Consider that original Dungeons & Dragons, the very first roleplaying game ever published, was released sometime in late January 1974. Traveller first appeared less than three and a half years later, in late May 1977 (before the wide release of Star Wars, which is a very important fact to bear in mind). Less than a dozen other RPGs were published between these two dates and, of those that were, almost none of them are still published today. That alone sets Traveller apart from its contemporaries.
I mention this because, as I was thumbing through my 1977 Traveller boxed set, I was struck by just how similar in format and content the game is to the 1974 OD&D boxed set. This is not an original thought and indeed it's one that I've had before. I nevertheless think it's worthy of further examination. We are, after all, closing out D&D's semicentennial year and, while I'm reducing the attention I'll devote to that game for the foreseeable future, there really is no escaping its gravitational pull. Like it or not, discussions of almost any roleplaying game will inevitably lead back to Dungeons & Dragons. In the case of Traveller, the most immediately obvious connection to D&D is its format. Like OD&D, Traveller was initially released in a boxed set containing three digest-sized booklets. Each of these booklets focuses on a different aspect of the overall game rules. OD&D's first volume is entitled "Men & Magic" and provides the rules for character generation, combat, and spells. Traveller's first volume is called "Characters and Combat" and covers very similar ground. The second volume of OD&D is "Monsters & Treasure," while that of Traveller is "Starships." The difference between these two volumes is stark, since there's not much commonality of subject matter here and not merely because OD&D has no need of rules for space travel. However, the obvious connections between the two games return with the third volume of each. OD&D has "Underworld & Wilderness Adventures" and Traveller has "Worlds and Adventures."As I said, there's nothing novel about these observations. They've been made for years on OSR blogs and forums and were probably noted at the dawn of the hobby, too. I would not be at all surprised if Marc Miller and/or other notables at Games Designers' Workshop made them as well. When I attended Gamehole Con in October, one of the many amusing stories Marc Miller told about the early days of GDW concerned the release of Dungeons & Dragons. He said that the company's staff was so taken with the game that they soon spent all their time playing it. So enamored were they with this weird new game that Frank Chadwick, GDW's president at the time, established a rule: "No playing D&D during office hours."
It's a very funny story in its own right, as well as a reminder – as if we needed one – that the appearance of Dungeons & Dragons on the wargaming scene in 1974 forever changed the face of that hobby and, in the process, created an entirely new one. Though primarily a historical wargames publisher, GDW was no stranger to science fiction. Prior to the release of Traveller, the company had already published two science fiction games: Triplanetary in 1973 and Imperium in 1977. The latter game initially had no connection to Traveller, which, upon its release, included no setting whatsoever. It was only later that the background of Imperium. with its series of Interstellar Wars between the Vilani and the Terrans, was folded into the much more successful Traveller.
OD&D was thus a significant inspiration for Marc Miller in creating Traveller, since it showed him not just what was possible with a roleplaying game but also the form such a game might take. Admittedly, this is likely true of nearly every RPG published in the last half-century, but, in the case of Traveller, it's especially so, since, by his own admission, he and the other designers at GDW were playing a lot of D&D in those days. Miller even contributed some D&D comics to The Strategic Review, which testifies to his early devotion to the game. When I spoke to him in October, he repeatedly emphasized the debt we all owe Gary Gygax and Dave Arneson for having created a form of entertainment unlike any that came before. Miller even included Gygax in his deck of cards as a "king" of GDW, since the company published his Dangerous Journeys game in the '90s.
Well, on page 23 of "This is Free Trader Beowulf" it says
ReplyDelete'Miller continued to develop the game through early 1977. When he
began work on the final draft, he did so with the three OD&D (1974)
rulebooks in front of him, so that he could use their structure to create an organisation for his new game that would be familiar to members of the newly minted roleplaying hobby. OD&D’s ‘Men & Magic’ thus became ‘Characters and Combat’, similarly focused on character generation and the core rules; while ‘The Underworld and Wilderness Adventures’ became ‘Worlds and Adventure’, describing world creation and encounters (as well as equipment). The transformation of ‘Monsters & Treasure’ into ‘Starships’ was the most far-flung change but as Victor Raymond later noted in his Sandbox of Doom blog, Starships could be both the greatest treasures and the greatest adversaries of a Traveller game.'
You said you were done with D&D and yet…
ReplyDeleteIndeed,
Delete(Holiday/Christmas Off-Week) A regular player in our D&D group was a guy named Litton. He could draw. Really, really draw. He was the same idiot who would make poor adventuring decisions, rack bad rolls, get angry at the dice and throw them even deeper into the woods. Well, he could draw.
ReplyDeleteWhile on vacation in Nag's Head at about 13 years of age I wrote this silly slasher-dungeon called The Mace of Suns. Litton drew the cover with . . . charcoal pencil? It was awesome. I know now that he actually copied the fighter off of that Gygax rulebook; I have never seen it before. He had a (Grateful) Deadhead brother who lived in the woods outside our neighborhood. I would bet money, given his age, that the hermit brother may have had the original sets.
Litton could draw anyway, but my MOS cover was a copy.
I had to toss this in because Sci-Fi or Spaceish RPG's have never been my thing. Other than maybe the Deering & Ardala Detective Agency. I have nothing to contribute to a forum outside of D&D.
Actually I'm avoiding wrapping Christmas presents.
"So enamored were they with this weird new game that Frank Chadwick, GDW's president at the time, established a rule: No playing D&D during office hours."
ReplyDeleteA couple of decades later similar rules were being made about Magic: the Gathering. There's reasons the CCG boom was as big as it was that go beyond merely wanting a slice of Magic's pie. It quite thoroughly infected many gaming companies in the same way OD&D did. And like OD&D, it turned out to be much harder to replicate Magic's lasting success than most of the companies that jumped on the card game bandwagon expected.
I'm sure I'm not alone in wholeheartedly supporting you in your struggle with D&D separation anxiety, and in cheering on your progress into a larger world ;)
ReplyDeleteAnother similarity, if I remember correctly, in early Traveller as in D&D armor made you harder to hit rather than absorb damage. And that led to an important difference. Traveller was far more lethal, maybe too much so. In Traveller, rifles did 3d6 damage counted against any one of the 2d6 physical abilities which if reduced to zero meant unconsciousness. Ergo, a single bullet would likely disable the target. Blades, cudgels, and daggers were more tolerable with fewer damage dice, but characters still remained vulnerable to unconsciousness from a single blow throughout their career.
ReplyDelete"I think we tend to underestimate just how old Traveller is."
ReplyDeleteActually, my problem is that I *overestimate* how old TTRPGs are. I was in 6th-ish grade when I discovered bluebook D&D, Traveller, AD&D and Gamma World (in that order), and to me, they always were just *there*. I had no idea that TTRPGs had a beginning, and that it was so close to when I first discovered them. I thought the reason that nobody else knew about them was because they weren't geeks (i.e. as cool), too.