Showing posts with label dgp. Show all posts
Showing posts with label dgp. Show all posts

Monday, January 13, 2025

Traveller and I

Since I'll be devoting more posts to classic Traveller over the next little while, I thought it might be useful to talk a bit about my own history with the game, if only to help readers understand where I'm coming from. Very little of what follows is probably new – I'm pretty sure I've touched on this before – but I'm not certain I've ever collected it all in one place. Even if I have, a refresher for the benefit of those who don't want to trawl through the 4000+ posts in the blog's archive is probably valuable.

Since I was a small child, I've always been more of a science fiction than a fantasy guy. Some of that no doubt is a consequence of my growing up in the 1970s, when the Apollo Program still loomed large and the promise of manned spaceflight and the eventual colonization of the solar system were not yet dreams too big to imagine being fulfilled in my lifetime. And, of course, there was Star Trek, whose Original Series was during this time well on its way to becoming a worldwide pop cultural phenomenon, thanks to the success of its syndication. Under the tutelage of my aunt, who was a teenager when Star Trek first aired in the late '60s, I became a huge fan of Captain Kirk, Mr Spock, Dr McCoy, and the crew of the starship Enterprise and, because of that, a huge fan of sci-fi in general.

During the '70s, I watched every science fiction movie or TV show I could, no matter how bad – and many of them were very bad indeed. I also read as much SF literature as I could, aided by the spinner racks at my local public library, some of which featured the works of authors like Isaac Asimov, Arthur C. Clarke, Robert Heinlein, Poul Anderson, among many more. In combination, these fed my sense of what science fiction was and could be, so much so that, even today, nearly a half-century later, they continue to shape my imagination on an almost instinctual level. I suppose it's little wonder, then, my conception of sci-fi is general somewhat "old fashioned," born out of works created in the '50s, '60s, and '70s rather than more contemporary visions of the future.

I first encountered Dungeons & Dragons in late 1979, a discovery that would change my life forever. From that point on, roleplaying, in one form or another, would become my primary pastime and creative outlet. Initially, my focus was, naturally, on fantasy roleplaying games, but it didn't take long before I'd learn of the existence of Gamma World, a post-apocalyptic RPG that included a fair number of science fictional trappings, like laser weapons and robots. Unsurprisingly, I was a very enthusiastic Gamma World fan, which whetted my appetite for the possibility of a "real" sci-fi RPG, something that I wouldn't have the chance to play for a few more years yet. In the meantime, I'd have to content myself with brief forays into the genre, like Expedition to the Barrier Peaks

Unlike my discovery of D&D, which I can recall vividly, my discovery of Traveller is a bit hazier. I tend to associate it with 1982's The Traveller Book, because that's the first Traveller product I ever owned. However, I'm almost certain I started playing the game before I owned a copy of the rules, probably with a childhood friend's older brother, from whom I learned a lot in the first few years after I started roleplaying. Likewise, I had already been playing Traveller for some time before the release of FASA's Star Trek RPG, which also came out in '82. So, if I had to guess, I probably began playing Traveller in 1981 or very early 1982, but, as I said, my memories are hazy and I can't swear that.

Regardless, Traveller quickly rose in my affections, easily displacing D&D, even if I still played it far less than Dungeons & Dragons. That's more a function of the interests of my friends than of any lack of devotion on my part. They, like most roleplayers I've known over the decades, preferred fantasy to science fiction, so, if I wanted to game, that meant playing a fantasy RPG rather than a sci-fi one. That was fine – I didn't (and don't) dislike fantasy – though, if given the chance, I'll always choose science fiction. Whenever I could, I ran Traveller or Star Frontiers or Star Trek instead of D&D, though those opportunities weren't as great as I would have liked.

Even so, I was quite thoroughly devoted to Traveller, dutifully picking up as many supplements and adventures for it as I could find. I read them all voraciously and committed the details of the evolving Third Imperium to my memory to the point where I now consider it my favorite fictional setting, beating out even Tékumel, in which I've been refereeing a campaign for just shy of a decade now. When I went away to college, I had slightly better luck with enticing people to play Traveller, which made me happy, as did my discovery of Traveller's fan scene through The Travellers' Digest and, later, the History of the Imperium Working Group (HIWG), a fan organization dedicated to fleshing out aspects of MegaTraveller's Rebellion. 

My encounter with Traveller's fan scene was truly transformative for me. Because of it, I attended Origins for the first (and so far only) time, meeting Marc Miller and some of the folks at Digest Group Publications. I also connected with many Traveller fans across the world, some of whom are now among my oldest and dearest friends. Further, my work in HIWG paved the way for my involvement with Traveller in a professional capacity, penning articles in Challenge that would eventually bring me to the attention of GDW, who asked me to write one of the introductory adventures for Traveller: The New Era (and later GURPS: Traveller).

Despite – or perhaps because of – my intense affection for Traveller as both a player/referee and as a writer, I've fallen in and out of love with it several times over the years, but I always come back to it. I regularly joke that, while D&D is my first love, Traveller is my true love. The reason for this is twofold. First, Traveller was my first "real" science fiction RPG. Second, Traveller's inspirations closely matched many of my own; the game seemed almost perfectly tailored to a kid who'd read the books I had. Taken together, Traveller has imprinted itself on me in ways I can probably never fully shake, nor would I want to, if I'm being honest.

That said, I have tried. I wrote Thousand Suns as an homage to everything I loved about Traveller, while trying to improve upon it where I could. I'll leave it to others to judge whether I succeeded, but I still consider Thousand Suns one of the few things I've created about which my feelings are largely unconflicted. My only real regret is that, as Grognardia grew, I devoted less energy to developing Thousand Suns than I had originally planned. I may have to change that, if time permits, because it's a good game that I think still has unrealized potential. If only I weren't so easily distracted ...

And there you have it: my history with Traveller, albeit in abbreviated form. I hope this will provide some additional context to my upcoming posts about the game and its history. I feel that it's an overlooked and underappreciated roleplaying game, one deserving of much greater attention and appreciation than it typically receives. I hope, as I write more about it, more readers will agree.

Monday, December 23, 2024

Roleplaying Adventure in a Techno-Fantastic Age

Though DGP's The Travellers' Digest was very well regarded among Traveller fans in the late '80s and early '90s, it wasn't especially lucrative for the company. That's why, when GDW announced it would end the MegaTraveller line and proceed with Traveller: The New Era, DGP saw it as an opportunity to forge its own path by publishing an original roleplaying game called A.I. Here's an advertisement for it from issue #59 of Challenge (April 1992). 

A.I. is set on "an alien, future Earth" some 1500 years in the future, after rampant artificial intelligence, genetic engineering, and nanotechnology have made it nearly unrecognizable. I adore settings like this, where technology has become indistinguishable from magic – "secret science fiction," I call them. Needless to say, I was very excited to see A.I. and ads like this one only increased my excitement.

Alas, a series of unfortunate events, including a catastrophic hard drive crash, resulted in A.I. becoming RPG vaproware. Soon thereafter, DGP itself was no more. It's a pity, because DGP did great work on Traveller and I would have loved to have seen what they'd imagined for a wholly original science fiction setting. But, even in 1992, there were already more roleplaying games in existence than I could ever play, so I didn't waste too much energy mourning this one. Seeing this again, though, briefly took me back to a time, more than three decades ago now, when I not only looked forward to this game but first began to ponder the possibility of trying to make a living as a RPG writer. Simpler times!