[Game a Day 9] Traveller & MegaTraveller

HellHound

ENnies winner and NOT Scrappy Doo
I first discovered Traveller through the pages of Dragon Magazine back in the early 80’s. Traveller was THE sci-fi RPG – in fact I hadn’t heard of any others until the review of Star Frontiers in Dragon magazine (which lead me to purchase said game, see my second game a day entry for those experiences). Traveller is a classic game using nothing but 2d6 for most game mechanics, and a very random character creation system where you roll to determine your skills received during your service prior to becoming a Traveller.

An interesting twist compared to most RPGs of the era is that all characters share a common career once game play begins (that of being a Traveller – basically a wandering mercenary troubleshooter, explorer and merchant rolled into one), but are defined instead by what they were prior to this new occupation.

For those unfamiliar with the game, when generating a character for this game, you start with basically no skills, and then select a career appropriate for your character and his stats. Then you roll to see if you get into said career. If that fails, you try for another (with a penalty). If that fails, you get drafted into military service and roll to see what service branch you serve in.

Once you’ve determined what career you got (or got drafted) into, you roll for events in four-year ‘terms’. You roll to see if you survive the term (yeah, you can die every four years in chargen, although later editions made this non-lethal, instead you just muster out due to an injury instead of dying), if you get commissioned, if you get promoted (and in MegaTraveller – if you get ‘special duty’). Then you get skills from all this (rolled randomly, but you get to pick which of the four tables you roll on from the four available to your career for each skill). Then you decide if you are going to serve another term, and roll to re-enlist.

If at any point you fail to re-enlist, decide not to re-enlist, (or fail the survival roll in MegaTraveller), you muster out, and determine how much money and other goods you manage to retire with. Then you become a Traveller – independently well off people who, well, travel. Characters who survive many terms can have stupendously high skill levels as well as piles of starting money and equipment compared to those who only survive a few – in order to try to balance this out, only young people have much of a chance to unlock their hidden psionic potential if they should seek out a psionics institute and get training. For starting characters, this doesn’t make a lot of difference in game-balance, but it can start leveling the playing field a bit in a longer campaign.

My first introduction to the RPG itself was through a friend who would later become a member of my MegaTraveller group. He loaned me the starter edition boxed set in my first year of High School. I ran the game with the same grade-school friend whom I played most of my Star Frontiers with. It was only after a few sessions that we noticed that the beginner set didn’t include any experience or advancement rules. I returned the set and forgot about the game for a couple of years.

I was reintroduced to Traveller and the new edition of the game, MegaTraveller, while living in Atlanta at the age of 16. I got involved in a heavily house-ruled edition of the game held every other week at Titan Games and Comics III on Sundays (we played Car Wars and other RPGs every Saturday too, it was a great gaming getaway). I just remembered the house rules we were playing by because I found the character generation worksheets the GM would hand out to new players in my gaming boxes. After that exposure (and a few awesome games), I bought the books one at a time until I had the full set of MegaTraveller books.

I ran MegaTraveller later when I got back from Atlanta, for the first gaming group I ever was involved with that included women. We played a star-spanning adventure taking place on the scout ship belonging to one of the female players, hopping from planet to planet, checking out strange worlds. Of the sessions we played, two games are particularly memorable to me.

The first involved a wet landing of the scout ship at a floating research base on a water planet. The base and planet remind me a lot of Camino in Star Wars Episode II actually. The players are there to drop off an information packet and pick up some rare liquids mined much deeper in the ocean. However, they find themselves in a research station where the research has lead to the researchers forming a hive-mind. They try to steal the players’ ship to spread themselves across space (as they’ve been forcibly ostracized by the other research bases on the planet). The players rescue a few of the support staff, almost have the hull of their ship breached by shaped charges planted by kamikaze swimmers, and head off-planet in a rush.

The other game involved a plot stolen directly from one of the old Han Solo novels. The players have moved from the scout ship to a merchant vessel by this time, and take a job that requires they have life support equipment in the storage area (supposedly for shipping sensitive fruits and vegetables). When they land at the pickup point, they are ambushed by slavers who intend to use the ship to transport slaves across from an amber (no travel) planet to a planet where slavery is legal, across space where it is not. The players manage to outmatch the ambushers, losing one team member in the process. Doubly-mad for revenge, they track down the person who arranged the shipment and through him found out who the person behind the slave trade is. They encounter him and his companions on gravitic hoverbikes, blow out the bikes, but still have to deal with the leader who is wearing a gravitic belt harness also. The ensuing battle resulted in the death of another character and the near death of two others. The game is memorable both because of the emotional response from the players regarding the slave trade, as well as the emotional response towards character death in game, as this was the first session where they had dealt with a player character dying instead of retiring.

In the end, MegaTraveller became my gateway to CyberPunk. I loaned the rule books to a friend after that session, and a month later he ran a game using the rules, but involving backstabbing, double and triple dealing, drug trafficking, illegal implanted cyberweapons, and many other cyberpunk items. After that game we switched to using the CyberPunk RPG for our Cyber games instead of MegaTraveller, and MegaTraveller ended up languishing in my collection along with the huge sector map that Glenn and I had randomly created, one system at a time, using the rules for star system generation in the game.

---

About three months ago a very close friend and one of the core team of the original Ambient d20 team committed suicide. This really struck deeply into me, and I haven't been able to concentrate on anything RPG-related since then - I haven't prepped a game, written a supplement, edited anything, or even put anything through layout. I even dropped off the RPG message boards I love, especially ENWorld.

So, I've started to think back over all the games I've played over the years and what makes gaming fun for me. And I'm collecting them into roughly 1,000 word posts about the various games, with the intent to write and post one every weekday that I'm not on the road, and then re-invest this energy into running games and writing again.
 

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Ah Megatraveller.

Still IMO one of the finest games set to paper. To me, it had a very satisfying fusion of "answering lots of question for the GM" and "freeform utility."

Whenever I get together with my high school buds, this game invariably comes up as a "let's run a session for nostalgia" choice.
 

There was just something about those nifty black books--minimalist design, and very striking.

(Mega)Traveller was probably my second-favorite game (outside of D&D) growing up. The character creation system was, as a friend of mine noted, pretty much a game in itself, and a pretty fun one, too. Played some MegaTraveller at college, but, as I recall, that game fizzled out because the GM was totally, utterly unwilling to kill any PC, regardless of circumstances.

I'd say not playing more (Mega)Traveller and Call of Cthulhu are my two biggest gaming "regrets."
 

Traveller was the second RPG I ever played. By about an hour! (And yes, my first character was killed on the last roll during character creation.) Had some fun times with it, but never played any other versions besides the original.
 

Ah yes, MegaTraveller...only played it briefly, but it brings back some fond memories of a few great and/or hilarious sessions...

Disclaimer: we knew we wouldn't be playing more than a few adventures in MegaTraveller, and certainly nothing resembling a full campaign (and we were young ;) ), so we took it a lot less serious than we would normally do, and we were not above the occasional PvP playing.

In one game the PCs were sent to investigate a research facility on a remote planet that hadn't been heard from in a while. When they got there they found no people, only a few remains and some strange signs that something was completely wrong... the atmosphere was so thick you could cut it with a knife, and suddenly there was a big roar outside the open window. Man did we jump! :D It turned out to be my dad :) That was some of my best GM'ing and it was 98% improvized!


Another time one of the PCs threatened another PC (with a rocket launcher!) to use the ships computer to hack into the starports computersystem and transfer some funds to their account... The authorities found out and tracked them down and charged both of them with the crime. We chose to roleplay the interrogations and the trial. The hacker obviously said he had been threatened into doing it, but the other guy denied it, saying that it was ridiculous that he should have threatened him with a rocket launcher inside the ship (which was his own personal property) since he would most likely have destroyed the ship and at least have wounded himself if he ever fired. The guy playing the PC who threatened the hacker was extremely convincing and the hackers story had some holes, so it was hanging in the balance. I asked a mutual friend, who came over, to play the part of the jury. He found it highly unlikely that the hackers story was true, so the jury decided that since it was proven beyond a doubt that the hacker had indeed comitted the crime, he should be found guilty and the other guy was acquitted! The hacker was sentenced to "Space Probe" meaning that he was strapped into a space probe, had an I.V. with nutrition and anti-aging drugs, and a huge oxygen supply, so that he would spend decades or even centuries flying through space, completely alone, contemplating his crime ;)
Yes I know this was more than a little cruel... but since it was a one-off, I didn't mind and after passing the sentence to the hacker, I just had to leave the room and laugh out loud :D Ahh...the memories...

Hmm...I really ought to go and dig out my old MegaTraveller boxed set from the storage... :cool:
 

Ed_Laprade said:
Traveller was the second RPG I ever played.

I can't remember if mine was Classic Traveller, Star Frontiers or Boot Hill :)

I'm trying to start a T20 game now. I have most of the material for CT, T4 and GT. I don't have the rulebooks for MT but I have the Rebellion Sourcebook, one of the GDW starship books and some of the Digest Group Publication Alien books, the starship book and their planetary design exploration book. I aslo have 2 books for TNE the Hivers book and the Regency sourcebook. I collect traveller stuff so that's why I picked those up. Plus a few people when I was on the Traveller Mailing List recommended the DGP material, although I'm not a member of the TML anymore. I post often on the Citizens of the Imperium messageboards.

I think I prefer the GT rule system but not having played GURPS in a long time I'm growing on the T20 system although to be honest I'd prefer if they'd redo it for D20 Future/D20 Modern. But most of the many starships would lose of their Traveller "flavor" if they did that I think. GT has a lot of books and I got into that in '98 when SJG started publishing the GT line. I think I have all of the GT books execpt the new Interstellar Wars. :)

For the background depth and the "vision" of Marc Millers work, I don't think you can go wrong playing any form of Traveller. It is the "first" sci-fi RPG and I'm glad that its still in print in some form what ever the rule system. The background is pretty generic, there was even an article in Dragon by Steve Kenson for using the Alternity rules for Traveller.


Mike
 

I too was introduced to Traveller through Dragon magazine back when it was a general gaming magazine. I still look back on those days with nostalgia compared to the days after Dragon became a D&D-only vehicle. Even if I wasn't particularly interested in playing some of the other games like Top Secret, Divine Right, or Boot Hill, it was still cool to read little bits about them from time to time.

MegaTraveller is still my favorite sci-fi game (though d20 Star Wars has its good points too). Some of the supporting materials, particularly from Digest Group Publications, were fantastic.
 

I was introduced to Traveller about 3 years after I started playing 1E D&D. IT is still my "go to" game for sci-fi roleplaying. The only change I have recently made is using the SIEGE engine from Castles and Crusades with some help from my copy of T20 to run a d20 based Traveller game that still has the same "flavor" it has always had. None of the "leveling" crap, still skills based. I love it. Plus it is a fun challenge to me adapting things more or less on the fly. Great fun!

With summer coming up and only my daughter having college classes, on line, we will be doing a LOT of roleplaying over the summer.
 

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