Wednesday, December 18, 2024

Retrospective: Leviathan

When I first shifted the focus of my Retrospective posts toward classic Traveller, I hadn't consciously decided to look at those adventures included in my Top 10 Classic Traveller Adventures about which I'd not previously written separate posts, but, after last week's post on Duneraiders, I realized that's exactly what I'd been doing. Rather than fight it, I've decided to lean into it, which is why I'm turning my gaze to Adventure 4: Leviathan, which I placed at the lofty rank of number 2 out of 10.

Leviathan is a very unusual adventure for a number of reasons. First published in 1980, it was written by Bob McWilliams a name many of you might recognize from the pages of White Dwarf, where McWilliams had a regular column called "Starbase" devoted to Traveller. "Starbase" was a favorite – or should I say favourite? – feature of mine and one of the primary reasons I read White Dwarf in my youth. Unlike Dragon, where Traveller (and science fiction more generally) was mostly an afterthought until the advent of the Ares Section in April 1984, White Dwarf gave pride of place to Traveller, making it very appealing to a young sci-fi nerd like myself. 

In many ways, Leviathan is as much a product of Games Workshop as it is of Game Designers' Workshop (GDW). In addition to McWilliams, the adventure credits Albie Fiore (another WD stalwart), Ian Livingstone (nuff said), and Andy Slack (ditto) as having edited it. Furthermore, the book includes illustrations by Fiore and the incomparable Russ Nicholson. Strengthening the overall Britishness of Leviathan is its use of UK spellings throughout the text, which is perhaps unintentionally appropriate, given the game's use of the double-l orthography for Traveller (whose origin, Marc Miller told me at Gamehole Con, lies with E.C. Tubb's Dumarest of Terra series). 

Traveller's default playstyle could probably be described as a "hexcrawl in space," quite literally, given what the game's interstellar star charts look like. Leviathan takes this a step further, with the characters hired by the large multi-system trading cartel, Baraccai Technum, to participate in the exploration of a region of space known as the Outrim Void. The Void lies to rimward of the Spinward Marches sector and gets its name not from its emptiness but from its relative lack of civilization, at least compared to the Imperium. The terms of the characters' contract require them to sign on as crew for the exploratory merchant ship Leviathan on a voyage of about six months.

This is a very interesting and unusual set-up for a Traveller adventure, one that's been relatively rarely used in the game's history. One would think, given the history of popular science fiction, that interstellar exploration of an unknown area of space would be a fairly common subject for scenarios. That's generally not been the case with Traveller, at least not within the official Third Imperium setting. A big reason for that, as that setting evolved over the years, it's been extensively – even exhaustively – mapped, with literally thousands of worlds placed, named, provided with stats, and often more. That's been a blessing and a curse for referees over the decades and remains so today. 

But, at the time Leviathan was written, that wasn't the case. The Third Imperium was then a very loose framework individual referees could shape to their own preferences and needs and the presentation of the Outrim Void demonstrates this. The worlds of the region are only briefly described and precisely what the characters will find as they explore them is largely left to the referee to fill in. Much like the Imperium itself, the Void is a loose framework for adventure, making it usable for all manner of encounters and scenarios. That's a big part of its appeal: it's a great tool for referees who want to do their own thing without having to invent an entire universe from whole cloth. 

Interestingly, Leviathan spends almost half of its 44 pages to information on the titular 1800-ton Leviathan-class merchant cruiser. We get not only keyed deckplans, but also game stats for the ship and its entire 56-man crew (not counting the player characters). Equally useful are 26 rumo(u)rs about the Outrim Void to entice the characters, as they explore. The five pages of library data serve a similar purpose. This is not an "adventure module" in the sense players of Dungeons & Dragons or other RPGs would recognize. Instead, it's a collection of aids to the referee to aid him in building a wide variety of situations that might arise as the characters travel from world to world throughout the Outtim Void. 

Leviathan is thus a reminder of an earlier period of the hobby, before gamers expected companies, in the words of OD&D's afterward, to do the imagining for them. Like The World of Greyhawk, Adventure 4 provides referees with an outline to which they are expected to add whatever details they needed or desired. And those details could vary widely from referee to referee and campaign to campaign rather than being bound up in a rigid canon, a concept that was, if not completely unknown, at least highly unusual in those days. By today's standards, then, Leviathan is something of a throwback and why I rate it so highly. 

16 comments:

  1. When I first read this adventure I thought it was awful. It clashed with Traveller canon, with its jump torpedoes and its uncharted Trojan Reaches. I held the newer products in such esteem, it couldn't possibly be any good. How naive I was.

    Over the pandemic I ran this as a sort of Traveller Braunstein on Zoom. Each week a couple players would be the Leviathan crew, and the remaining players would represent various factions on the contacted world. It was rule-free (arguably not Traveller at all) and great fun. For some reason, having an agronomist onboard became a running joke.

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  2. The same could be said of a lot of classic Traveller modules to a lesser extent, but contrasting modern modules with Leviathan really shows how narrow and unadventurous the industry has become since its heady first decade or so.

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  3. Jim Hodges---
    I know virtually nothing about Traveller, so for me these posts might function as a tutorial rather than the retrospective Grognardia has been for nearly a decade and a half. It's odd not to have the frame of reference I've had this far. Honestly, it's going to feel displacing.

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  4. I will have to take a closer look at Leviathan: always on the lookout for non-steeped-in-Third-Imperium Classic Traveller. Based on the name, and British origins, I wonder if it's inspired by Chandler's Beyond the Galactic Rim?

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  5. Have you read any of the modules for Mothership? They very much work as frameworks where it would feel very different from GM to GM, and are totally canon free

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  6. Have you seen the old Space Gamer article about Marc Miller's personal use of Leviathan for an impromptu game with friends. I particularly liked his description of a tech-1 method of creating an airlock.

    https://archive.org/details/space-gamer_201601/Space_Gamer_40/page/n7/mode/2up?view=theater

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    1. There is a great discussion of that article here: https://talestoastound.wordpress.com/2016/05/31/traveller-out-of-the-box-the-casual-and-improvisatory-nature-of-early-traveller-play/

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  7. I found "Leviathan" frustrating for its lack of a ready adventure setting. Like other Traveller scenarios (i.e. "Shadows" and "Annic Nova", it was a concept-heavy piece that worked better in the main as a supplement to starship design and star quadrant exploration, keying up world (or universe) construction rather than a pre-existing campaign.

    In my campaign days, I was looking for diversions, not wholesale makeovers for what my adventure party was up to.




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  8. I'm all in on the new Travnardia... or Grogeller. Curious if there were other popular "settings" that got support besides the Third Imperium.

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    1. Sadly, there were not – but that's probably a topic in its own right.

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    2. I am now naming my next character Grogeller.

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    3. It's interesting that it took till the Cepheus Engine to really see some 3PP settings have some success when the very earliest concepts for Traveller were for it serve as a toolbox for homebrew scifi. Talking about the failure of other settings to catch on beyond individual campaigns would definitely be an interesting post.

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  9. Contrary opinion/memories here: I thought "Leviathan" was one of the weakest CT adventure booklets. The starship plans looked cool, but it made little economic sense, much like the entire premise (spending many millions of credits to fund a commercial exploration of a region known to be backwards and underpopulated and reasonably expected to be lacking in high-value products or markets in reasonable range of Imperial trading partners. At least, that's how it seemed to us back in the day. So the pretext felt flimsy and immediately demanded a lot of suspension of disbelief, within the terms of the Traveller game and then-sketchy official setting.

    But that's all there really was. There was nothing in the "mysterious subsector" writeup that couldn't have been whipped together, and routinely was whipped together, by any GM/player group. There was no real plot or theme on offer, just the vaguest kind of handwave at generic SF/adventure fiction topoi. It was skeletal beyond belief. All the content useful for playing, or for inspiring play, could have fit on two sides of a single page. I felt ripped off for buying it; so did the gamer I knew at the time who bought a copy. "Leviathan" was, to me and my peers, something like shovelware (anachronistically).

    (Much the same experience with "Kinunir", for that matter.)

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  10. Leviathan didn't grab me for its adventures, which were pretty bland. The ship design was good, but the idea of exploring unknown space worked really well, and it became our most memorable adventure (albeit after I did writeups of the entire 50+ crew, added a half-dozen completely new planetary writeups, three new alien races, a lost Berserker starship, and basically turned it into a season of Star Trek: The Merchant Voyages).... But the basic idea was very inspirational!

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    1. I had some great early Traveller experiences with that premise, too :D

      The 'merchant-explorer' campaign has an advantage over the 'free trader plying the spacelanes' one in that it's easier to make up on the fly, there's fewer questions arising about the economy, politics, etc. of the interstellar community you're hauling freight/speculating in. "The Traveller Adventure" was good on that, though; for me it's probably "The" mercantile Traveller campaign/scenario.

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