Traveller Is 45 Years Old Today!

Traveller was first created by Marc Miller in 1977, published as a box containing three black, digest-sized books by Game Designer's Workshop. The game was the first to use a lifepath system for character creation (one in which, famously, characters could die before play even began!) These days, the game is published by Mongoose Publishing.

Traveller was first created by Marc Miller in 1977, published as a box containing three black, digest-sized books by Game Designer's Workshop. The game was the first to use a lifepath system for character creation (one in which, famously, characters could die before play even began!) These days, the game is published by Mongoose Publishing.

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I would consider the 'core' to be more like all the CT books, 1-7 IIRC, plus Striker, Snapshot, and Mayday for more involved combat systems and more interesting vehicle design rules to go along with the High Guard ship design ones. You don't have to buy into the concept of giant starships though, just basically top things off at 10k tons and assume your 'empires' are at most sector sized. That seems like it is rather straightforward. The alien supplements and some of the other supplements work with that, more-or-less, though Supplement 3, TCS itself, and a few others aren't going to be used, though you can certainly mine them for some useful bits.
I'd add Book 8 to that. Robots. As for ships I separated naval ships into 3 broad classes. Escorts (destroyers, frigates, and corvettes) were a 1,000 tons and under and armed with turrets. Cruisers ran (roughly) 2-10,000 tons and had bays and turrets. Capital ships were 20,000 tons and up (typically maxing out at 100,000 tons) and had spinal mounts, bays, and turrets. It seemed a fairly reasonable division.
 

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aramis erak

Legend
I would consider the 'core' to be more like all the CT books, 1-7 IIRC, plus Striker, Snapshot, and Mayday for more involved combat systems and more interesting vehicle design rules to go along with the High Guard ship design ones. You don't have to buy into the concept of giant starships though, just basically top things off at 10k tons and assume your 'empires' are at most sector sized. That seems like it is rather straightforward. The alien supplements and some of the other supplements work with that, more-or-less, though Supplement 3, TCS itself, and a few others aren't going to be used, though you can certainly mine them for some useful bits.
There are 8 books. 13 supplements
Most fans of ProtoTraveller reject Book 5 specifically because of the large ship construction system. Most also have a multi-sector imperium.
THe point of PT is to keep things manageable and simple... which Bk5-8 don't... and to not have the monster Imperium a year's travel edge to edge.
 

I'd add Book 8 to that. Robots. As for ships I separated naval ships into 3 broad classes. Escorts (destroyers, frigates, and corvettes) were a 1,000 tons and under and armed with turrets. Cruisers ran (roughly) 2-10,000 tons and had bays and turrets. Capital ships were 20,000 tons and up (typically maxing out at 100,000 tons) and had spinal mounts, bays, and turrets. It seemed a fairly reasonable division.
Yeah, HG allows for up to 1 million ton ships, but I'm not sure what the sweet spot is, its been 30 years since I messed with it. In any case, you just have to decide what makes sense within the milieu and is fun. I always thought the smaller sizes of ships made things more interesting, but if you take your cues from Star Wars, well the big boys might be pretty interesting, though in that genre they are more plot devices than anything else.

Anyway, sure, book 8 is good. I'd kind of forgotten about that one. As with the aliens, robots kind of didn't get really first class OTU status, but you could do a lot more with them in a more customized setting.
 

There are 8 books. 13 supplements
Most fans of ProtoTraveller reject Book 5 specifically because of the large ship construction system. Most also have a multi-sector imperium.
THe point of PT is to keep things manageable and simple... which Bk5-8 don't... and to not have the monster Imperium a year's travel edge to edge.
Well, Book 5 has a lot nicer starship construction system than Book 2 does. So we generally utilized that (especially since we had the '77 vintage core books, and the first version of Book 2 has some issues). As far as really huge High Guard starships ala TCS, smaller empires are less likely to have such budgets, and you can always imagine the political situation such that they're not really an achievable type in practice (you could also set the general tech level a bit lower, it doesn't have to be TL15).

I get what you are saying, if you want to stick to the core chargen system and some of the other less elaborate core systems like trading then you may not want to use a lot of stuff from the higher books. Honestly though, we always picked and chose what to use, and I never ran my games in OTU and pretty much just ignored anything that was specific to it. A lot of the books touch on OTU, especially the later ones, but you can just ignore those references, or recontextualize them within whatever version of universe your game has.
 


And a lot worse a combat system... the sub-1000 Td ships just don't rate very well for either bk-5 (and the two versions are quite different there, but both suck at those scales)...
Yeah, I don't recall that we had much use for that combat system, as it is heavily geared towards running battles with dozens or 100's of ships on each side. As I remember though, the system IS kind of interesting in that a 1000 T ship, or 100 of them, will be like flies to a 1 megaton Imperial Dreadnought, but 10 100k T ships will eat that dreadnought's lunch in a trice (It will fry one with a spinal mount shot, and the 10 return shots will turn the big boy into scrap). This dynamic continues down the size scale, 10 of those 1000 T ships will rip a 100k T ship to bits too. So there's a weird kind of dynamic there. What you need to do is VASTLY outsize your enemies, and then they're helpless, but if you only outclass them by a marginal amount, you're better off building a whole lot of mid-sized ships. IIRC the winning formula was pretty much to build a carrier that carried 5 ships of 1/10th of its own tonnage each, plus a spinal mount. That gave you 6 spinal mounts for your tonnage, and the carried vessels, being short-ranged and without jump, can be pretty bad-assed.

Honestly, it was never meant to be a system that would really work well for doing anything but offscreen adjudication of battles happening in the backdrop of standard RP. As a standalone space combat system NONE of the ones that Traveller ever created were really much good. Mayday was about as good as it got, and even that was hamstrung by being constrained to match up with the RPG.

We built our own system, which we called 'Fleet Command' (the name has long since been used by a couple of commercial titles). It was actually quite awesome, basically 'ironclads in outer space' but it sits in a sweet spot between the awkwardness of Traveller's official combat systems and the incredible complexity of Star Fleet Battles. You can run battles with upwards of 100's of ships on each side and it is quite fun. Never quite managed to get the thing published, sadly.
 

aramis erak

Legend
Honestly, it was never meant to be a system that would really work well for doing anything but offscreen adjudication of battles happening in the backdrop of standard RP. As a standalone space combat system NONE of the ones that Traveller ever created were really much good. Mayday was about as good as it got, and even that was hamstrung by being constrained to match up with the RPG.
Mayday is nothing but Book 2 on a hex-grid, with easier movement tracking. I've found over the years that Bk2 is the third best ship combat system I've run for an RPG... Second is from the 3.2 draft of MGT 1E (but doesn't resemble what was in the released book), and first is Gorilla Games' Battlestations.
 

dragoner

KosmicRPG.com
Book 2 Starships is kind of my favorite style, it goes quick too; not saying there couldn't be better, though I haven't found it.
 

Book 2 Starships is kind of my favorite style, it goes quick too; not saying there couldn't be better, though I haven't found it.
Oh, you can have MUCH more tactically interesting battles, but they won't be particularly realistic. Honestly though, neither is Traveller combat, Marc clearly wasn't particularly knowledgeable about how sensors and such really work.
 

dragoner

KosmicRPG.com
Oh, you can have MUCH more tactically interesting battles, but they won't be particularly realistic. Honestly though, neither is Traveller combat, Marc clearly wasn't particularly knowledgeable about how sensors and such really work.
It's cool for cats. Looking at data sheets from NASA, the likelihood of space battle would be enhanced radiation weapons, neutron bombs, exploding hundreds of kilometers away, and doing crew or electronics kills on the vehicles. Fairly grim or unsatisfying imo. Sort of like when stuff gets put in the van allen belt, except no, that is a raging river of radiation. I'll give on the technical side to let the players have agency in how it all works out vs you did your math wrong and now the enemy weapons drone has the drop on you.
 

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