Wednesday, October 30, 2024

Retrospective: The Travellers' Digest

Fanzines have a long history in fandoms of all kinds, going back at least as far as the 1920s, when science fiction and fantasy increased their reach (and popularity) through pulp magazines like Weird Tales and Amazing Stories. Unsurprisingly, the hobby of roleplaying – and, by extension, its fandom – followed a similar trajectory, building on the already existing traditions of 'zine making. Just as many of the people who created the first RPGs had previously contributed to wargames fanzines, so too would many of the contributors to the emerging scene for roleplaying 'zines go on to create or contribute to later RPGs. Fanzines thus served as a kind of "training ground" for new and often, though not exclusively, young writers hoping to make a name for themselves.

While Dungeons & Dragons, by virtue of its being the first and most popular roleplaying game, had a very enthusiastic fanzine culture, it was not the only RPG that did so. Those slightly older and better connected than I could probably speak at great length about the vibrancy of the 'zines devoted to, say, Tunnels & Trolls or RuneQuest, two games that I know had fanzines devoted to them. Not having been a player of either of those games in my youth, I don't have much to say on that front – or indeed about the 'zines written by fans of most other roleplaying games. The main exception is, of course, Traveller, a game I've played and adored since I first encountered it sometime in 1982.

The interesting thing about Traveller fanzines is that some of them were, in fact, officially licensed and associated with a third-party game company producing material for use with Traveller. For example, FASA, which would later publish Star Trek the Roleplaying Game and BattleTech (Battledroids), began its existence as a Traveller licensee. During those days, FASA produced not one but two 'zines, Far Traveller and High Passage. One might argue that these periodicals aren't actually "fanzines" at all, but closer to prozines and I'd be willing to concede the point if it weren't for the fact that these periodicals were still very amateurish, produced on a shoe-string budget and written by and for fans. And, of course, one might counter by saying the entire RPG hobby, including the companies that service it, have never really stopped being amateurish, so it's a distinction with only a very small difference.

All of this is a roundabout way of saying that, before the Internet, Traveller had a number of well-done and influential fanzines that straddled the line between purely amateur and truly professional, often involving writers and artists who worked on both sides of the line, like the Keith Brothers. I read a number of them on and off, but I never became a regular reader of any of them until the appearance of The Travellers' Digest in 1985. Published by Digest Group Publications, the (theoretically) quarterly periodical was clearly modeled on GDW's own The Journal of the Travellers' Aid Society, though, to be fair, most fanzines for Traveller looked to JTAS for inspiration. 

What distinguished The Travellers' Digest (hereafter TD) was not its format but its content. Each issue presented an adventure scenario that was part of a looser, large narrative – the so-called "Grand Tour," in which a quartet of characters, including a highly advanced sentient robot, traveled across the Imperium and reported on their experience to the eponymous The Travellers' Digest, which is presented as an in-universe magazine. Each adventure highlighted a different region of the Third Imperium, providing players and referees alike with information they could incorporate into their campaigns, even if they didn't make use of the Grand Tour meta-narrative. 

I could have cared less for the Grand Tour, especially since the adventure presupposed the use of four pregenerated characters, none of whom, not even the robot, held much interest for me. However, I loved all the additional details the writers provided about the Imperium, its worlds, cultures, and history through the vehicle of the Grand Tour scenarios. I talked recently about "jump dimming," for instance, and that's a good example of the kinds of things TD did often: present clever new details about the Imperium so that it started to feel like a real place, with its own unique societies and cultures. 

GDW had already provided plenty of details about the Third Imperium in its own publications, but TD did so in a way that felt very organic and, above all, playable. The magazine (mostly) didn't just present high-level lore dumps without consequence to the characters. Instead, the information played a part in a scenario and the characters' encounters with it made sense. Thus, if a scenario were set on Capital, the Imperium's seat of government, the workings of the Moot aren't just chrome but significant to the adventure in some way. DGP managed to pack a lot of great information into their adventures, occasionally even stuff that was truly setting-changing (like the revelation about how the alien Aslan came to possess jump drive).

The Travellers' Digest ran from 1985 until 1990, producing 21 issues in total before morphing into The MegaTraveller Journal, which lasted only three issues before the company folded – a victim of, among other things, the changing fortunes of GDW and indeed Traveller itself. I have a special affection for TD, because it was being produced around the time that I first started to take an interest in writing professionally. Though I never wrote for TD itself, I did write for The MegaTraveller Journal and, through it, made many friends with whom I am still in contact today. 

Traveller is the only RPG fandom in which I've ever been deeply immersed and 'zines, whether fan or pro, were a big part of how I've interacted with that fandom and its members. Consequently, I have strongly positive feelings about these periodicals, so much so that, five or six years ago, I briefly considered producing my own Traveller fanzine. I never followed through with it for various reasons, but the thought still crosses my mind from time to time. Who knows? Maybe one day I'll do it.

15 comments:

  1. That is a FANTASTIC logo!

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    1. Thanks! I really like it, too, which is why it's a shame I've never done anything with it.

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    2. I love the name! Is the alternate spelling just to make it more unique? "Hexadecimal" is more conventional.

      Do we know anything about Marc's formative experiences with hex? Base-16 as a mathematical concept has been known for centuries, but the 0-9, A-F symbology was only locked in with FORTRAN in the 1960s.

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    3. The title is indeed misspelled. I would have corrected it had I done anything with it :)

      As for why Marc used it, he once told me that it was inspired by something from Doc Smith's "Lensman" series, but I forget the precise details, alas.

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  2. I am reviewing individual issues at the moment:

    https://rlyehreviews.blogspot.com/search/label/The%20Travellers%E2%80%99%20Digest

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  3. I'm fascinated by Traveller, and wish I would have played it back in the day (or now!). Though I was interested in reading about the Imperium, the thought of not using a setting of "mine own creation" bothered me as a kid - it felt like "copying" vs. "drawing". What are your thoughts on this, since you've created your own worlds and campaigns, as well as heavily used others like the Imperium and Tékumel? I'm sure you've talked about this before. (I'll have to do some re-reading and searches here) but not sure you've directly compared and contrasted.

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    1. There are advantages and disadvantages to each approach. Generally, I prefer to use my own settings, because I know them so well and it's easy to come up with adventures, situations, and NPCs for them. On the other hand, pre-made settings can sometimes spark something in me creatively that make them almost as easy to use as my own. That's certainly true of the Imperium and Tékumel, both of which I find endlessly inspiring.

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  4. Slight correction, there were four issues of the MTJ. https://wiki.travellerrpg.com/DGP_List

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    1. True! I keep forgetting about the fourth issue, since it was very hard to obtain.

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    2. True. I cannot remember if I purchased it from the local gaming store, or did I order it online.

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    3. The fourth (double-sized) issue was difficult to obtain? I feel lucky, then. I never knew.

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    4. Likewise. I bought #4 from my FLGS, but somehow never came across #3 until I got PDFs decades later.

      I have fond memories of running the Lords of Thunder adventure from #4, using the brand-new T4 rules supplemented by Striker 2 for tabletop battles. This would have been 1996/1997.

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  5. The DGP-HIWG era was the high point of Traveller for me, looking back -- and I think that's how it seemed to me at the time too. I thought it was sad how DGP kind of burned out and rolled up their tent after a few years, but looking back again, I can understand and even appreciate it. Today, Mongoose at the reins doesn't honestly warm my heart or soothe my stomach.

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    1. Joe Fugate gave an Q+A on COTI a couple of decades ago where he said the Digest years are looked on by his family as not happy times - that their family and friends fanzine grew so fast it began to possess their lives in a very dark way.

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    2. I'd heard similar things from various quarters, so it's not surprising to me. I'm still sorry to hear it, though, because the Travellers' Digest was a very good magazine and played a big role in inspiring me to pursue writing professionally.

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