Traveller?

My books are CT, the very first printing. lol.
I've got a 1977 edition but probably second rather than first printing. Whatever shipped to Australia c 1978.

Anyone here into any version of Traveller? Sing out if you are.
I've got a number of Traveller actual play threads on these boards. Here's the most recent: Classic Traveller session

I prefer the 1977 to the 1981 rules, although I also have my own PC gen tables that include the Supplement 4 careers/services, add the Book 4 skills and some of the Books 5 to 7 skills (not all - I fold Gravitics into Engineering, Trader into Broker and Legal into Admin), and add a MegaTravelle-style line for special duty, which beefs up starting skills a bit.

In play, I like to approach resolution in a way that is similar to Apocalypse World's "if you do it, you do it". The maths is not as tight as AW, but I nevertheless like the system. These were my reflections 5 years ago:
Given that this is a 40 year old system, I think it holds up really well. (Although the original generation rules give very low-skill PCs - whereas I thought the addition of the special duty roll made our PCs, even the ones with only a term or three, interestingly well-rounded.) We didn't have any combat yesterday - and Traveller combat is ridiculously brutal, hence the need for two PCs - but the rules for social encounters, dealing with officials, and the like all worked smoothly. The only source of complaint was from Vincenzo's player - "I didn't want to play an accounting game!" An abstract resource management system would probably make the experience of running a starship a bit smoother.

The other thing that I was struck by is how bleak the default setting of Traveller is. The chance of dying during low passage transit is 1 in 6 for an ordinary person (1 in 12 with proper medical personnel overseeing the process). That's really high, and yet the rules are full of starship with low berths and passenger tables that show plenty of people willing to pay to travel in them. So the impression one gets is of worlds full of poor people willing to face a really high risk of death in order to travel to worlds that offer better prospects (but only 1 jump at a time!), while nobles lord it over the populace in their ridiculously expensive yet largely pointless interstellar yachts.

And this bleakness came out even in the worlds I generated - who would want to live in the universe of Ardour-3, Byron and Enlil?

For what it's worth, I recommend this system.
The only real complaints I have, after having run the system regularly over the three-and-a-half years between making that post and the other actual play post I linked to above, is that the rules for onworld vehicle-based exploration don't work, because they depend on map-and-key resolution, which in my view is simply not viable in a game of hopping from world to world.

The only player complaint I've had was put best by one of my kids, after running an ad hoc session for her: it calls itself "Science Fiction Adventure in the Far Future", but people still drive cars and use walkie-talkies rather than even mobile phones. But for me the weirdness, relative to the actual world, of Traveller's technological accomplishments and technological limitations, is part of its charm.
 

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The only player complaint I've had was put best by one of my kids, after running an ad hoc session for her: it calls itself "Science Fiction Adventure in the Far Future", but people still drive cars and use walkie-talkies rather than even mobile phones.
It's the far future of 1977 (or rather, of the times when the books Marc Miller (and I) grew up reading were written), and I am quite happy with that.
 

It's the far future of 1977 (or rather, of the times when the books Marc Miller (and I) grew up reading were written), and I am quite happy with that.
Honestly though, I don't think it is THAT hard to include a lot of more modern tech ideas. I mean, handheld devices for instance won't really change much.
 

Honestly though, I don't think it is THAT hard to include a lot of more modern tech ideas. I mean, handheld devices for instance won't really change much.
I agree it could be done. I have a fondness for the actual system and gear list - as I said to my complaining players, the world of Traveller made all its progress in relation to applied quantum gravity rather than in communications technology (I'm not a physicist or technician, so can't say those are anything more than buzz words coming out of my mouth!).

I do think the overall flavour of Traveller depends on the use of guns and explosives as well as lasers and particle beam weapons, and this does suggest some limits on how "futuristic" it should go. (Eg I don't see that it's very well suited to Flash Gordon or Star Wars.)
 

I agree it could be done. I have a fondness for the actual system and gear list - as I said to my complaining players, the world of Traveller made all its progress in relation to applied quantum gravity rather than in communications technology (I'm not a physicist or technician, so can't say those are anything more than buzz words coming out of my mouth!).

I do think the overall flavour of Traveller depends on the use of guns and explosives as well as lasers and particle beam weapons, and this does suggest some limits on how "futuristic" it should go. (Eg I don't see that it's very well suited to Flash Gordon or Star Wars.)
Well, it has a pretty strong genre. I do agree with the thought that Traveller is essentially "the future of 1977." For example I've been following a lot of the developments in military tactics/doctrine/operations and if you compare that with the kind of military organizations and tactics envisaged in Striker, or even Mercenary, there's little similarity. Striker looks like what the US Army taught us of tactics in my 1981 ROTC course, just with plasma and anti-gravity tacked on as thematic elements. You can't even really build a 'drone' in Striker from what I can remember (there might be a provision for a 'loitering munition', maybe). Now leading theories of near-future warfare involve things like swarms of 1000s of drones and envisage vastly greater capabilities in terms of C3I and such than anything Traveller ever imagines.

So, yeah, in some areas it does seem like the 'future of the past', but you could incorporate some more modern sensibilities there. I mean, drones, Machine Learning, limited forms of AI, ubiquitous computing. These are all things that could rewrite the equipment lists a bit, without necessarily altering the game in deeper ways. OTOH I always thought that Traveller's higher tech levels (anything much above 9) don't likely really make much sense, but its a fun enough game without really trying to go crazy. Honestly, I read through Eclipse Phase and that sort of future vision just didn't seem all that FUN (and probably no more realistic than Traveller's).
 


I've got a 1977 edition but probably second rather than first printing. Whatever shipped to Australia c 1978.
The second edition of Classic is 1981 and later only. And the second printing of 1st ed was in '78, but I don't know when. CT 2nd ed is not marked as such; IIRC printings 6 and later have the copyright 1981, and are second ed.

If your space combat uses miles, it's 1st ed.
 



Marc and Frank met while Marc was back to school to get a commission. There should be no surprise at all that everyone but Loren seems to have had either (Sr) ROTC or prior enlisted service.
Right, I think they were pretty knowledgeable on the topic. It is just interesting, and typical of all of Traveller, that there is very little extrapolation of the EFFECTS of technology on society/politics/business/etc. I mean, there is in the sense of the deliberate construct of the Jump Drive and their postulation of an empire based on that, but in terms of extrapolating what advanced computation, communications, intelligence, or anything like what we now call machine learning, there is basically nothing. I mean, it gets pretty obvious too! Like Striker MBTs ARE high performance spacecraft, a grav tank can literally do anything a ship's boat or HG small craft can do, and has pretty analogous weapon systems. Yet, the described military doctrines and organization are suitable to something like a Soviet invasion of Western Europe c. 1975. I mean, if your tanks are hypersonic and capable of flying to other planets (or at least orbit) I don't think military doctrine is going to faintly resemble that, and in fact its hard to imagine even thinking in terms of 'ground forces' or 'tanks' at all. lol.

That is paralleled by Traveller's total lack of attention to concepts like robotics, prosthetics, androids, biological engineering, etc. etc. etc. Eventually each of these got a fairly cursory visit in a supplement or article, but they were clearly not intended to be part of the 'core game'. Now, back in 1977 perhaps this was not so glaringly obvious, but nowadays when we already have capabilities that are just flat out not even thought of in Traveller, or not considered as being important, its hard a bit blatant.
 

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