effective where the players are. It’s a universe where anarchy has the upper hand out in the airless void …

… and as such, it is a small-ship universe. Big ships in trade mean big money and, as I noted, big money tries to protect itself.

By the ’81 universe, it seems they’re giving thought to an Imperium, or at least some organized effort to protect the trade lanes. There’s enough economic activity going on up there to justify a planet putting up enough force to push piracy out to the hinterlands. Could be big ship, could be lots of small ships, but there’s enough to warrant a real effective effort, at least where the bulk of traffic is.

I concur with the statements of aramis and Carlobrand.

Here are a few more differences between the 1977 rules and text and the 1981 rules and text:

When we look at the 1977 rules, we also find that there are Charted Space Lanes rather than Communication Routes in setting up a subsector.

Space Lanes are pre-plotted Jump plans that can be bought on cassettes that self-erase after one use. A ship with the Generate Program does not need them. But a ship without a Generate program needs them if it is going to get from one system to another. And if a Space Lane between two systems has not yet been charted at all, then the Generate program is required for a ship to get to it.

Also: The 1977 rules have no Travel Zones (Amber or Red). As one can see from the quotes above, it seems unlikely that governments that is constantly trying to swat away pirates from A starport systems (and not succeeding) will be able to interdict an entire system. Instead, all worlds, no matter how dangerous, are open to Player Character travellers if that’s where they want to go. They could, of course, encounter resistance from any number of factions. But there is nothing on the books advising or warning them not to go.

Also: while digging into this I came across this first paragraph from the section on Starship Encounters on p. 36 of the 1977 edition of Book 2:

When a ship enters a star system, there is a chance that any one of a variety of ships will be encountered. The ship encounter table is used to determine the specific type of vessel which is met. This result may, and should, be superseded by the referee in specific situations, especially if a newly entered system is in military or civil turmoil, or involves other circumstances.

This assumes a setting that will have “military or civil turmoil” in the space between worlds. Not that there has to be turmoil. That is up to the Referee and the worlds he or she builds. But it is certainly implied there can be such turmoil, and the text encourages the Referee to think in terms of offering up such turmoil. But this sensibility is in contrast to the rules of the OTU’s Third Imperium which allows conflicts on worlds, but not in the space between them.

These elements alone are enough to bring me peace of mind. This is the sort of rough-and-tumble setting that I always imagined for Traveller because, of course, I bought the 1977 edition in my youth.

During the game line’s development the rules changed, the OTU was developed, and the game and the setting became one thing. My view of what sort of environment the Traveller rules originally implied became erased. When I would say, “The Spinward Marches seems safer and more civilized than I want,” I would be met with the reply, “How can you say that? It’s on the edge of the Imperium. There’s all sorts of adventure.”

Which is true, by the way. There is all sorts of adventure in The Spinward Marches. Nonetheless, to me, with all its mega corporations with tendrils to the smallest and off the beaten path worlds, its empire capable of interdicting entire star systems, its vast fleet of enormous startups that utterly dwarfed the ships of the player characters, its all seemed a much different environment than those I remembered reading about when I first bought the rules. Overall, the Third Imperium enforced a law and order across the stars that wasn’t in alignment with my sensibility for Science-Fiction Adventure in the Far Future. (Not that there’s anything wrong with that! Traveller was always about the Referee making the setting he or she wanted to share with is players. GDW made the setting they wanted from the core rules — and that is awesome.)

Now, I’m not saying playing with the 1977 rules is the “right” way to play, or that the setting implied by the rules is the right kind of setting to use.

I bring this up, as I always do, to open up the possibilities of play. The Third Imperium is a an awesome application of the Traveller rules to make a specific setting. It is the setting the guys at GDW wanted to make–and make it they did. But the Third Imperium is not the only setting–or even kind of setting–that works well with the Traveller rules.

And we know this because when we look back at the 1977 rules we see an utterly different kind of setting than we would see in later years as the the game line added more rules, ignored other rules, and built a setting that actually is at odds with the rules in Books 1-3.


A thought experiment:

Let’s use the rules and observations of aramis and Carlobrand above, along with rules shared with the 1981 edition:

  • no fuel purifiers (which were introduce in Book 5–and is one of the most fundamental changes to the rules)
  • a cap on ship size at 5,000 tons (or so — yes, yes, I know one can extend the table)
  • the discussions of pirates and hijackings as a threat in Book 2
  • the need for Refined Fuel (which is only found at 37% of starports) to travel without the risk of drive failures and misjumps (both of which can cause catastrophic results)
  • the fact that Refined Fuel will only be available, on average, in 37% of star systems when rolled using tables in Book 3
  • Space travel is relatively expensive compared to the living expenses listed in Book 3:

Costs of Living per Book 3
– Ordinary food and housing is Cr4,800 per year (estimate Cr12,000 annual income)
– High food and housing is Cr10,800 per year (estimate Cr27,000 annual income)
Costs of Space Travel Passage per Book 2
– High Passage: Cr10,000
– Middle Passage: Cr8,000
– Low Passage: Cr1,000

(And remember, those passage prices are per jump)

  • governments do not handle communication through interstellar mail, but hire independent contractors to carry the mail
  • the fact that some people who need to travel but can only scrape together the Cr1000 needed for a Low Passage ticket are willing to risk a base 15% chance of death in order to get to another world
  • the fact that the interstellar culture is clearly stratified along class in some fashion or another

First: are there any other differences between the 1977 and 1981 rules that provide interesting contrasts in terms of setting?

Second: what sort of assumptions can be made about the setting? What are the implications? What do we think the settings would be like drawn from these rules and bits of text?

 

TRAVELLER: Out of the Box–Start Small

mars-1280x800-planet-space-12178

One Planet Can Be a Whole Lot of Adventure

Traveller presents a specific, terrifying possibility for the Referee based on two facts.

The two facts are:

  1. Space is big
  2. The Player Characters can go anywhere

The terrifying possibility is that the Referee will be responsible for creating literally hundreds of worlds before proper play can begin.

I would offer something else: Start small.

“But,” you might say, “space is big. The Third Imperium is big. How can you be playing Traveller if you start with something small?”

Since the Third Imperium is big we’ll use that setting as an example. I’m not saying this is the only way to set up a Traveller setting. But I do think is both efficient and sanity preserving for any Referee who wants to get a game of Traveller up and running.

THE ORIGINAL DESGIN OF THE GAME
Part of the lure of the Official Traveller Universe is its immense size.

It stretches across countless subsectors. Contains 11,000 worlds. Has politics back at the Core as well as on the frontier of the Zhodani borders. There are 16 subsectors in the Spinward Marches alone. It’s vastness and immense scope is part of its glittering appeal.

And yet, I am going to suggest you don’t get lured by all that glitter. The key is to ask, “How much do I need to get going?”

Here is what the 1977 edition of Traveller Book 3 said about the matter:

Initially, one or two sub-sectors should be quite enough for years of adventure (each sub-sector has, on the average, 40 worlds), but ultimately, travellers will venture into unknown areas and additional subsectors will have to be charted.

The text above was written two years before GDW published any material abut the Third Imperium.

Let’s assume for now that the text is valid even if we are setting a game in the Third Imperium. Let’s assume further that the rules and text and the implied setting details of Books 1-3 and why a starting in a setting of limited scope makes perfect sense.

TRAVEL
It is possible to start the game without a ship. Not only might the Players not end up with a character with a ship, but also you as Referee might simply declare that the PCs can’t start with a ship.

There are several good reasons for this. First, getting a ship serves as a terrific carrot for the PCs. They might get one for services rendered on the behalf of a noble, a planetary government, a corporation, and so on after several adventures.

Second, it keeps the movement of the PCs somewhat limited at first. Not because you are forcing them or railroading them into particular situations and trapping them… but simply because in the implied setting of early Traveller makes traveling between the stars a big deal.

For example traveling between the stars is expensive.

If we look at the average expenses per Book 3 we find…
Ordinary Living thus costs Cr4,800 year.
High Living is Cr10,800 per year.

Meanwhile, this is how much it costs per jump to travel…
High Passage: Cr10,000
Middle Passage: Cr8,000
Low Passage: Cr1,000

Most people can’t afford to travel, and for those who do it will each up an incredible amount of the resources. And, again, those travel rates are per jump. If you are planning on traveling three or more jumps then you are spending years of living expenses.

This means that if the PCs don’t have a ship yet and want to travel, they’ll need to earn money on high risk/big payoff adventures. (This is one reason why they’ll want to get a ship of their own!)

Second, the ships available to PCs at first will be Jump-1 ships. This means that even if they can Travel they won’t be able to shoot all over the galaxy at first. Moreover, most ships in Book 2 have jump capabilities of Jump-1, Jump-2, or Jump-3. Even getting across a subsector is a big deal.

Moreover, the quality of fuel limits the ease and safety of travel as well. Ships can only acquire refined fuel at A and B class starports. And those are not that frequent. Unrefined fuel can be skimmed from gas giants. But using unrefined fuel means there is a 3% chance of both drive failures and misjump for each jump. To go too far and too long from the well established A and B-class starports means risking those failures time and time again… and that is not a risk most captains or crews are willing to take.

Which brings us to…

GEOGRAPHY
Once upon a time someone had Traveller Books 1-3 (and maybe Book 4), Supplements 1 (1001 Characters), 2 (Animal Encounters), and 3 (The Spinward Marches)… and that was it. And it was fine. People played the game and it was fun.

In Supplement 3: The Spinward Marches one found several about eight pages worth of text describing the background of the Third Imperium and the sixteen subsectors of the Spinward Marches. I would suggest going smaller than that.

Pick one subsector to start with. Let’s look at the Regina subsector:

regina-subsector

The 1977 edition of Book 3 said one or two subsectors would be enough for years of adventure

Let’s assume, as the book itself suggests, that you start on the world of Regina, where the PCs have gathered and meet after arriving in the Spinward Marches.

Notice that there are several worlds clustered around Regina within Jump-1 of each other. (Other worlds, while nearby, are two parsecs away… out of reach for J-1 ships at 2 parsecs.)

This is by design. The game is built for a Referee to sketch out a subsector and have that subsector be useful for many sessions of play because of the mix of ship types and jump drives available. (The 1977 edition of the rules stated: “Initially, one or two sub-sectors should be quite enough for years of adventure (each sub-sector has, on the average, 40 worlds), but ultimately, travellers will venture into unknown areas and additional subsectors will have to be charted.”)

So I would recommend zooming in on a subsector rather than the whole of the Imperium.

And I would recommend zooming in even further… to Regina and the cluster of worlds around it:

regina-3-jump-map

The Regina Cluster: A Solid Start for Your Traveller Campaign

Imagine this is the map for the start of your campaign.

Notice how this map seems manageable. (As opposed to the map of The Third Imperium.) But see also how much potential is there. Fourteen worlds, all of which can be reached by a Jump-1 ships. Yet traveling from one end to the other (Knorbes to Yori) will take five months… and longer if adventures take place along the way. (And adventures should take place along the way!)

Moreover, the area is full of hotspots: three Amber Zones and one Red Zone.

Still, a single world (let alone fourteen!) can be daunting. Which brings us to…

STARK AND SIMPLE
In Stars Without Numbers* Kevin Crawford suggests that a Referee should never prepare more than he needs for the next session, or if more, only things he’s having fun preparing.

I think that’s a good benchmark. Which means we’ll be doing a lot less prep for the setting than we might at first think we have to.

For example, yes, we need details of politics four our world. But how much politics? After all, I can watch the first season of 24, an adventure-driven tale of a Counter-Terrorism agent trying to protect a Presidential candidate… but I’m going to learn very little about the United States government during those 24 hours of television!

In his article on Planetary Governments in Traveller, Marc Miller wrote this about the interpreting the Government number in a Universal World Profile:

It is important to remember just what purpose the government factor is meant to serve. Traveller players and characters are rarely involved with governments on the international and interplanetary level. That is to say, they do not deal with kings or presidents or heads of state; they deal with individual members of broad government mechanisms , they deal with office holders and employees whose attitudes and actions are shaped by the type of government they serve. As a result, travellers are rarely interested in the upper reaches of government; they want to know what they can expect from the governmental structure at their own level. For example, if a group of travellers were to journey across the United States from coast to coast, they would be interested in the degree of responsiveness they could expect from local governments, in how easy the local court clerk would respond to information requests, or in the degree of difficulty that could be expected in obtaining certain licenses. As they moved through Nebraska, the fact that that state has a unicameral legislature would be of little or no importance….

I think in this quote Miller is warning against becoming obsessed with details beyond the scope of the concerns of the Player Characters. Yes, we want context for our worlds. We want consistency. But those qualities serve our needs for an adventure-driven evening of roleplaying.

Miller later writes in the same article:

For this reason, among others, labels such as monarchy have been eliminated. Calling a government type “monarchy” would conjure up images of a king and his retinue, but still leaves a lot of information unrelated. Within the Traveller system, such a government could be classified as a self-perpetuating oligarchy (hereditary monarchy), representative democracy (constitutional monarchy), feudal technocracy (enlightened feudal monarchy), captive government (puppet monarchy), civil service bureaucracy, or any of several others. The simple term monarchy becomes nonsense when one attempts to apply it to a widespread classification system.

Another reason for the labels that are provided in the government classification system is as an aid to imagination. The unaided imagination of even the most inventive referee can go dry after generating a few simple worlds. Using die rolls to create the individual factors for planets jogs the imagination, forcing the referee to think of rationales for the combinations that occur. The use of too familiar terms (such as monarchy) can stifle imagination by allowing the referee to settle into old lines of thought.

Notice here what Miller is making clear: The UWP system was never meant to be comprehensive as a tool of categorizing a planet. Moreover he is making it clear the UWP is not about the fictional “reality” of a world. Instead, the UWP is a game tool for the Referee to prod his imagination into unexpected results.

The text of Book 3 also makes it clear the Referee should not be beholden to the results of the UWP and, in fact, he should not even bother rolling them up if he knows that a specific world to be.

Extending this logic to the Official Traveller Setting I would offer the following:

Scratch things out. Re-write the UWPs as you see fit. Don’t get trapped by the details as published. If you know what you want don’t let the UWP get in the way. Come up with what you can’t wait to share with your players and then make your worlds that.

And what do you want? You want details the Player character can interact with.

Which bring me to…

PLAYER FACING

I think of the term “Player Facing” when I’m thinking about this stuff. Player Facing is all the stuff (the places, the objects, the people, the organizations) the PCs can interact with. The merchant who wants them dead. The secret organization that is trying to steal the thingamabob. The patron who wants them to find his daughter.

Think about the images and factions and characters you want to present to the Players. (Remember what I wrote about using index cards in a previous post.) Make the images and ideas bold and strong. Make them things that the PCs can interact with.

This city has clothing woven by strange spiders in amazing patterns that glitter as the large red sun sets. The spider factories are at the north end of the city and compete in an annual festival. There’s an industrial haze in the distance where massive mining vehicles cut their way across the landscape and often stop as troops battle swarming creatures. At night the prayers of the religious faithful echo across the city’s towers — sung by members of religious people who settled here centuries ago and are now a smaller and smaller percentage of the population and seem are rumored to be growing in anger at their loss of power.

Okay. I have enough there to make things happen. All of that is stuff the Player Characters can interact with.

Do something like that for fourteen worlds and you’re good to go.

THE SETTING AND THE SETTING OF PLAY
In a post called The Setting and the Setting of Play I wrote in part:

I have two phrases I use for Traveller now:

The Setting and The Setting of Play.

The “Setting” might involve an 11,000-world empire that has existed a thousand years. But none of that matters.

What matters is “the Setting of Play” — where the PCs are, where the game is set.

The “Setting” involves all the things that happen “back that way,” toward the remote, centralized government the Player Characters came from.

The “Setting of Play” is the focus of the campaign, especially at the start of play. The Setting of Play might expand. But no matter what remains focused on the locals the Player Characters might adventure in.

An example:

Tolkien’s Middle-earth is a whole world, with many peoples and many lands. That is “The Setting.”

But in both The Hobbit and The Lord of the Rings we see only see a portion of that world. That portion that we see is “The Setting of Play.”

So yes, the Third Imperium extends in all directions from the Regina system. But where we will be playing, are those fourteen worlds. That is our setting of play.

We might well move beyond those fourteen worlds. But with those fourteen worlds we can get going with the game. We will have weeks (if not months) within those closer of worlds. We’ll get our sea legs for the game. We’ll come to understand what the Players want to pursue, which in turn will let the Referee set out opportunities and obstacles in alignment with those interests.

And how do we help stay focused on those fourteen worlds at the start of the campaign?

PATRONS AND RUMORS
The original Traveller rules contain rules for Patrons. As the rules state “When a band of adventurers meets an appropriate patron, they have a person who can give them direction in their activities, and who can reward them for success.”

Patrons also focus the attention of the Players on star systems that you want them focused on. That is, when a Patron approaches the Player Characters with a job, that job will be on one of the worlds in the zoomed in section of space you have decided to start in. In our example, the first dozen or so Patrons will have work on Regina or the thirteen nearby system.

Remember, this isn’t railroading the Players. The Players can always refuse a job. It’s simply that because the Player Characters are starting on Regina, most of the jobs they find on Regina or the surrounding worlds will involve Regina and the surrounding system. After all, most people on Regina or the surrounding systems will have concerns on these worlds. (Remember: most people apart from Travellers don’t travel between worlds that often. The things a Patron cares about (a loved one, a business venture, an enemy, a political complication and so on) will usually be on the same world he or she is standing on, or a few systems away at most.)

Second, we have the option of Rumor Tables.

Here is a Rumor Table from The Traveller Book.

The idea is that each Letter corresponds to a specific Rumor you have established for specific worlds, or for a general cluster of stars, or the subsector you are starting in.

I give each character starting play one randomly rolled rumor. And if the party spends a week on a planet trying to find rumors, another (single) roll is made.

Rumors feed the Players things you are already interested in (the Rumors, of course, lead to situations, NPCs, and places you already care about and what the PCs to encounter). But more importantly they give the Players focus and choice (just like Patrons).

Here is the big thing about Rumors:

A large sandbox like Traveller can be overwhelming–even if we are focusing on only fourteen worlds at the beginning.

When the Players are told in the first minutes of play “You have arrived on Regina…” they have no clear direction and not enough information at the start to make any valid choices.

By giving the Players a selection of Rumors about the planets and systems off the bat, you are offering them a selection of items to prioritize and pursue as they wish. You are winnowing down the massive amount of possible pursuits (that they don’t even know about yet!) into something they can mull and manage.

Moreover, your Rumors can create mystery and agendas. If the Rumors don’t just provide facts, but tantalize with being somewhat incomplete, it can lure the Players toward those things because they want to know more.

All of this is great stuff as it tells you what (off the list you created) they are most interested in, and thus what you should begin prepping as a priority. In other words, from the list you offer, what do they care about? What do they want to pursue? What intrigues them?

Instead of you trying to jam them into one scenario or another, or having NPCs rushing upon to them with missions, the PCs are now in the driver’s seat. There’s no railroading, just opportunities. (The Players are free to blow off the Rumors as they wish!)

Here’s an example of the rumor table I used to kick of the fantasy game I’m running. Not only did it establish lots of mysteries and intrigue for the Players to pursue, it also did a lot to establish the kind of setting we’re playing in.

Rumors will inform the PCs/Players as to what the political situation is, who the players are, what the mysteries that people talk about on their down time. The Rumor Table is the buzz of “what everyone is talking about” and so can establish the setting without a huge info dump on the Players.

  • Remember that the mechanics and implied setting details are your friend. They limit the mobility of the PCs at the start of play.
  • Feel free to focus in on one patch of geography of a cluster of worlds rather than thinking you are responsible for mastering all sort of information scattered across countless books written over forty years.
  • Focus on what you need to play: The people, places, organization, creatures, environments that you can’t wait to share with your players that the PCs can interact with.
  • Make it yours. The early materials of Classic Traveller were there for you to have a good time with as you made them your own. You own nothing to the setting. The setting material is there for you.
  • Use Patrons and Rumors to impart information to the Players about the setting without depending on huge info dumps, as well to as to keep the Players and adventures focused on this patch of space you are ready to play in.
  • Finally, remember a patch of interstellar space seven parsecs across and containing fourteen star system isNOT SMALL.
    Fourteen worlds is fourteen entire worlds, full of society, economics, politics, opportunity and obstacles. And then there might also be mysteries and adventures on other worlds beside the Main Worlds.
    Ultimately, this is a matter of perspective. If you look at a map of the Third Imperium, then fourteen worlds will look small. But if you look at the that map showing Regina the stars clustered around it and really imagine the gulfs of space between those systems and imagine each world as its own stunning spot for adventure, then those fourteen worlds take on a huge significance.
    Found as they are at the edges of the Imperium, they are beyond the reaches of civilization proper. They are, by definition, places of mystery, intrigue, and adventure, with parts not yet expired, societies not yet stabilized, and opportunities still waiting.

* Stars Without Numbers is a sandbox SF game set among the stars and very much like Traveller. The book has really solid Refereeing advice for running sandbox style games. The link above leads to a free PDF version of the game.

 

The Sandbox vs the Railroad… or Spontaneous Story Creation vs. Pre-Plotted Story

Elsewhere I’ve talked about the casual, improvisational nature of early Traveller play, the value of random rolls and random encounters in Old School play, and what we mean by “encounters” in Old School play.

I’ve also touched on how the nature of modules and adventure design changed from the early days of the hobby to what publishers produces in the 1990s. (In short, adventures were once more situational and lightly sketched (as in the early Classic Traveller Adventures) and later became more focused on pre-plotted stories (The Traveller Adventure, the Dragonlance modules). In the first random rolls and random encounters are the Referee’s friend because they offer more opportunity for the Players to make choices and create more adventure material on the fly. In the second they random encounters are a problem because they distract players from “what the story is supposed to be.”

Someone pointed me to this lovely video which does a bang-up job of giving examples of two different kinds of play. In one campaign found as the Referee responses to the interests and desires of the Players and makes up material as needed. In the other the Referee knows exactly how he wants things to go and forces the Players along certain paths to make sure the story is awesome.

I really think it is worth a look…

TRAVELLER: Out of the Box–An Invitation to Invention

scifi-fantasy-art-artwork-science-fiction-futuristic-original-adventure-fantasy-wallpaper-1

Over at Facebook Traveller Group, someone linked to my post “TRAVELLER and ‘Hard Science Fiction’–I don’t think so…

As it also does, the post started a conversation about the nature of science and science fiction in Traveller play.

Someone pointed out that the title seemed to imply that I was against Hard SF in someone’s Traveller campaign. This is not the case at all.

I wrote the post as an argument against the assumption that Traveller, by definition, is built with the diamond hardness that would please engineers who want their SF real-real-real.

I pointed out the stories that had inspired Marc Miller to create the game in the first place. If you read the tales from Poul Anderson, Jack Vance, E.C. Tubb, and many others, you’ll find that while there is a patina of hard SF to make the stories grounded, they are, first and foremost, adventure stories in a pulp-SF tradition.

The primary concern of these stories is a rousing yarn, with the SF elements there to create complication and drama for the protagonists. The SF elements are consistent within the story, allowing the protagonists to solve problems to their own advantage.

But if you tried to learn something about actual science from these tales you’d be in big trouble. And not only because the science has changed from 40 years ago. Even for their time most of the science in the tales ranged from speculative at best to nonsensical at the other end. I won’t say “worst” at the other end, because the point of the tales wasn’t to teach science. The wild and wooly nature of the SF details helped build colorful environment and problems for the protagonists–which means the SF details were great across the board.

For the most part, these tales use far-flung space elements, strange aliens, and exotic environments to create an environment where frontiers, bold action, and spectacular adventures have enough room to take place. That they possess an element of science to justify the wonders they present does not make them scientific.

But to be clear: I want people to play the kind of game that people want to be playing at their tables. If someone really wants to drill down in the contemporary scientific principles and theories to build the RPG setting more power to them.

That’s why I started the TRAVELLER: Out of the Box series, after all. Two years ago, when I went online to ask questions about Classic Traveller I was continuously told, “That’s not how The Third Imperium works,” or “The trade rules in Classic Traveller are broken, because the GDP of a world with a Population 9 would produce more ships than the system allows…” I decided to go back and re-read the original three Traveller Books and see if there was a good game in there or not. Because so many people seemed to think the game was “broken” and kept having to be fixed.

So, this series has always been a pushback who assume that because the rules of Traveller don’t make sense because the rules in Books 1-3 don’t make the kind of setting they want. Instead, I looked at the rules and said, “What kind of setting does this produce?”

And not surprisingly, it produced and encouraged the kinds of settings found in the pulp-SF stories that inspired Marc Miller to write the game.

Still, if one read the post I linked to above without context, one might assume I was telling people they could not or should not play Traveller with one of the dials turned all the way to “HARD SF.” And when asked about this on that Facebook thread, I replied:

I wrote: “If I were to retitle it now, it might be: TRAVELLER: Hard SF — sometimes, sometimes not”

And then Cam Kirmser asked: “What is an example of ‘sometimes not.'”

I replied to Kirmser, “I will use a title you mentioned above: Ringworld.”

Kirmser had written:

Ringworld comes close to smacking of Science Fantasy. Some species are so bloody advanced their tech seems magical. But, even those species have limitations that bring them back into the realm of hard SciFi. Yes, a GP hull is impervious to anything – well, except antimatter – because it’s one big molecule. The property is rather ‘soft,’ but the explanation, though out there, returns it to ‘hard.’

But, the CoDominum books – Falkenberg’s Legion books, the Sparta books, Mote – seem to have been written from a Traveller campaign. I mean, take out the instantaneous Jump, replace it with a week’s time in Jump space, add in some grav plates and you’ve almost got textbook Traveller, even to the dispersed empire based upon the remains of an earlier, greater society aspect.

I guess it might be just me, but I see Pournelle’s Future History as the glove that fits Traveller’s hand.

I replied:

I absolutely believe that see Pournelle’s Future History as the glove that fits Traveller’s hand… if one looks at the text of Books 1-3 a certain way.

The point I would add is *all those blank rows at the bottom of the Tech Level chart*!

In my view, those blank rows are there to be filled in by the Referee as he wishes. One you start filling those in, you can easily make Ringworld a possibility.

And it was assumed the Referee might well do that. That’s why all those blank rows are there. Not that a Referee had to! That’s my point.

In fact, I think this is one of the major splits in how one approaches the original rules of Traveller in creating a setting:

1. The items, tech, and concepts in Books 1-3 are what the Referee are the building blocks of any Traveller setting.

2. The items, tech, and concepts in Books 1-3 are a baseline for setting for the PCs to be from a fairly conservative culture, and the Referee adds extraordinary concepts as he wishes, per the blank rows at the bottom of the Tech Level chart. Those blank rows are an *invitation* to the Referee to add more!

Keep in mind as well that in Book 2, in the experience section, we find this:

“Such methods could include RNA intelligence or education implants, surgical alteration, military or mercenary training, and other systems. Alternatives to the above methods must be administered by the referee.”

There are a lot of ideas packed into the first sentence that the rules never address in any way. And the second sentence says, “And more!”

So, for me, “…sometimes not…” is when the Referee takes advantage of any SF ideas and concepts that he wants to pursue and adds them at the bottom of the Tech Level chart to make things unexpected, strange, alien, and beyond the baseline scope of ideas, tech, and concepts found in Books 1-3.

As an example, Ringworld. There is no reason the Referee couldn’t use Ringworld as a setting using the oringal Traveller rules, having the PCs land on it and explore it.

The bottom 25% of the Tech Index table found in Book 3:

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I think the point I made about the blank rows at the bottom of the Traveller Tech Level chart is an important one. And I think it speaks to a great division in how people see the game and approach making settings in the game.

For some people what is Traveller Books 1-3 is where the science starts and ends for a Traveller campaign. For others of us what is in Traveller Books 1-3 is just the beginning…

Der Entdecker: An alternate-reality sailing ship found by the Player Characters in my Lamentations of the Flame Princess campaign

der-entdecker

My game is on hiatus right now, allowing me time to sort through some bookkeeping and prep for further adventures.

As noted previously, my players tracked down a sailing ship that can travel between alternate earths. Here’s a writeup for the Players, using the rules from Rules & Magic and the ACKS Guns of War.

I built the sheet above to hand the players so they’ll have a sense of ownership of this piece of equipment. They’ll be tracking supplies and more.

When we left off they had used the ship for the first time, using the ship’s wheel to steer a course for an alternate world where two arch-mages fight a decades long battle and the the peaceful Qelong Valley has been shattered by the fallout.