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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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.
Character advancement is done by accumulating Credits, which can then be used to buy gear or training, or other monetary-based advantages. Training for new skills requires payment and downtime, which is calculated in Months and can usually be done during the course of a ship's travel. There is no abstract 'Experience' system or levelling, but as people generally work out, the fact that nearly anything can be bought somewhere for a price means that there isn't any real need for one, and a reason to adventure is readily incentivised.

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.
You can die in character generation in all editions, but there are a lot more buffers to this in the modern editions. I had a player a character who 'died' multiple times during character generation, but he just accumulated debt by paying off medical bills - its a scifi setting, so what barrier is death to medical science anyway? He had a lot of debt at the beginning of the game, but this was his incentive to adventure and accumulate credits of course.

Personally, I find the character generation one of the most fun aspects of the game, as you may start off with a rough direction of the character, but as you keep going end up with a really interesting life path, which integrates with meeting other PCs and provides motivation and background to the character. The default position is to just roll the dice, but expanded rules have players choosing skills or even using a points buy system.

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.
The basic idea of 'jump' space comes from 1950/60s scifi - mainly Asimov's Foundation series.
 
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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.
Well yes. Classic Traveller wasn't licensed - it was owned by the creator. The Mongoose Edition(s) were licensed, by which I refer to them being the official, current version of the game. If you own that one, you don't need to worry about any of the others and most of them are out of print. It's like asking people to report on D&D5th by discussing about AD&D.
 

Dire Bare

Legend
Well yes. Classic Traveller wasn't licensed - it was owned by the creator. The Mongoose Edition(s) were licensed, by which I refer to them being the official, current version of the game. If you own that one, you don't need to worry about any of the others and most of them are out of print. It's like asking people to report on D&D5th by discussing about AD&D.

I confused myself with the word "licensed", which I was comprehending as the word "official". Sorry.

So, the game is still owned by it's original creator/company, but has licensed continued development to Mongoose. I would consider all of those "official" and part of the evolution of the game. To say that the recent edition is the "2nd Edition" when there have been more than 2 versions, original or licensed, is to me, confusing. But this is true of many games I assume, it's certainly true of D&D! There's more than 5 distinct versions of D&D, and all produced by TSR or later by WotC! When I try to explain that to folks not "in the know" on D&D history, they get confused too!
 

oknazevad

Explorer
I confused myself with the word "licensed", which I was comprehending as the word "official". Sorry.

So, the game is still owned by it's original creator/company, but has licensed continued development to Mongoose. I would consider all of those "official" and part of the evolution of the game. To say that the recent edition is the "2nd Edition" when there have been more than 2 versions, original or licensed, is to me, confusing. But this is true of many games I assume, it's certainly true of D&D! There's more than 5 distinct versions of D&D, and all produced by TSR or later by WotC! When I try to explain that to folks not "in the know" on D&D history, they get confused too!

Oh, it gets more complicated than that. The original Traveller, now usually called Classic Traveller, was published by Game Designers Workshop (GDW) in 1977. They published two follow-ups in ensuing years, MegaTraveller in 1987 and Traveller: The New Era in 1993, which used entirely different mechanics.

GDW folded in 1996, but the rights to the game reverted to original creator Marc Miller, who quickly released a new version called T4: Marc Miller's Traveller through a start-up called Imperium Games. Though bringing back many of the classic mechanics and resetting the setting timeline (because the metaplot of MT and TNE got a mixed reception), it wasn't that successful, as it was seen as a rush job.

Miller was actually bought out of the new company, but still retained rights to Traveller and wound up licensing the setting to other publishers, who used it for publishing versions that used other game systems, including GURPS Traveller in 1998, a D20 version in 2002, and a Hero System version in 2006. Mongoose also picked up a license, and released a version closely based on the original in 2008, and it became their best selling line. Their second edition was released late 2016. But, to make matters more complicated is that Miller, through his IP holding company Far Future Enterprises released his own 5th edition in 2013. Most have said it's a good source book for the Mongoose version. So there's sort of two current official versions, but the Mongoose second edition is more choherent (and much nicer looking).
 

Dire Bare

Legend
Oh, it gets more complicated than that. The original Traveller, now usually called Classic Traveller, was published by Game Designers Workshop (GDW) in 1977. They published two follow-ups in ensuing years, MegaTraveller in 1987 and Traveller: The New Era in 1993, which used entirely different mechanics.

GDW folded in 1996, but the rights to the game reverted to original creator Marc Miller, who quickly released a new version called T4: Marc Miller's Traveller through a start-up called Imperium Games. Though bringing back many of the classic mechanics and resetting the setting timeline (because the metaplot of MT and TNE got a mixed reception), it wasn't that successful, as it was seen as a rush job.

Miller was actually bought out of the new company, but still retained rights to Traveller and wound up licensing the setting to other publishers, who used it for publishing versions that used other game systems, including GURPS Traveller in 1998, a D20 version in 2002, and a Hero System version in 2006. Mongoose also picked up a license, and released a version closely based on the original in 2008, and it became their best selling line. Their second edition was released late 2016. But, to make matters more complicated is that Miller, through his IP holding company Far Future Enterprises released his own 5th edition in 2013. Most have said it's a good source book for the Mongoose version. So there's sort of two current official versions, but the Mongoose second edition is more choherent (and much nicer looking).

Whoah. Thank-you, I think. My brain hurts.

I can see why Charles (OP) didn't want to get into trying to explain all of that! Maybe a sentence like, "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!"
 

Bluenose

Adventurer
Whoah. Thank-you, I think. My brain hurts.

I can see why Charles (OP) didn't want to get into trying to explain all of that! Maybe a sentence like, "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!"

Or three, if you include the Cepheus Engine, which is using the OGL for Mongoose 1e Traveller to keep those rules going.
 

Kersus

Explorer
If one has the Starter Box (which has a ton of content) what do you think is the next logical product to purchase? Is the main rulebook even necessary?
 

Bluenose

Adventurer
There's nothing in the main rulebook which isn't in the Starter Set, so it would be superfluous. The next thing I'd suggest would be the Central Supply Catalogue, which adds a pile of equipment that's very useful.

After that it depends on what exactly you want to do. If you're determined to create your own setting then High Guard and the Vehicle Handbook add a wider selection of spaceships/vehicles respectively, and the design sequences for making your own. They're probably the most generally useful other books. The Traveller Companion (not yet in print but out in pdf) is not entirely necessary, most of the contents are certainly optional.

If you want to use the 'Official Traveller Universe' that is what most of the other current Mongoose publications cover. Pirates of Drinax is a really good campaign with diplomacy, economics and combat as the focus, with plenty of supplementary material for it. The set also includes details of the Trojan Reach sector and the Aslan (who are the first major alien race to get significant coverage). There's a series of Reach Adventures which are in the same sector, though not part of the PoD adventure. The Great Rift boxed set covers several sectors most of which are empty space, but it's a good place for scientific mysteries and exploration and there's a few adventures for that out too (one of them being my favourite adventure so far for this edition). The other boxed set is Element-class Cruisers, and while a boxed set and ship plans for a single type of warships might not seem so interesting, it also has a fair amount of background on how the Imperial Navy does things, it's doctrine, and the best part is the Naval Adventures book which discusses how to run campaigns for crews of naval ships. There's one adventure out for that so far. There's also a small number of adventures in the Marches Adventures series which are set one sector away from the Trojan Reach, so it's not too far away. It's also worth bearing in mind that Classic Traveller had a lot of adventures and background material that is compatible in time-frame and often location with the Mongoose material.

If you're not going for the OTU there are a number of other existing settings which I'm only partly familiar with. Clement Sector is one I do know, and that's got a lot of supporting material out for it (there's also a sale on currently). The one thing that you won't find (yet) is extra adventures or background for the adventure in the Starter Set, there is supposed to be more planned but the schedule is doubtful.
 

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