I'm not sure the point you're trying to make here. Traveller was born from that era.
In 1980, visual media was four (maybe five) affiliate air-wave TV channels to turn to with good picture quality. And spaceships were still designed using slide rules and mainframes.
I'm not sure the point you're trying to make here. Traveller was born from that era.
...
The key is how do you take those stories and turn them into life building experiences for characters.
I had a spiffy, and relatively cheap, 2nd generation scientific calculator that fit in a shirt pocket by 1980. Slide rules were already a curiosity.
I'm not sure the point you're trying to make here. Traveller was born from that era.
Sure, but the adventures that were written for the game didn't have generic scifi staples of things like giant mutant monsters, or extra-dimensional beings invading some planet, or other more fantastic offerings, but scenarios that were a bit more grounded.I think his point is that Traveller -- born in 1977 (and conceived in the years preceding that year) -- is more a product of Books than it is of TV and Film.
Because it was.
Ah, that is where Traveller differs from RPGs like D&D - you don't.
Traveller character generation has been described as 'life-path' style (all the way to including death during char gen). The characters have already been through their 'life building experiences' - the post char gen play is about creating those stories.
Characters have adventures - that is the experience.
Of course, there is nothing preventing you from expanding and changing the ruleset to meet your own desires. But I'd call that a psuedoclone, not Traveller (crossing some threads!)
[And I still used a slide rule in 1980 - and my own head as well as paper - since the electronic calculators I had access to lacked the precision and good base 10 support!]
Just trying to keep you grounded in a timeline not involving the '80s or '90s, since they hadn't happened yet.
In 1980, visual media was four (maybe five) affiliate air-wave TV channels to turn to with good picture quality. And spaceships were still designed using slide rules and mainframes.
1976-1977 | 1977--1978 | 78-79 | 79-80 | 80-81 |
Six-Million Dollar Man † Hawaii Five-O * Space 1999 (not network primetime) | Six-Million Dollar Man † The Bionic Woman † The New Adventures of Wonder Woman † Project U.F.O. The Man from Atlantis ‡ Quark Hawaii Five-O * Fantasy Island ‡ Lucan‡ | Battlestar Galactica Salvage 1 The Incredible Hulk † Supertrain Mork & Mindy Hawaii Five-O * Project UFO The New Adventures of Wonder Woman † Fantasy Island ‡ | Galactica 1980 Out of the Blue ‡ Mork & Mindy Hawaii Five-O * Struck by Lightning ‡ The Incredible Hulk † Fantasy Island ‡ Buck Rogers in the 25th Century | The Incredible Hulk † Fantasy Island ‡ Mork & Mindy The Greatest American Hero † |
But like I say, this is all hindsight, but it seems like Traveller could really take off if it had smoething that was more conventional for experience and levelling [skills], such that it would create a mechanism for players who want a bit more meta-structure to their games. And I think that's kind of what the OP was getting at.
I watched The Starlost. I can't remember if it was broadcast from Los Angeles (we had a special antenna to receive their stations), or from Mexico (which aired topless Benny Hill shows).There was plenty of stuff on TV to feed the Sci-Fi... but a lot of it was not conducive to Space Opera. Space 1999, BSG and Buck Rogers, however, influenced a LOT of people's TU's.
Still, the years from 1976 to 1980 were good for "speculative fiction television" in general. Including some made for TV supers movies...
Sci-fi without real science in it doesn't mean it then can only be creature-feature BEM fanfare. I would even argue that if you removed any "hard" science from Traveller, that you would still end up with Traveller.As I just illustrated. I'm still not clear what your larger point here is.
Traveller is still one of the main sci-fi biggies of tabletop RPGs without its D&Dness. We will see if Starfinder rules them all though. I don't see Star Trek Adventures doing anything beyond its short license span.I was never a big D&D guy for a variety of reasons, I don't hold with D&D's version of experience and levelling, but I think if it was tweaked for Traveller such that EXP points went towards awarding skill levels, then it would solve a lot of problems ... possibly including the game's borderline popularity
I like that about Traveller 77. Even in Traveller 5.09, there are blanks the Referee can fill in for future TLs.The game has a TL charge with the lower quarter waiting to be filled out by the Referee with all sorts of wondrous SF concepts. That the OTU never gets around to do that is an issue of the setting they built, not the game.
... the character's attributes and skills is what defines him, and unfortunately in Traveller this was generally unchanging. While this certainly appeals to some players, it doesn't appeal to most (and I will state I do not like class and level systems).
Unfortunately, without a better improvement in play system, for me Traveller is just for one shots these days.
Well, I'm not really disagreeing here with that. It's not so much the science but the types of fiction that led me to the observations and conclusions that I've posted.Sci-fi without real science in it doesn't mean it then can only be creature-feature BEM fanfare. I would even argue that if you removed any "hard" science from Traveller, that you would still end up with Traveller.
Traveller is still one of the main sci-fi biggies of tabletop RPGs without its D&Dness. We will see if Starfinder rules them all though. I don't see Star Trek Adventures doing anything beyond its short license span.
Except, it didn't. T20, using the insanely popular d20 system, while commercially successful, was not critically nor popularity-wise a huge success.
Class & Level doesn't work well (even when the class is just a skills clade) for science fiction.
Sci Fi is a MUCH MUCH MUCH smaller base that Fantasy, and at the time, CT was THE go-to Sci-Fi game.
Late 70's Sci-Fi games of note: Traveller, Starships & Spacemen
Early 80's Sci-Fi games of note: Traveller, Space Opera, Spacemaster, Mechanoids, Robotech, FASA STRPG, FASA Dr. Who, Star Frontiers, Ringworld.
Of those:
Class & Level advanement: S&S, Mechanoids, Robotech
Skill Driven in play: All but S&S.
Attribute Driven in play: S&S