Deluxe Traveller, a boxed version of the game released by GDW in 1981, included Book 0: An Introduction to Traveller written primarily by Loren Wiseman. Book 0 was intended to be "a guide to the world of Traveller, written especially with the beginner in mind." It's written in a straightforward, conversational way, eschewing the dry, technical manual style that's common in RPG rulebooks, in order to reach an audience who might have no experience with this kind of game. Consequently, it provides some insight into how GDW saw Traveller as a game and what they felt important to convey to newcomers to it.
There's a section in Book 0 titled "Modifications" that focuses, more or less, on house rules. Though it's not quite two pages long, it nevertheless contains material worth pondering. The section begins:
In the process of playing scenarios, or while preparing to adapt a specific science fiction literary mythos to Traveller, many referees will wish to change the rules to a greater or lesser degree, either to expand some aspect which is not adequately covered in Traveller, or to modify some section which does not fit in with the referee's universe.
There's a couple of things here worthy of note. To start, there's the reference to "a specific science fiction literary mythos." I've been saying for years that Traveller is almost entirely inspired by SF books, particularly those written between 1945 and 1975, and that televisual and cinematic sci-fi had minimal impact on its design. It's always good to see further confirmation of this fact. That said, Wiseman couches the idea of modifying the rules first in the context of adapting the game to prior art and then in the context of a homebrew universe.
Referees should feel free to modify any rule to whatever extent they see fit, providing they bear in mind that:
— The rules are interlinked to a great extent. If you change one section, you must also be willing to change all other sections, which are then rendered inconsistent. Naturally, radical departures from the rules will have greater and more far-reaching effects than minor changes. Referees who modify the rules without regard to the repercussions are doing themselves and their players a grave disservice.
Traveller's rules are very elegant in my opinion. Marc Miller put much more thought into their design than did Arneson and Gygax when creating Dungeons & Dragons. Consequently, Traveller is not as easily modified or house ruled. It's not impossible by any means, but, as Wiseman notes here, doing so without reflection can have ripple effects.
— The balance of play should not be destroyed. A common change many newer players make (particularly those with backgrounds in fantasy role-playing) is to increase the occurrence of psionic talents, and permit training on a much higher level than the basic rules. This may seem like fun at first, but when any character can kill with a single burst of mental energy, where is the challenge? Psionic talents are best used sparingly.
Wiseman's reference to "newer players" and "those with backgrounds in fantasy role-playing" are intriguing. I wonder if GDW was seeing an expansion in Traveller's player base by 1981. If so, that would certainly explain some of the reason behind the publication of Book 0.
— All of the changes should be rational, logical, and scientifically sound (after all, Traveller is a science fiction role-playing game). A typical example is a suggestion we receive about three times a year for some form of anti-matter small arm (usually a pistol or rifle, but once a hand grenade). These suggestions always seriously underestimate the amount of energy necessary to maintain a magnetic bottle around the anti-matter for any length of time, and almost always have a maximum range of considerably less than the burst radius of the projectile.
I love hearing little anecdotes like this one! When I spent time with Loren Wiseman at GenCon back in 2001, he shared many stories about dealing with fans of Traveller over the years. They weren't all like this one, but many were.
— The speed of communication should never be allowed to exceed the speed of travel. This is a basic tenet of Traveller, and its violation will irrevocably alter the balance of the rules.
This one surprised me, not because I disagree with it – quite the opposite – but because, up until now, Wiseman had implied that any aspect of the game could be changed, provided the referee is willing to deal with the consequences. Here, though, he is emphatic: the speed of communication should never be allowed to exceed the speed of travel. This is a topic to which I'll return at greater length in a future post (or, more likely, posts), but I'm glad it was mentioned here.
— Do not expect other Traveller materials to match your universe if you engage in large-scale modifications.
This is, of course, the eternal danger of house rules. On the other hand, referees who make extensive use of house rules generally aren't using many official supplements and rules expansions, at least in my experience, so it's not a huge problem.
(To be continued ...)
I think as RPGs went from hobbydom to a consumer product, there was a loss of confidence and respect in homebrew rules/settings and a stronger expectation (and valorization) of owning all the products and displaying your mastery of them.
ReplyDeleteThat cycle may still repeat since then, but it's always quicker and sharper each time around, ISTM.
“The speed of communication should never be allowed to exceed the speed of travel.”
ReplyDeleteThat’s my favorites aspect of Traveller because it creates a setting reminiscent of the golden age of piracy (1500-1700s). Maybe that’s why “cutlass” is one of the weapon options? But there are also profound sci-fi implications.
In the context of interstellar travel, you can’t radio your message in advance of your arrival since it will arrive after you! Think about it. A wimpy Jump 1 moves you one parsec (3.26 light years) in a single week. So, your previously transmitted message, even if moving at the speed of light, won’t catch up for over three years.
This creates some awesome sci-fi potential because jumping vessels can overtake light (or any electromagnetic emission) released from their point of origin. That in turn means jumping vessels, with the right sensors, could literally see (or listen) into the past. That adds a whole new dimension to espionage and crime solving.
And then contrast Book 0 with the Thieves' World boxed set from Chaosium, wherein Marc takes Traveller into the fantasy realm, resulting in characters with very high skills (Magic-9, Sword-7) and significant changes to the character generation, skills, etc. That is the counterpoint to Book 0: Traveller's "rules framework" is *that* flexible, and I would definitely consider it "playing Traveller in the Thieves' World setting".
ReplyDeleteLooking at the Thieve’s World boxed set available online i find the Traveller section by Marc Miller in the Gamemaster book but i don’t see any details about high skills or magic use. Could you be more specific about the rule adjustments you’re describing?
Delete"Psionic talents are best used sparingly."
ReplyDeleteAt the time I assumed this was for Star Wars fans who wanted Jedi-types in their Traveller games. Possibly the same fans who clamored for laser pistols.
Personally, I took it at the time to be a reference to Andre Norton-style psionics, but I suspect you're right.
DeletePsionics were commonplace in scifi of the 70s and 80s, and had been around for decades. In addition to Norton, other major influences included James Schmitz's Hub series, E.E. "Doc" Smith's Lensman books, and the Darkover novels by a monster I won't name. Even Larry Niven, known for relatively "hard" scifi, embraced a wide variety of psionics without a qualm, from Gil "the Arm" Hamilton's quirky TK to Teela Brown's psionic luck to the Slavers' mental domination power.
DeleteStar Wars was a factor too, but the literary influences were probably more important at first.
Modern scifi has moved away from psi powers, but it's been replaced with other trendy nonsense like effectively-magical nanotech.
The changing the speed of travel comment reminded me of one of the (many) things that destroyed the Star Trek Kelvin Universe for me.
ReplyDeleteWarp Speed in the Kelvin Universe outdoes Ridiculous Speed from Spaceballs.
In the first reboot movie, in "the New TOS Era", the Enterprise warped from Earth to Vulcan... some 16.7 LY distance.
With Warp Drive in the Original TOS Era, that would have taken a full week at Warp 9, which no ship even possessed.
With Warp Drive in TNG Era, that would have taken about 4 days... again, at Warp 9, which no ship could have maintained.
In the Kelvin Universe?
It took 3 to 5 minutes.
This literally destroys any story predicated on travel time.
They then went and poured gasoline on that limitation in the same film through "Kelvin Scotty's" invention of "Warp Transport," which enabled transporter travel to a ship moving at warp speeds...
Ridiculous speed, indeed.
"I wonder if GDW was seeing an expansion in Traveller's player base by 1981."
ReplyDelete1981 was the high water mark for Traveller sales according the figures I've seen. See the article at the link for details, but it's the tail end of a dramatic growth spurt for the game and for GDW.
https://www.rpg.net/columns/advanced-designers-and-dragons/advanced-designers-and-dragons65.phtml
So yes, it's safe to say they were seeing growth in the fan base in 1981, and some of them were certainly entering by coming through the D&D community.
As a guy who played Traveller in the early 80s, and has been revisiting it of late, this post is timely. It is interesting to see that they hold 'No FTL Comms' (here) and the classic Jump drive aesthestics a sacrosanct and core to the game. It may be sacrosanct and core to a 3I style game, but many new Traveller-ish games (HOSTILE for example, ditch both no-no's and seem to a) work fine; and b) maintain their intended fiction). Wiseman seems to be saying that Traveller is only good for emulating Traveller....which is incorrect.
ReplyDeleteAgreed. The canon setting only works without FTL comms and with fuel-hungry jump drives, but those can be changed and still leave a perfectly viable game engine for use in homebrew campaigns. It's readily apparent from the kajillion other scifi RPGs that Traveller's tech assumptions aren't the only ones that can work fine for roleplaying.
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