Wiseman continues:
The most common change will probably be in the available weapons. Any additions to the weapons should be especially well thought out and rationally based. Science fiction literature contains many more weapons than could be described in the basic rules. Many of these have only the flimsiest of scientific justifications, if they are justified at all. In television and movies, weapons are often created for the visual effect they have and are not usually very well thought.
A couple of points. First, we again see a reference to "science fiction literature" as the first source of inspiration for Traveller, which shouldn't be surprising. Anyone with even a passing knowledge of E.C. Tubb and H. Beam Piper – the two most influential authors on Traveller – can easily see where the game came from. That said, sci-fi TV and movies are mentioned, albeit unflatteringly. Second, it's very clear that Wiseman at least considered Traveller to be an attempt at a "serious" game grounded in real world science. He doesn't see it as a game of swashbuckling space opera. I'm OK with that, though I know plenty of people aren't.
In addition, all ramifications of the weapon must be considered. For example, any major change in lethality of hand-carried weapons is likely to have profound effects on military tactics, at least eventually (the military is sometimes a little slow to catch on).
This is a fair point. For the most part, Traveller's weapons – at least those readily available to player characters – are all on a fairly similar plane in terms of lethality. There are differences, obviously, but, aside from some of the stuff introduced in Mercenary, they're all of a piece.
A few question to ask might be: is this weapon really required by my universe? What is the principle of its operation? (If the weapon is taken from literature, the principle of operation may be described or well-established.) Is the principle of operation a reasonable one? What are the advantages and disadvantages of this particular weapon, and why would it be used in place of more conventional weapon systems?
All reasonable questions, so I don't have much to add. I will note, however, that a common complaint about Traveller is that it includes too many "archaic" weapons among its firearms, like shotguns and submachine guns. This has never much bothered me, perhaps because of a comment in Book 1 of Traveller that seemingly addresses this point: "the surest way to injure or kill an adversary will be to subject him to a large dose of kinetic energy, and a simple way, easy way to administer that energy is by bullet impact."
Adaptations to the jump and maneuver drive systems and to our concept of jump space should be made only with care and consideration. The effects of modifications to these areas are wide-ranging and touch almost every rule in one form or another. In designing our interstellar drive system, we tried to come up with one which fitted in with the other aspects of our proposed mythos and which was reasonably close to the literature we drew it from. It was assumed, however, that some referees would not be satisfied, whatever system we devised. It was further assumed that any referee who felt strongly enough about the matter would change what displeased him.
This section might be one of the more controversial ones, because I know that many people both dislike Traveller's jump drive and believe that the game is perfectly playable without it. Wiseman acknowledges this above. For myself, I'm a big fan of the way jump drive works, because, when coupled with the lack of any form of FTL communications, it creates a setting that's somewhat akin to the Age of Sail, at least as far as the dissemination of information. That opens up a lot of possibilities for adventures both large and small.
We do not recommend major revisions of the trade and commerce section without considerable thought. Minor deviations from the trade and speculation table, or reclassification of certain world types are acceptable; indeed, in most cases, some deviation from the letter of these rules is desirable, but the spirit (i.e. the general system) should be preserved.
As to how integral the speculative trade system is to Traveller, I'm not sure. I'll only say that I very much love the system, not because it's a good simulator of interstellar commerce – it's not – but because it provides a terrific campaign framework and a reason for characters to travel from world to world. I'll talk more about this in a future post.
Referees are cautioned against making psionic powers too common. Players will often urge that psionics become more widespread, but this is often only because they want to have every possible advantage without drawbacks. Powerful psionic abilities would soon dominate all aspects of play and most of the excitement of Traveller (the advanced technologies) will lapse into disuse, or at least be relegated to a secondary role.
I can't really disagree with this section, but I've also never been a huge booster of psionics in Traveller (aside from when I've used the Zhodani), so my opinion is perspective is perhaps skewed.
The cautions which apply to major revisions apply to a lesser extent to expansions of existing rules. Many referees find certain rules do not go into enough detail to suit them. Examine the manner in which Book 4, Mercenary, expands upon the army and marines, or Book 5, High Guard, expands upon the navy for general guidelines on technique. You need not (and probably should not) duplicate the systems in these two books exactly, but they will prove a source of inspiration for your own efforts.
Even as someone with a decidedly mixed opinion about Traveller Books after 3, I agree with Wiseman here. Most of the later books do provide good models for those who wish to add more detail to their adventures and campaigns, even if I've rarely felt the need to do so myself. I prefer a simpler, less baroque version of Traveller, but I understand not everyone feels this way, especially in a game that's much more laser focused on a particular style of play.
Wiseman offers up a lot of food for thought in this section of Book 0. In future posts, I'll be returning to a few of them. Stay tuned.
I am really enjoying these Traveller posts. I'm currently running a Mongoose Second Edition Traveller campaign. Even though that system differs in important ways from Classic Traveller, I nevertheless have found every one of your Traveller posts interesting and relevant to my campaign. Thank you so much, James! Please keep it up.
ReplyDeleteAs someone who is brand new to CT, I find your posts both relevant and informative. Before making any sweeping changes to the game, I suspect its always best to learn the game as designed/intended/written, first and foremost.
ReplyDeleteBased on my 40 years playing RPGs/adventure games, I find moving farther away from the original/core/beginning material only adds crunch, removes GM and player agency, adds game decrees, etc.
Put another way, moving from the classic/core game to its subsequent iterations only makes games less enjoyable to me. I appreciate freedom, choice, creativity, agency, minimal rules/hand holding, etc.
It sounds like this Book 0 is a must read for CT enthusiasts, based on your two blogs/parts on this topic. I'll have to check this out.
Additionally, much/many references are made to the classic/core sci-fi lit of the day. Was there ever an official "Appendix N," if you will, of CT? I have read elsewhere that Winds of Gath and Space Vikings were obligatory reads (even before starting your first game of CT whilst in conjunction with reading through your CT rulebooks to understand flavor, feel, tone, core concepts, etc.
As for the "archaic" weapons, I have read two items of note elsewhere concerning the same. First, these archaic weapons are more likely to be prevalent on the outer rim/space frontier than in the core. Makes intuitive sense to me as outer rim worlds are more likely to have a lower tech level anyway. Secondly, I have read elsewhere that there are numerous ways to overcome/subvert lasers in CT. Some have suggested that the archaic-types are tried and true and perhaps more reliable to get the job done than some other (more easily thwarted weapons/weapon systems).
All interesting observations on your part and they tie in nicely to info I've started gleaning elsewhere on CT. Based in part on/of what you've shared thus far, I will go no further than CT (1977-1983, I think). I don't want to lean into the supps and/or special supps too much. Additionally, I won't delve into MegaTraveller or beyond.
Thanks, James, for your thoughts on CT. I appreciate both them and you. I look forward to spending part of this year with you and your analysis of CT.
In the "Guide to Classic Traveller" (free at https://www.farfuture.net/) you will find the second paragraph:
Delete"The Traveller rules draw inspiration from the classics of science-fiction literature. Acknowledged influences include: the Dumarest Saga by E.C. Tubb, the Foundation stories of Isaac Asimov, H. Beam Piper’s Space Viking, Larry Niven’s Known Space, Jerry Pournelle’s CoDominium, Gortdon R. Dickson’s Dorsai!, and Poul Anderson’s Polesotechnic League."
There is a much more detailed discussion of books in Shannon Appelcline's _The Science Fiction In Traveller: A Reader’s Guide to Traveller Role-Playing Fiction_ which is available from Amazon.
John
James, any plans on writing about the GURPS version of Traveller? I have never played it but I own it and it seems like the GURPS system would well.
DeleteI might, since I actually wrote for the line.
DeleteI know the focus here is always on the earliest, purest, and truest version of things, but I'd also enjoy Traveller coverage beyond the very first tranche of the very first edition of its rules. I didn't have any personal experience of D&D history and only understand it in an academic sense, but I did follow Traveller through most of its evolution as an active player -- and while edition wars and partisanship are surely a thing, I don't feel applying the TSR model of history to it is at all appropriate or illuminating.
DeleteThough not as bombastic as Gygax, I am amused by the authoritative tone of 'shoulds, do not recommends and musts' in the text as found in many early RPGs and miniatures rules.
ReplyDelete"I prefer a simpler, less baroque version of Traveller, but I understand not everyone feels this way, especially in a game that's much more laser focused on a particular style of play." Indeed: modern Traveller has long since passed into the rococo: if baroque is "something going on every inch", rococo is "two things going on every inch". Great for those into elaborate embellishment and reimagining, not so much for those intent on their own imaginings, which Classic Traveller is much more suited for.
ReplyDeleteI love Wiseman's "You need not (and probably should not) duplicate the systems in these two books exactly." It's funny that they would go to the trouble to write, edit, and publish those rulebooks, and then turn around and say you probably shouldn't use them as written.
ReplyDelete