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

I have what I think is a 1978 reprint of the 1977 (ie original) printing. It has the Scout, Free Trader, Yacht, Cruiser (Type M), and two Subsidised Merchants (Type M and Type R) fully detailed.

The 1980 (? I think that's the right year) revision added the Patrol Cruiser (Type T), the Lab Ship from Supplement 4, and a revised version of the Safari Ship from Supplement 4, to this list.
I've got the original 1977 'Little Black Book' box set. It has descriptive summaries of those ship designs, so you are right, but no pre-made sheets, deck plans or pictures that you get in the Mongoose edition.
 

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pemerton

Legend
I've got the original 1977 'Little Black Book' box set. It has descriptive summaries of those ship designs, so you are right, but no pre-made sheets, deck plans or pictures that you get in the Mongoose edition.
No pictures - the earliest I know of are in The Traveller Book (which is post-1980 revision), but I don't know if they're original to that particular publication. And the only deck plans I know for these classic vessels in Classic Traveller are in the Traders and Gunboats supplement, which has deck plans for Type S and (I think) Type A. Plus some other "non-classic" ships (X-Boat, System Defence Boat, etc). Maybe there are others (eg in some earlier adventure modules) that I'm ignorant of.

And the lack of sheets may explain why some of the price calcuations aren't quite right. (I can't remember now which ones are wrong - maybe Type C, which in my earlier post I wrongly called Type M - but they get corrected in later iterations. And some prices change for non-errata reasons, like the revisions to the cost of ATVs and Air/Rafts.)
 

No pictures - the earliest I know of are in The Traveller Book (which is post-1980 revision), but I don't know if they're original to that particular publication. And the only deck plans I know for these classic vessels in Classic Traveller are in the Traders and Gunboats supplement, which has deck plans for Type S and (I think) Type A. Plus some other "non-classic" ships (X-Boat, System Defence Boat, etc). Maybe there are others (eg in some earlier adventure modules) that I'm ignorant of.

And the lack of sheets may explain why some of the price calcuations aren't quite right. (I can't remember now which ones are wrong - maybe Type C, which in my earlier post I wrongly called Type M - but they get corrected in later iterations. And some prices change for non-errata reasons, like the revisions to the cost of ATVs and Air/Rafts.)
The original Traveller will always remain a classic, but the advantage that the new Mongoose Edition essentially brings to the table is easy accessibility to a new audience. The various deck plans and pictures certainly help with that - although I think a lot of these things actually translate very well back to the original game anyway and have utility there too.

Have you seen the latest kickstarter campaign for the Element Class Cruiser box set? I'd say that a Classic Traveller fan ought to get a lot of worth out of those blueprints, for example.
 

Bluenose

Adventurer
The earliest deck plan I can find is in JTAS #2, with the Serpent-class Scout Ship that's really not like the Suleiman's in most ways. The Suleiman has it's iconic look at least by the time of JTAS #6, where there's an article on the IISS and a cover illustration showing one. The Kinunir from Adventure #1 and the Annic Nova from Double Adventure #1 are closer to the first in age, though they're not standard PC ships.
 

Duo Maxwell

Explorer
I picked up the Starter Set yesterday. I'm definitely using the first adventure in that campaign to reintroduce the game to my friends. An adventure that starts in the middle of a crashing landing? Always fun. The quality of the pre-gens sheets are card stock. The fold-out map will definitely take up most of my table. The lack of ship design rules will definitely not break the game for my friends since we were never into that to begin with. The glossy finish of all three books feels great.

I'm most likely going to convert my favorite classic adventure I never got to finish, Adventure 4: Leviathan. My friends had a blast commanding a fully-crewed Leviathan-class ship in search of a renegade Imperial commander who fled into a largely uncharted region of space, while exploring the different planets and trading with the locals. Maybe this time they'll actually find him and bring him down.
 

Dire Bare

Legend
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 . . .

Traveller is a 240 page full color hardcover set of rules built off of Traveller 1st Edition by Mongoose Publishing and classic Traveller by Marc Miller.

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!
 

pemerton

Legend
The Kinunir from Adventure #1 and the Annic Nova from Double Adventure #1 are closer to the first in age, though they're not standard PC ships.
I have these (Kinunir in PDF, Annic Nova in hard copy) but as you say they're not "classic" ships.

Have you seen the latest kickstarter campaign for the Element Class Cruiser box set? I'd say that a Classic Traveller fan ought to get a lot of worth out of those blueprints, for example.
I'll have a look.

So far the only shipboard action that has happened in my campaign is on board the laboratory ship St Christopher - which is from the old White Dwarf adventure Amber to Red, and has deck plans (and is different from the Type L). In my campaign it's one of the main vessels associated with a bioweapons conspiracy.
 

5ekyu

Hero
I have bought a lot of traveller over the years and i also bought this new one and afaik its just fine, not great, not bad - fine.

I like the deck plans and will use them but the world/system write- ups are less useful than those i have seen in other traveller products of the last few years.

So to me as a product for either running or looting for ideas and resources it gets a C+.

You likely wont regret the purchase but its also not likely to be an OMG muse-on-crack fever either.

Its fine.
 

Fandabidozi

Explorer
I'm not asking for an analysis of why RPGs get second editions, I'm suggesting that a simple statement of why this RPG got a second edition. Some RPGs' second editions are minor updates and completely backward-compatible. Other RPGs' second editions are completely different games from their firsts. Reading your review I'd have no idea which this is.
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.
 

Eltab

Lord of the Hidden Layer
In my Traveler experience, ship construction rules are not as important as ship modification rules - because I want to rip out the Low Berths and extra staterooms, convert them to extra cargo space, and make MCr that much faster - with no adventures or unplanned side excursions along the way. I'll need construction rules when I can pay for the ship with cash, and am ready to design a specialized ship for whatever trade route I found to be most profitable.

However, I can see where not everybody else enjoys number-crunching their way through 15 years of in-game time using Merchant Prince, and might need some variety along the way.
 

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