Thursday, December 26, 2024

Found It!

Last week, I mentioned a computer program called TravGen that I used to have and lost in the process of upgrading my computer. After poking around online, I found a link to the program on Frank Filz's Wine Dark Rift Classic Traveller Campaign website. I've downloaded it and have been having fun playing around with it over the last few days. It's a great little mini-game with which to procrastinate when I should be doing other things and I highly recommend it to anyone else looking for something similar. I also recommend Frank's website, which has lots of interesting ideas and resources for players and referees of classic Traveller.  

Tuesday, December 24, 2024

Deathwish

Like Dungeons & Dragons, Traveller assumes that a new character is generated through a series of dice rolls – 2d6 in this case rather than 3d6 – for each of his six characteristics (Strength, Dexterity, Endurance, Intelligence, Education, and Social Standing). The results are recorded, in order, on a character sheet. Book 1 of Traveller recognizes the possibility that these random rolls may result in "a character with seemingly unsatisfactory values." However, the text states that "nevertheless, each player should use his character as generated," since 

The experience procedures and acquired skills table offer a genuine opportunity to enhance value, given only time and luck. 

This is true. Most characters, over the course of the terms of service, will gain one or more bonuses to certain characteristics, which will raise them higher than the initially generated scores. However, the 1977 edition of Book 1 – and only this edition, so far as I can tell – does include an "escape hatch" for players who are still unhappy with the characteristics they've rolled.

Should a player consider his character to be so poor as to be beyond help, he should consider joining the accident-prone Scout Corps, with a subconscious view to suicide.

Considering the poor survival rate of Scout characters, I find this amusing. 

REPOST: The Articles of Dragon: "Falling Damage"

And so it begins.

Issue #70 of Dragon (February 1983) saw the appearance of "Falling Damage" by Frank Mentzer, the first of what would turn into several articles discussing this strangely contentious subject. I say strangely contentious because, until this article appeared, I don't think the "right" way to adjudicate falling damage was ever a topic of serious conversation, at least not among the gamers I knew. The LBBs provide rules for falling damage hidden away in the section on aerial combat in Volume 3, where it's stated simply that
for every 1" of height a rider must throw one six-sided die for damage occurring from the crash, i.e. a crash from 12" means twelve dice must be rolled and their total scored as points of damage
That passage is the basis for what was the standard interpretation of falling damage in every form of D&D -- 1d6 damage per 10' fallen. That is, until this article, where Mentzer claims that the rules in AD&D were hastily written by Gary Gygax and were, as such, unclear as to his actual intent. Instead of 1d6 damage per 10' fallen, the claim is advanced that Gary actually meant 1d6 damage per 10', with the dice being cumulative in effect. That is,
1d6 for the first 10' feet, 2d6 for the second 10' (total 3d6 for a 20' fall), 3d6 for the third 10', and so on, cumulative. The falling body reaches that 20d6 maximum shortly before passing the 60' mark.
According to Mentzer, this new system -- which in fact Gygax had "always used" -- is "definitely more realistic." (emphasis mine) There's that dreaded word, the hallmark of the Silver Age. It's something that, at the time, meant a lot to me, but that, as the years have worn on, I find myself caring less and less about. In a game where people can throw balls of fire from their hands and adventurers become tougher to kill as the result of slaying monsters and looting treasure, fretting over whether a 60' fall or a 200' fall deals 20d6 damage seems bizarre. More to the point, after nearly a decade of "doing it wrong" (Mentzer's words), did the difference matter enough to make the change?

Regardless, the claim that Gygax had "always used a geometrically increasing system for damage in AD&D games" strikes me as somewhat suspect. I suppose it's possible that, sometime after the LBBs were published, Gary changed the way he dealt with falling damage in his home campaign. But, if so, I find it surprising that he never noticed that in every other D&D product published after 1974, the 1d6 per 10' rule is the norm. Indeed, I'd hazard a guess that, if one were to look through the various modules and articles Gygax penned between 1974 and 1983, we'd find instances where the 1d6 damage per 10' rule was in fact used. There's a fun project for an enterprising soul out there!

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! 

Starship Geomorphs

It's yet 2025 yet and I've already started to make good on two resolutions for the new year: to post more (though not exclusively) about Traveller and to draw attention to other RPG blogs whose content I like. Today, I've decided to combine them by highlighting Robert Pearce's superb Yet Another Traveller Blog. Though it's not updated regularly, what sets YATB apart from other blogs devoted to Traveller is its focus on providing lots of incredibly useful resources for play, particularly deckplans. I made regular use of these maps when I was refereeing my Riphaeus Sector campaign years ago.

Among the most useful resources on the blog are its two collections of starship geomorphs. The first of these was released more than four years ago and is available as a free PDF and as a hardcover print-on-demand book through DriveThruRPG. The second was only just recently released and is currently only available as a free PDF. This second set of geomorphs was "specifically designed to recreate the feel of the smaller, classic Traveller starship designs," whereas those in the original collection are more eclectic and include plenty of geomorphs for larger vessels. 

Both collections of geomorphs are excellent. I urge anyone with an interest in Traveller, particularly referees of Traveller, to take a look at them.

D&D and Traveller

I think we tend to underestimate just how old Traveller is.  

Consider that original Dungeons & Dragons, the very first roleplaying game ever published, was released sometime in late January 1974. Traveller first appeared less than three and a half years later, in late May 1977 (before the wide release of Star Wars, which is a very important fact to bear in mind).  Less than a dozen other RPGs were published between these two dates and, of those that were, almost none of them are still published today. That alone sets Traveller apart from its contemporaries. 

I mention this because, as I was thumbing through my 1977 Traveller boxed set, I was struck by just how similar in format and content the game is to the 1974 OD&D boxed set. This is not an original thought and indeed it's one that I've had before. I nevertheless think it's worthy of further examination. We are, after all, closing out D&D's semicentennial year and, while I'm reducing the attention I'll devote to that game for the foreseeable future, there really is no escaping its gravitational pull. Like it or not, discussions of almost any roleplaying game will inevitably lead back to Dungeons & Dragons. 

In the case of Traveller, the most immediately obvious connection to D&D is its format. Like OD&D, Traveller was initially released in a boxed set containing three digest-sized booklets. Each of these booklets focuses on a different aspect of the overall game rules. OD&D's first volume is entitled "Men & Magic" and provides the rules for character generation, combat, and spells. Traveller's first volume is called "Characters and Combat" and covers very similar ground. The second volume of OD&D is "Monsters & Treasure," while that of Traveller is "Starships." The difference between these two volumes is stark, since there's not much commonality of subject matter here and not merely because OD&D has no need of rules for space travel. However, the obvious connections between the two games return with the third volume of each. OD&D has "Underworld & Wilderness Adventures" and Traveller has "Worlds and Adventures." 

As I said, there's nothing novel about these observations. They've been made for years on OSR blogs and forums and were probably noted at the dawn of the hobby, too. I would not be at all surprised if Marc Miller and/or other notables at Games Designers' Workshop made them as well. When I attended Gamehole Con in October, one of the many amusing stories Marc Miller told about the early days of GDW concerned the release of Dungeons & Dragons. He said that the company's staff was so taken with the game that they soon spent all their time playing it. So enamored were they with this weird new game that Frank Chadwick, GDW's president at the time, established a rule: "No playing D&D during office hours."

It's a very funny story in its own right, as well as a reminder – as if we needed one – that the appearance of Dungeons & Dragons on the wargaming scene in 1974 forever changed the face of that hobby and, in the process, created an entirely new one. Though primarily a historical wargames publisher, GDW was no stranger to science fiction. Prior to the release of Traveller, the company had already published two science fiction games: Triplanetary in 1973 and Imperium in 1977. The latter game initially had no connection to Traveller, which, upon its release, included no setting whatsoever. It was only later that the background of Imperium. with its series of Interstellar Wars between the Vilani and the Terrans, was folded into the much more successful Traveller. 

OD&D was thus a significant inspiration for Marc Miller in creating Traveller, since it showed him not just what was possible with a roleplaying game but also the form such a game might take. Admittedly, this is likely true of nearly every RPG published in the last half-century, but, in the case of Traveller, it's especially so, since, by his own admission, he and the other designers at GDW were playing a lot of D&D in those days. Miller even contributed some D&D comics to The Strategic Review, which testifies to his early devotion to the game. When I spoke to him in October, he repeatedly emphasized the debt we all owe Gary Gygax and Dave Arneson for having created a form of entertainment unlike any that came before. Miller even included Gygax in his deck of cards as a "king" of GDW, since the company published his Dangerous Journeys game in the '90s.

The connections between D&D and Traveller were not apparent to me in my youth, in large part because I didn't come across a copy of OD&D '74 until I was in high school, by which point Traveller was already well on its way toward becoming MegaTraveller – a much more mechanically complex game published, like AD&D, in a conventional 8½ × 11" format. Now that I am aware of the myriad connections, they're impossible to un-see. To be honest, I'm glad of that. As I have no doubt written here dozens of times, Dungeons & Dragons was my first love, but Traveller is my true love. They're both very special to me and, while there's no question which one is my favorite, I would prefer not to have to choose between them. For the moment, though, Traveller has my attention. I very much look forward to sharing my thoughts and memories of this great roleplaying game.

Saturday, December 21, 2024

Three Dimensions

I mentioned in yesterday's post about my favorite science fiction roleplaying game map that Traveller's star maps are two-dimensional and that that's long been an issue for some fans of the game (though it mostly doesn't bother me). In the comments to that post, several readers mentioned the three-dimensional star maps included in GDW's 2300AD (né Traveller: 2300) and SPI's Universe. Here's the Near Star Map from the former, which covers a volume of space within 50 light years of our solar system:

Even at this small size, you can see there are a lot of stars included on this map. As it turns out, there are, in reality, even more stars within 50 light years of Sol, but GDW didn't have the benefit of our current astronomical knowledge. They worked from the then-quite good Gliese Catalogue of Nearby Stars from the '70s, which has since been updated many times (and perhaps even superseded). Still, I loved this map, which included XYZ coordinates for hundreds of stars, which provided lots of scope for exploration and adventure in the 24th century.

Much as I loved that map, though, my absolute favorite 3D star map came from SPI's Universe:
This map included far fewer star systems and covered only a volume of about 30 light years from Earth. However, I probably spent far more time poring over this map than 2300AD's. The reason for this is quite simple: I encountered the Universe map first, making it perhaps the first three-dimensional star map I'd ever seen. Unlike 2300AD, I never actually played Universe, but I read the one-volume, softcover edition of the game released by Bantam Books cover to cover multiple times. The pull-out star map left a lasting impression on my thirteen-year-old self.

I love the idea of using a properly three-dimensional star map in a science fiction roleplaying game. Nowadays, the availability of much better astronomical data and personal computers with useful software, employing 3D maps is probably easier than it's ever been. Despite that, I've never refereed or played in a long-running SF RPG campaign that made use of them. I don't know why that is or if it's likely to change anytime soon. I have very vague ideas of following up my ongoing Twilight: 2000 campaign with a 2300AD one, but that's still some years in the future, if ever.

Has anyone reading this made a good use of three-dimensional star maps in their roleplaying games?

Friday, December 20, 2024

Ode to a Classic

One of the things I miss about the early days of the Old School Renaissance is how many blogs there were and how interconnected they all were. There was a lot of discussion back and forth between this blog and that one. Someone would make an interesting – or controversial – post and the next thing you knew, there were lots more posts commenting on it. This created a really dynamic ecosystem of personalities and ideas that gave those early days a distinct vibe that I just don't feel anymore, but I'm old, so that might just be me.

Sadly, I don't read as many other blogs as I used to do in those heady days. Consequently, I often miss really excellent posts, like this one, which was pointed out to me by Geoffrey McKinney, a longtime reader of this blog, as well as an accomplished old school game writer. The post, over at the A Knight at the Opera blog, talks at length about "the best RPG cover of all time," namely that of the 1977 Traveller boxed set. It's an excellent post with which I completely agree and I'm grateful to Geoffrey for pointing out to me. 

Since I've been talking a lot about Traveller here lately, I thought it'd be worth sharing more widely. Head on over to A Knight at the Opera and give it a read. Be sure to leave a comment, too, if you like it. I'm sure the author would appreciate knowing that something he's written is being enjoyed. I know I always do.

The Best Map Ever (Take 2)

Long ago, at the dawn of this blog, I declared Darlene's exquisite map of The World of Greyhawk to be "the best map ever." To be fair, in the linked post, I qualified my hyperbole somewhat, saying that no "map for a fantasy RPG setting has ever captivated me the way" this one had – and I stand by that. Darlene's map of the Flanaess is one of the greatest maps ever made for use with a fantasy roleplaying game. It's beautiful simply as a work of art, eminently usable, and, for me at least, almost as iconic as Dave Trampier's AD&D Players Handbook cover.

However, there is another map of which I am equally fond. Perhaps unsurprisingly, it's this one:

I apologize for its small size. The original is quite large and the width of a blog post is inadequate to show its true glory. The map depicts the portion of Charted Space in which the Third Imperium and its interstellar neighbors exist, along with a couple of important astrographic features, like the Great and Lesser Rifts. Each of the rectangles represents a single sector, an area of space equal to 32 × 40 parsecs. Some of the sectors are named, like the Solomani Rim, the Beyond, and the Spinward Marches, but many of them are not. 

The map was, I believe, originally produced by GDW as a freebie to give away at conventions and to mail order recipients. I received mine in a large envelope after I'd written to the company to request their latest catalog. I was ecstatic to get it, because I'd previously seen a black and white reproduction of the map in a British book about RPGs whose title escapes me now (a No Prize to anyone who can tell me which one it was in the comments). I liked the map so much that I hung it on my bedroom wall, belong the Darlene Greyhawk map and there it stayed for years, even after I'd gone away to college. Unfortunately, the map was lost when I removed it from the wall some years later. 

Unlike the Greyhawk map, this one is simple in its presentation and lacking in detail. Nevertheless, I'd still say it's quite beautiful. There's an elegance to it that I have always found incredibly appealing, an elegance that's very much of a piece with the elegance of Traveller itself. It uses only three colors – black, white, and red – just like the original Traveller boxed set, which I think contributes to rather than detracts from its attractiveness. In science fiction, minimalism is often a very solid esthetic choice and it's one that classic Traveller embraced from the very beginning (more on that particular topic in a future post).

The map's not without a couple of problems, the first of which being that it's a flat, two-dimensional depiction of three-dimensional space. That's an issue Traveller has always had and there's no easy way around it, though some fans have tried over the years. I've never been much bothered by it myself, since properly 3D star maps tend to be very complex and difficult to use in play. The bigger problem, in my opinion, is that most sectors of Charted Space are claimed by one or more large interstellar empires, which makes it feel fairly cramped rather than wide open. For many types of sci-fi campaigns, this is fine. If you're looking for one in which exploration is a central activity, it's less ideal, though there are some ways to fix this.

Even so, this remains one of my favorite RPG maps and one to which I regularly return for inspiration.