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.
Thursday, December 26, 2024
Found It!
Wednesday, December 25, 2024
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"
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 damageThat 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).
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."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.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:











