Bedrockgames
I post in the voice of Christopher Walken
I ended up getting the Games Workshop version, and will get the Mongoose version next month if I can
I haven't looked at much Mongoose stuff. I really like the 1977 edition (which was the first RPG I ever owned).I am curious if there is value in reading the originals too
I haven't looked at much Mongoose stuff. I really like the 1977 edition (which was the first RPG I ever owned).
For my own Traveller play, I use a ruleset that starts with 1977, feeds in the S4 options, uses most of the later skills (but not all: I treat Gravitics as an aspect of Engineering, Lawyer as an aspect of Admin, and Trader as an aspect of Broker), adds the Special Duty line from MegaTraveller (because, especially with extra skills, the 1977 characters are just a touch underdone), and includes a few bits and pieces from the 1981 version and Andy Slack's articles in early White Dwarf.
The Traveller Book is the 1981 version, I think with some further minor tweaks.I like going to the originals when I can. I ended up getting CT-TTB The Traveller Book, which I was advices was a consolidation of the core books, from Games Workshop. Do you happen to know if this is the original traveller from 1977 (I believe the 1977 version is the one I've played in because the booklets the GM used look like the originals when I have seen people share them in forums, but I am not well versed in Traveller). This is the DRIVE THRU link of the one I picked up if that helps.
I agree, motivation has been the bane of many of my Traveller games. Again, major brownie points for Pirates of Drinax as the overreaching meta-goal of becoming lords/pirates/etc.. of the Trojan Reach both allows a wide birth for adventure types and agendas, and it provides a big area of space, but not an infinite amount of space to explore. Ever since, I'll never start a Traveller game without a meta-goal again. No more "so a bunch of folks that got a mortgage to pay..."For me, Traveller is the ultimate sandbox game, so I'm glad to see the thread has already gone there!
I think the key is that Marc Miller took something in OD&D and ran with it more systematically than anyone else: Traveller just consists of modular procedures that work at different levels. Those three tiny 1977 books let you procedurally generate people, animals, encounters, patrons, starships, planets, sectors of space, interstellar markets, and probably more.
I think Mongoose gets this. Their World Builder's Handbook contains degree-level astrophysics, complete with equations; but you can just use the bits you want and fold the rest into the simple system in their core book, which is compatible with 1977 system, which is still compatible with the referee making something up and putting numbers on it after. They take the permissive 'support if you want it; but, hey, don't sweat it' approach to a ridiculous extent.
By, stereotypically, making you a retiree trying to make mortgage on their starship, Traveller also illustrates a really important thing about sandboxes that I think people sometimes struggle with: you need a big obvious motivation to get the players started. That motivation doesn't need to structure the whole campaign, but you do need an initial 'what are we trying to do here?'
Agreed. I think some purist out there just put all their eggs in a non-prepped imoprov run by the seat of my random table, box. Instead of viewing west marches as a type of sandbox, its seen as the only possibility of sandbox. There are plenty of ways to skin that cat. Many of the Paizo APs, often derided as railroads, actually offer interesting and intriguing sandbox potential. Many RPG systems can take the emphasis in different directions such as what is mentioned here and adding more narrative control to the PCs. Its all about preference and taste, and not about drawing lines in the sand.Finally, I'd say people often associate 'sandbox' with OSR-style play, but I think it's broader than that. To me, the threats and referee procedures in Apocalypse World, plus all the world creation implicit in the playbooks, are basically a brilliant set of tools for creating a very specific sandbox. The emphasis is a bit more on exploring relationships and a bit less on exploring the world, but even that is only a matter of degree.
Its been used for decades. Though, it backfired a few times on me. My players went down a deep rabbit hole of finding a trade route like Traveller was the Merchant of Venus board game RPG port. They looked up all the obnoxiously long system codes to find who needed textiles or electronics etc... Every adventure hook was "too dangerous cant risk the ship we gotta pay it off..." So, yeah... Ive stopped using the mortgage as a motivator for a campaign in Traveller.I am playing Traveller for the first time, using Drinax, and our motivation started as: we have a mountain of debt. Of course every individual character has their own motivations and stuff, but the impetus to adventure was not getting our ship repossessed.
We got pulled into the pirate stuff pretty quickly because that's a MUCH more fun way to gather the necessary scratch.Its been used for decades. Though, it backfired a few times on me. My players went down a deep rabbit hole of finding a trade route like Traveller was the Merchant of Venus board game RPG port. They looked up all the obnoxiously long system codes to find who needed textiles or electronics etc... Every adventure hook was "too dangerous cant risk the ship we gotta pay it off..." So, yeah... Ive stopped using the mortgage as a motivator for a campaign in Traveller.