A good example of what I'm talking about is 1983's Nomads of the World Ocean, written and illustrated by the incomparable Keith Brothers. I'd previously mentioned this adventure, the ninth published for Traveller, in my list of the Top 10 Classic Traveller Adventures, where it ranked as number 4. I still think that's a fair judgment, because, while very well-done, Nomads of the World-Ocean is also a very specific kind of scenario and, therefore, might not hold a wide appeal.
The adventure takes place on Bellerophon, a world in the Solomani Rim subsector. As its title suggests, Bellerophon is a water world whose only dry land are a few scattered islands and reef-flats exposed at low tide. Despite this, the planet boasts a population of over 2 billion humans, most of whom live on magnificent pylon cities that rise from the ocean shallows, thrusting two or three kilometers into the sky. There are also sea-bottom complexes and free-floating raft cities, as well as a considerable population of the titular nomads, who live aboard large ship-cities that follow herds of marine creatures called daghadasi that provide them with a livelihood.
Like many classic Traveller adventures, the characters come to Bellerophon as agents of an outside organization, sent to investigate the activities of a corporation that operates on the planet. In this case, the corporation, Seaharvester, is culling the population of daghadasi in order to obtain a chemical produced by the animals in their pre-reproductive phase. This chemical has proven to be the basis for an entirely new family of drugs that have the potential to wipe out bacteria, viruses, viroids, and even cancer cells. Unfortunately, a daghadasi carcass weighing a million tons yields only a few grams of the chemical. Worse, only about 10% of all slaughtered daghadasi produce more than trace amounts of it, necessitating massive, indiscriminate slaughter to procure this valuable new chemical.
When evidence of Seaharvester's actions became known, public opinion turned against them and its parent company, SuSAG, one of the Imperium's megacorporations, placed limits on their culling of the daghadasi. However, there's evidence that Seaharvester has been skirting these limits and it's now up to the characters to prove it. The adventure presents two options to involve the characters. One assumes they're working for an environmentalist group, the Pan-Galactic Friends of Life, while the other assumes they're employed by SuSAG itself, looking to save its reputation.
What makes Nomads of the World-Ocean special isn't this set-up but the world of Bellerophon itself. Everything about it is described in loving detail, with plenty of hooks for interesting encounters, side adventures, and exploration. The Keith Brothers give us information on the pylon cities, Seaharvester's factory ships, the lifecycle and ecology of the daghadasi and, of course, the nomads themselves. As one might expect, the nomads receive the greatest amount of detail, since they hold the key to proving the continued malfeasance of Seaharvester.
The nomads live on wandering ship-cities of 1000-5000 people. Their society and indeed livelihoods depend on the kilometers-long daghadasi, whom they sustainably hunt to provide not just food but also materials for the manufacture of other items that they trade. The nomads are a highly technological society. Their ship-cities, for example, make use of fusion power, as do the various smaller craft they use in the hunting of the daghadasi. Though they share a common language and culture, the nomads are divided into factions, based in part on their attitudes toward outsiders and the traditional ways of their people, which is now under threat from Seaharvester. A significant portion of the scenario involves the characters having to navigate nomad politics to achieve their own ends.
Nomads of the World-Ocean is a great example of something classic Traveller did very well: present a single world out of the 11,000 that make up the Third Imperium and showing that it alone is more than sufficient to occupy the characters' attention for weeks or even months of gameplay. One of the paradoxes at the heart of Traveller is that, as its name suggests, the characters are assumed to move around a lot from world to world and even sector to sector, never staying in one place for very long. Yet, each and every world they visit is – or can be – a setting in itself. Balancing the characters' ability to travel easily across Charted Space with giving each world its own unique appeal isn't always easy, which is why I so highly regard adventures like this one. Nomads of the World-Ocean is a terrific example of Traveller at its best.
It's funny. I started gaming back in '81 and I never AFAIK have played Traveller. For the longest time it was the "D&D" of scfi RPGs. I'm curious about Classic Traveller. What would you recommend to by when it comes to the classic game?
ReplyDeleteMy stock answer to this question is to get The Traveller Book, which is available as a POD volume through DriveThruRPG for $20. It's got everything you need to play and more. If you like it, I can make some other recommendations, but start with The Traveller Book.
Deleteexcellent. added to my wish list. thanks
DeleteThe first time I ran Nomads of the World Ocean was for FASA Star Trek. I converted and modified the info and mechanics into the Star Trek milieu and system. It was a huge hit. Loved exploring a strange new world so thoroughly.
ReplyDeleteI have run Nomads twice, once in 1998 and once in 2020. It truly is a solid adventure. It is inescapably Dune, but with water. The players don't seem to mind.
ReplyDeleteI have never run this adventure, actually, I've barely run any of the Traveller adventures...
ReplyDeleteYou raise an interesting point about the depth of detail for a world vs. the assumed premise of traveling from world to world. When you're running a world hopping campaign, most worlds are going to end up featuring just for a game session or two, and then potentially all that matters is a few elements from the world and it becomes easy to describe the whole world by those few elements. This is actually encouraged by the UWP that provides a single government type, law level, and star port for each world.
In the end, while I've thought about the more detail, my Traveller campaigns have all focused on star hopping, though my most recent campaign did run for several sessions on a single world, though all the time was spent in the city adjacent to the star port.
With a world bound campaign (usually fantasy for me), there's much more development of the locales the PCs regularly visit.
An interesting model for Traveller would be to have a few worlds that serve as resupply/respite bases, and a mesh of worlds surrounding those where the PCs hare off to for adventure, returning to the same few worlds for resupply/respite. And some adventures.
I wonder if James Cameron read this
ReplyDeleteI wouldn't be surprised if the RPG Blue Planet wasn't influenced by this adventure.
ReplyDeleteI don’t recall this adventure being specifically mentioned by Jeff Barber when we were working on BPv1 but its ecological theme also pinged on my Blue Planet radar!
DeleteAllan.
This is one of the very few LBB Traveller books I never bought, in part because I rarely ran the game and didn't want to spoil the adventure for myself if one of my GMs wanted to run it - something I'd run into a few times with other adventures before this one came out.
ReplyDeleteThe other factor was, as suggested, the fact that a water world adventure didn't seem as appealing back then as other options. I'd run a Traveller game based loosely on the 1980 novel Cachalot a couple of years before this adventure came out and felt like that was enough for the time being.
That setting is very reminiscent of Farmer's The Gates of Creation to me.
ReplyDelete"Bellerophon is a water world whose only dry land ... Despite this, the planet boats a population of ..." Ha!
ReplyDeleteThat is amusing. Thanks for pointing it out. I'll fix the original.
DeleteNo, James, no! Even if it's inadvertent perfection, don't fix perfection!!!
DeleteI had forgotten all about the Traveller theme. Oh well.
ReplyDeleteI remember playing this when it was hot off the presses; our GM was Greek and the titular nomads were presented in _a somewhat different light_ than as written. (I didn't realize until years later, when I got a chance to read the booklet myself.)
ReplyDeleteI can't say it impressed me so much at the time, or frankly on later reading, compared to other published Traveller adventures of the era. The Keiths definitely had a certain adventure template that they used repeatedly (in addition to their more creative ones), and looking back "Nomads" doesn't really stand out from that pack to me. Nothing _wrong_ with it either!
Wait wait; is Bellerophon from Firefly a callback to this adventure?
ReplyDeleteNice retrospective, James. This is one of my favorites too. I love the tables on how the four factions of nomad society will vote on decisions or be predisposed to certain ideas from the travellers. Great opportunity for players to influence nomad politics.
ReplyDeleteI wrote a review of Nomads a couple years ago. Oddly, it's a module with heavy railroading that seems to work despite that.
https://rossonl.wordpress.com/2022/01/09/dune-on-a-waterworld-nomads-of-the-world-ocean/
Loren Rosson
I really got a lot of table play out of this adventure. I thought it one of the best for Traveller.
ReplyDeleteWild how much a key plot point of Avatar 2: The Way of Water resembles this
ReplyDelete