Adventure In The Far Future With Traveller Second Edition

This is the Free Trader Beowulf, calling anyone…. Mayday. Mayday…. We are under attack…. Main drive is gone… Turret number one not responding…. Mayday…. Losing cabin pressure fast calling anyone…. Please help…. This is the Free Trader Beowulf…. Mayday…. Bold explorers and brave travellers journey between the stars in Traveller the science fiction roleplaying game by Mongoose Publishing.

This is the Free Trader Beowulf, calling anyone…. Mayday. Mayday…. We are under attack…. Main drive is gone… Turret number one not responding…. Mayday…. Losing cabin pressure fast calling anyone…. Please help…. This is the Free Trader Beowulf…. Mayday…. Bold explorers and brave travellers journey between the stars in Traveller the science fiction roleplaying game by Mongoose Publishing.


Traveller is a 240 page full color hardcover (also available in PDF) set of rules built off of Traveller 1st Edition by Mongoose Publishing and classic Traveller by Marc Miller. The game provides rules for science fiction adventures from recent times to the far future. Fourteen chapters cover character creation, referee tools like encounter building, starships, trade, world and universe creation, and a sample subsector called Sindal.

Rules are included for combat, space operations and combat, and trade. PCs play travelers who may be small merchant traders, mercs, explorers, or a combination of them all. It is the combination of the subsector creation by the referee and the travelers moving from system to system looking for jobs that helps to build links that create campaigns.

Traveller uses 2d6 roll over a Difficulty number to determine success. Degrees of success called effect are also used. Finally, the referee can assign a boon or a bane die based on immediate circumstances to make the roll easier or more difficult.

Character creation is a life path system that starts characters at age 18 and walks them through life in four year intervals. Characters start out either trying to get into a university or military academy or go right into a career. Rolls are required to enter careers and more rolls determine skills learned and events that happen during that four year period.

Each four year period of work and learning can be dangerous. A character can be injured during character creation. And they may get kicked out of a career and not be able to continue. The player decides when to stop trying to enter new careers. At that point, the character wraps up with a few final rolls and enters play.

If two players agree, then any event rolled for one character can involve another. If an event is linked, then both PCs get one extra skill up to a maximum of two.

Rules are included for two alien races, the doglike Vargr and the expansionist predatory Aslan. A character may also end up with psionic abilities. Characters earn money and gear during character creation and may enter play with a partially owned starship.

Ground combat is dangerous with damage reducing a physical characteristic, thus making future rolls more difficult until wounds are healed. For starship combat there are seven roles that PCs can move between including captain, pilot, and engineer. Each PC can participate if they have the necessary skills.

Within the Traveller setting, faster than light travel is accomplished via jump drives. A jump carries the vessel a number of parsecs equal to the jump number. When a referee creates a star map each hex equals one parsec.

Referees have a variety of tools to create adventures. A referee can detail a subsystem, roll up worlds, and have the PCs enter the subsector to begin trading, exploring, or looking for mercenary work.

For players and referees who want more there are several adventures in print as well as three tech books with extra gear, vehicles, and starships along with rules to create your own vehicles and ships.

Traveller relies on sandbox play driven by PC choice and action. Worlds await exploration and possible exploitation at the hands of the travellers. All of the tools needed for play and to explore the universe are included in the Traveller Core Rulebook.

Addendum: The Traveller Core Rulebook was published in 2016. Per TrippyHippy in the comments:
It's the second edition of the first edition Mongoose Traveller rules (2008) that were, in turn based on the Classic Traveller rules (1977). The new edition represents an evolution of these rules rather than a revolution, so they are mostly backwards compatible, and are built with a sense of robust and easy use in play as much as anything else. The changes in this edition are mainly cosmetic - the full colour presentation and production quality is a significant step up - and polishing the functionality of the rules. Various subset rules have been expanded and/or clarified - like including a Prisoner career in character generation, tweaking the skill list, or tidying up the Initiative rules, or having starship combat work in conjunction with standard combat. They have also included a bonus/penalty dice system akin to advantage/disadvantage in other games, with an aim to reducing the emphasis on +/- modifiers from previous editions.

Per Dire Bare in the comments: "There are around 10 different versions of the Traveller rules and settings published by several companies over the years, this version is the second edition of the rules developed by Mongoose in 2008 and is one of two current versions of the game!" (with the other version being Traveller 5th Edition by Marc Miller).

This article was contributed by Charles Dunwoody as part of EN World's Columnist (ENWC) program. Please note that Charles is a participant in the OneBookShelf Affiliate Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to DriveThruRPG. We are always on the lookout for freelance columnists! If you have a pitch, please contact us!
 

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Charles Dunwoody

Charles Dunwoody


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I know nothing of Traveller, except for the name. The multiplication of concurrent editions is mind bogling and confusing, almost as much as World of Darkness / oWod / Chronicles of Darkness.
 

Maggan

Writer for CY_BORG, Forbidden Lands and Dragonbane
Hi!

Thanks for the reviews. One thing that would be very helpful to add for these reviews is just the year the product was published. Just so that I don't have to go Googling for that info before I read the review.

Regards

/M
 

I know nothing of Traveller, except for the name. The multiplication of concurrent editions is mind bogling and confusing, almost as much as World of Darkness / oWod / Chronicles of Darkness.
It is confusing, admittedly. However, Mongoose Traveller is the official licensed and in print edition, currently, as per it's second edition. I'd also argue it's the most accessible to a new audience (especially the Starter Set).

Classic Traveller is the original edition - which still carries many fans and remains in print via POD on drivethrurpg, I believe, if you want to go old school.

In terms of the other editions, seek them out for interesting historical comparisons for sure, but they aren't really supported much in any current or 'in print' sense.
 

Bluenose

Adventurer
In terms of the other editions, seek them out for interesting historical comparisons for sure, but they aren't really supported much in any current or 'in print' sense.

I'd say that unless you're interested specifically in the Third Imperium setting (the OTU), then there's only a few books from other editions that would be useful. Which ones were useful would depend on the type of campaign. The first phases of expansion from Earth in a non-3I setting could certainly use World Tamer's Handbook, which has interesting additions to surveying systems and starting colonies that I don't think have been done so much in MgT/
 

Dire Bare

Legend
You’ll see when Pathfinder 2.0 is released there will be no mention of 1.0 in any of the reviews whatsoever. Absolutely none. Nada. Not even the barest mention.

I highly doubt that. Certainly, some reviews won't dwell on it, and that's fine. But more than a few reviews will, and perhaps even make an edition comparison a major part of the review.
 

Dire Bare

Legend
It is confusing, admittedly. However, Mongoose Traveller is the official licensed and in print edition, currently, as per it's second edition. I'd also argue it's the most accessible to a new audience (especially the Starter Set).

Classic Traveller is the original edition - which still carries many fans and remains in print via POD on drivethrurpg, I believe, if you want to go old school.

In terms of the other editions, seek them out for interesting historical comparisons for sure, but they aren't really supported much in any current or 'in print' sense.

There have been unlicensed editions of Traveller? Either way, those in the know, well, are in the know. The rest of us are easily confused, and it's nice to have a brief update on the situation in a review of the latest edition. Not required certainly, but nice. And, of course, there are those in the know who get bent out of shape if you don't acknowledge the full sweep of a games edition history in a review, it's less necessary to cater to that, but still not a bad idea if kept brief.
 

Derren

Hero
What new players often find confusing and disappointing is that there is not much of progression for the characters. In Traveller you usually start as experienced people who usually have already lived quite a life, depending on how many terms you take (which depending on the version you play can be quite risky). Firefly does compare rather well to how a Traveller group usually looks like.
Advancement in the setting is mostly done by gear, especially the higher tech ones. That can take some time to get used to, especially when you tended to hand out equipment rather freely in other games.

Another thing is that in the default rules you do not have much control over character creation.
You roll the stats and then decide which job you want to take. If you qualify and even which skills you learn from it is all in the hands of the dice. So yeah, you might have this cool idea for a character, but you don't necessarily get to play it unless the dice or the DM is kind (Mongoose also has an alternate point buy system. Not sure if Classic has them).
Oh and in Classic, your character can die during character creation.

Another thing that might seem strange at first is that the default FTL method in Traveller is not conforming to the current sci-fi pulp (although that is of course easily houseruled and Mongoose also has alternate stats for hyperdrives, think star trek, already).
In default Traveller every jump between systems takes a full week in which the ship is completely cut of from the rest of the universe (its in its own pocket universe). The difference in drives is how far the ship gets in one week. This mode of propulsion means that some plot hooks are impossible but also means that, together with no FTL communication, that every system is its own little island and news travels slowly.
 
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Thanks for the review Charles, as someone who's been aware of Traveller's existence but never jumped in before, this has me intrigued. Looks like a fun game and an excellent place to get into Traveller!

Try not to get too defensive with the various attempts at constructive criticism. Tone is hard to read in internet postings, and many of us aren't highly skilled at getting our point across at times. I always try to assume that the kind of responses you've gotten from nitsua60 and koloth are intended as constructive, even if the word choice is somewhat aggressive or even angry-sounding.

Personally, I think when reviewing a game with such a long history like Traveller, you have to be aware some of your readers will be brand-new to Traveller, and others played the original edition and everything since. You don't have to own all, or even any, of the prior editions and go into a long history lesson . . . but an acknowledgement of what you do know about the game's history can't hurt. It is confusing that this is the "2nd Edition" of a game with many more than two different versions!

Your opening line is actually very good on this . . .



I would only suggest an additional sentence clarifying the context of the review, that Traveller has a long and complex history of editions, settings, and companies, and your review focuses on the current product.

But again, you're review is short and sweet and a good overview on why I might want to pick up the latest version of Traveller! Thanks!

Glad you enjoyed the review. I will try to add more background to any reviews with history in the future. Thanks for the helpful critique and feedback.
 

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