Monday, December 16, 2024

Starting with Classic Traveller

Toward the end of last month, I mentioned that Mongoose Publishing, the new owners of Traveller, had released a few 72-page Starter Pack for the game in PDF form. It's a good introduction to the current version of Traveller, giving newcomers a taste of both the rules and the kinds of adventure scenarios with which they can be used. 

However, not everyone's interested in Mongoose's edition of Traveller. Many people would prefer their introduction to the venerable science fiction roleplaying game be through the "classic" version published by Games Designers' Workshop between 1977 and 1986. In fact, since I got back from Gamehole Con, I've received several emails from people asking me my opinion about the best introduction to Traveller, specifically which edition of the rules and what supplements and adventures I'd recommend. Since this is a common question I'm asked, I thought it might be useful to write a post devoted to this topic.

My standard response to this question is to direct people toward The Traveller Book, which I've previously called the perfect RPG book. I stand by that assessment for all the reasons I mentioned in my original post, but one of the biggest is that it's still in print and available for only $20 from DriveThruRPG. For a 160-page hardcover book, that's an incredible bargain, all the more so, because it includes everything you'd ever need to play Traveller under one cover – rules, encounters, patrons, adventures, and an overview of the Third Imperium and the Spinward Marches sector. Truly, this is still probably the best way to familiarize yourself with Traveller.

That said, there are another couple of options worth considering. The first is Starter Traveller, originally released as a boxed set in 1983. This version of the game includes the same rules as The Traveller Book, but formatted as a 64-page book, The reason it's shorter is that all of the relevant charts relating to gameplay have been removed and placed in their own separate 24-page book. Also included with the set are two adventures, Mission on Mithril and Shadows, both of which had been previously released. 

Another possibility is the Classic Traveller Facsimile Edition, which presents the three little black books of classic Traveller as a single digest-size 160-page book. Like The Traveller Book, the Facsimile Edition is available in print from DriveThruRPG and it's even less expensive – $9! This version has the advantage of preserving the original layout of the 1981 edition, while the other two options have been updated and improved in various ways. This is the edition you'll want to buy if your interest in primarily in getting a sense of what the game like in its early days. (To clarify: this is not the original 1977 version, though it's very close).

Each of the three options above has its advantages and disadvantages, depending on what you're looking for. Overall, I continue to favor The Traveller Book as the best all-around intro to the classic game, but I have an affection for Starter Traveller, because it was the first edition I owned. And, as I've already said, the Facsimile Edition is best for those hoping to get a sense of what the game was like in its earliest stages, before the Third Imperium setting had begun to take over the line and become not merely an example of a setting but the setting for the game.

On the question of what to buy after obtaining the rules, I'd recommend avoiding any of the volumes with "Book" in the title, like Book 4: Mercenary or Book 5: High Guard – not because they're bad supplements but because they're very specific and unnecessary to all but the most dedicated players. Newcomers have no need of them. Instead, I'd recommend focusing on adventures, especially those I've included on my Top 10 lists of the same. All of them are still available in PDF form through DriveThruRPG and are good options if you want to get a sense of what classic Traveller is all about.

As I've noted several now in recent weeks, I'll be talking a lot more about Traveller here, since it's a game and a topic about which I remain quite passionate and about which I feel I still have interesting things to say – unlike Dungeons & Dragons, but that's a topic for an upcoming post ...

16 comments:

  1. Jim Hodges---
    Are you saying you are running out of things to say about D&D?

    ReplyDelete
    Replies
    1. Assuming this was meant for me, I'll say only that I think I'm running out of interesting things to say about D&D. I'll elaborate further in that upcoming post.

      Delete
  2. Here Here, loved/love the orignal traveller

    ReplyDelete
  3. When it comes to LBBs for beginners, I wouldn't put any of the adventures ahead of the two Library supplements for what to get after the core three books - assuming the GM doesn't plan a homebrew game. Aside form doing wonders to flesh out the 3rd Imperium setting, they'll also go a long way toward seeding ideas for what type of campaign the group wants to play - and that will lead to what Books you grab beyond the core.

    ReplyDelete
    Replies
    1. OTOH, the adventures can be quite useful for getting a sense of what you can do with the game.

      Delete
    2. Sure, but most of the adventures will only show off one possible type of gameplay. There's a few exceptions (eg Kinunir has some very different scenarios) but the Library books can inspire a much wider range of potential gameplay loops.

      Delete
  4. I would point out that the PDF of the Classic Traveller Facsimile Edition is actually free on DriveThruRPG right now, so if you're not averse to PDFs this is an immediate, no-risk way to see if Classic Traveller interests you.

    ReplyDelete
  5. I'm really glad that you're going to post more about Traveller, since I've always wondered what you would say about it. I played the game forty years ago, but never really felt that I got it right, so the thoughts of someone who had more success with it interest me greatly.

    ReplyDelete
  6. For those deeply curious about the different Classic Traveller versions mentioned here, I have a pretty exhaustive comparison here:

    https://docs.google.com/document/d/1jsH-EgKvaR0mdbtJMj_Xj7X3TcYyZTqQGf-Gwu58PX0/edit?usp=drive_link

    Personally my favorite is 1977 which unfortunately you need to get the CD-ROM from FFE to obtain, but really, any of the 4 choices is a great choice.

    My personal recommendation is to create your own sub-sector and build your own campaign from that. In that sense, additional things to pick up are some of the adventures to get some ideas.

    ReplyDelete
    Replies
    1. @Frank - What do you like about the 1977 version vs 1981 version?

      Delete
    2. Some major items:

      1. I prefer the original xd6+y weapon damage as opposed to 1981's xd6 damage (the conversion to which messed up some weapons). I always like some quirkiness (and thus the change in weapons tables is one of the things I prefer about the 1978 1st edition RuneQuest rather than the 1979 2nd edition.

      2. I really like the route determination of 1977 Book 3, it's so much better than the Communication Routes of 1981. Though to get the best effect, one needs to use the software package rules from 1981 Book 2 which mean that Type-S Scouts and Type-A Free Traders from character generation don't come with the Generate program, forcing players to initially follow those jump routes because they need a jump tape (1977 rule).

      3. I have been getting on a bandwagon of generally preferring the 1st edition of a game when available to me. This comes from a feeling that the original game is something playable and enjoyable as is, to experience the author's first instincts on their game. That said, I don't always follow this rule, and even when I run the 1st edition, I have grabbed stuff from later editions. And ultimately what is really happening is that I am being intentional about why I use a particular edition of the rules of a game. Is a newer edition really an improvement on the original?

      Delete
    3. What do you like better about the 1977 version?

      Delete
    4. Sorry for tagging in late, Frank, but hoping you might be getting notifications of/for late-comer's posts.

      Thanks for linking your in-depth comparison guide. I'm digesting that now.

      You mentioned a CD with all the CT contents on it, can you say more, please? Where, exactly, can one obtain that? Also, for those of us without cd-drives, is it available on a thumb drive, too?

      Many thanks.

      Delete
  7. I'm thinking of starting a new Traveller in-person open-table game when I return to Toronto in March. Anyone reading this who's local would be very welcome to join.

    Inspired by some recent reviews, I'm planning Adventure 0: The Imperial Fringe as a framework. Over the pandemic we had a lot of fun with Leviathan, which has a similar Original Series Star Trek planet-of-the-week exploratory vibe. I hope that once it's running, Referee duties could also rotate to anyone who is inspired for an interesting world. Recurring NPCs would naturally evolve from the setting too.

    ReplyDelete
  8. If more Traveller coverage is in the works, I'm a happy camper! It's a game and/or setting I actually have some history with and I know I'll really enjoy your (James's) guided tour through its byways and highways.

    (Completely agree about "The Traveller Book" being a fantastic starter-and-complete-game pack in the industry's history!)

    (FTR, I also really enjoy the perspective on the D&D franchise, _because_ it's not something I grew up playing and it still has a kind of exotic luster -- which this blog makes shine all the more interestingly. Even if I don't "get" most of it and don't share the experiences/nostalgia/etc. So I'm always down for more "D&D art history reviews" and so on, too! ;) )

    (Parenthetical comments travel in threes.)

    ReplyDelete
  9. Back when we played in the early 80's, we found Supplement 4: Citizens of the Imperium to be very useful for players wanting a non-military background.

    ReplyDelete