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Does Classic Traveller need an update?

Does Classic Traveller need an update?


  • Total voters
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'77 or '81 ;)

And I still think a simple task system adds a lot of playability to CT rather than having to remember every single skill.

Agreed. It requires wading through the CT skills descriptions and essentially changing most of them. Skill awards during chargen may be dragged into that as well.

The problem is "Which rules take precedence?"

The clearest issue point is Bk2 vs Bk5 and bk7. Later editions all wenth Bk5 and Bk7...
... but many of the newer CT fans are strict book 2 fans.

Easiest would be to use High Guard and Merchant Prince, and not look back. And I'm saying this as a Book 2 and Book 3 fan.

MY preference, however, would be to change the HG drive percentages to align with Book 2's lower drives, and redact Book 2's WXYZ drives accordingly. For trade, my preference would be to reserve Book 3 for role-playing, and Merchant Prince for non-role-playing.
 
Agreed. It requires wading through the CT skills descriptions and essentially changing most of them. Skill awards during chargen may be dragged into that as well.

One of the NICE things about Bk2 is the damage steps are the drive letters...

Edit to add: One of the early drafts of T20 used "tons of damage" - each hit did so many tons of damage to the hit system, number by type of system being hit. PP was 1 per 3 tons, MD 1 per 2 tons, JD 1 per 5 tons, Fuel was (IIRC) 20 tons. The drive I have T20 draft 4 on is in the dead computer in the other room.
 
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One of the NICE things about Bk2 is the damage steps are the drive letters...

Edit to add: One of the early drafts of T20 used "tons of damage" - each hit did so many tons of damage to the hit system, number by type of system being hit. PP was 1 per 3 tons, MD 1 per 2 tons, JD 1 per 5 tons, Fuel was (IIRC) 20 tons. The drive I have T20 draft 4 on is in the dead computer in the other room.

That is a core component of the mutant ship combat I am working up. It's not so easy to quantify.
 
T20 was D&D based - they missed an obvious trick.
Hull, drives and various subsystems could have been given their own individual hit points with effects based on break points in the hit points to degrade drive etc. performance.
 
One of the NICE things about Bk2 is the damage steps are the drive letters...
I like it too, but it is not without its own problems.
You either have to have the drive table memorised, have the drive table to hand (either the book or on a screen), or write the drive letter vs performance track on your ship card in order to know when the drive degrades in performance.
I mostly went with the latter system, although the drive table was always just a page flick away - the charts and tables book from Starter Traveller is probably my most used CT item.
 
I like it too, but it is not without its own problems.
You either have to have the drive table memorised, have the drive table to hand (either the book or on a screen), or write the drive letter vs performance track on your ship card in order to know when the drive degrades in performance.
I mostly went with the latter system, although the drive table was always just a page flick away - the charts and tables book from Starter Traveller is probably my most used CT item.

For stuff I used a lot, I made SSD's ...

Hull(P)(_)(_)(_)
Computer(A)(A)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12)
MD(1)(1)(0)
JD(1)(1)(0)
PP(1)(1)(0)
Fuel(50)(40)(30)(20)(10)
Cargo(200)(190)(180)(170)(160) (150)(130)(120)(110)
(100)(90)(80)(70)(60)(50)(40)(30)(20)(10)
(Launch)
Turrets(P)(S)
[tc=2]Type R, 400 Tons[/tc]
Print them on a 3x5 card, run a strip of clear package tape over, and use the (everpresent in my kit) overhead pens or wax pencils to cross stuff off.

(My gaming "go bag" contains 3 packs of 4 color Staedtler markers - the grey shaft ones are water soluble, while the black are alcohol soluble. They work fine on lamination, but the color bonds to vinyl.)
 
I saw this poll a while back... but didn't vote at the time. I've been thinking about this as I dug into the Classic Traveller rules.

My own vote, just made, is that the rules are fine.

The trick is that the produce a play style that made perfect sense in the mid-70s that most people aren't familiar with today. For me the issue isn't whether the rules need an update. They work fine if the play style you want is the play style they offer.

What I would do, if I had my druthers, is to edit the text into a new edition using both editions of Books 1-3 as a spring board. What I would be going for is a clarity of the purpose of the rules and how to use them.

For example, in the The Traveller Book we find on the first page this sentence: "Traveller is a set of detailed rules covering how the universe operates. These rules govern day-to-day activities to be expected for any individual."

The thing is, if one reads the rules it would be shocking if there was anything "day-to-day" about them. The rules cover all sorts of things: Armed combat, hijackings, being attacked by monstrous beasts, psionic powers, starship combat, bribing officials, and so on.

The fact is the Classic Traveller rules are built for exceptional moments. They are there to handle the kinds of situations found in adventure fiction -- extraordinary, exotic, life threatening, tense, and so on.

The same holds true for the World Generation System -- which many people would replace, given the comments earlier on this thread. But the rules as written are designed to create many improbable and exotic worlds -- the kinds of worlds that one finds in the fantastic SF adventures found in the works of Jack Vance, Alfred Bester, Edgar Rice Burroughs, E.C. Tubb, H. Beam Piper, Andre Norton, Poul Anderson, Leigh Bracket, and countless other SF writers that informed the rules of Classic Traveller.

As for the Throw system -- no it is not universal. And, again, for me that's great. It isn't what RPGs became, but it can certainly stand on its own.

When Mike Mearls was working on D&D 4th Edition he started running a game of Original Dungeons & Dragons for fellow employees on his lunch break.

Someone asked him:
By the way, I'm very interested in you sharing how you "felt" as a DM. Did OD&D help you to run a good session? Did you felt comfortable, satisfied with the system? Did you feel the game system was good to run, and enhanced your DMing skills? What did you liked as a DM? Having been the prime designer of the 4E monster manual, did you liked the way OD&D handles monsters? (this may be what I find best in OD&D, it's the best take on monsters ever. I really love the way they were designed)

Mearls replied:
I've thought about this question quite a bit, and here's my first thoughts on it.

A lot of the fun parts of the session (the talking skull; the undead and their bargain) were possible under any edition of D&D. However, I think that OD&D's open nature makes the players more likely to accept things in the game as elements of fiction, rather than as game elements. The players reacted more by thinking "What's the logical thing for an adventurer to do?" rather than "What's the logical thing to do according to the rules?"

The thing I like best about OD&D monsters is that they are simple to run and easy to improvise. It was nice to simply write down AC, damage, and hit dice. On the other hand, I missed the variety of weird effects and tactics that 4e monsters can use independent of any work I put into them as a DM. The two approaches are very different.

OD&D and D&D 4 are such different games that they cater to very different needs. For me, in OD&D things are fast, loose, and improvised. I can write rules without worrying about strict interpretations or covering every possible case. The players, since they've agreed to sit down at an OD&D table, are probably more likely to accept random craziness and a game that requires a bit more deductive reasoning (I disable a trap by wedging an iron spike into the lever that activates it) as opposed to D&D 4 (I disable a trap by finding the lever then making a skill check).

To be honest, I think the games are different enough that I easily have space for both of them in my library. For me, they fill very different needs. OD&D is like jamming with a band. A lot of stuff gets made up on the fly, and when we find something interesting everyone just rides with it. D&D 4 is like playing a symphony. There's more structure and more pieces to work with, but everything comes together in this grand ensemble.

Several things to keep in mind: The OD&D rules contain no rules for Finding Traps or Picking Locks or Moving Silently and the like. (These were introduced when the Thief class was introduced in Supplement 1: Greyhawk (1975).) Instead, if the Player wanted to have his PC do something he would describe how his character was taking an action, the Referee would make a ruling ("It works," or "Make a roll, you need this number or better," or whatever he decided.)

Second, although Classic Traveller does have skills, I consider them skills with the same qualities of OD&D Refereeing and in the same manner Thief class skills work.

First, the Book 1 rules refer to these rolls as Saving Throws. We are not making these roles for day-to-day activities, but for exceptional moments where the characters are already in trouble and must succeed to prevent things from getting worse. If a character has enough time and resources at a solid starport then repairing the ship's engine probably doesn't require a roll. Maybe a roll to determine how long it will take to fix... but it will get fixed. But if the PCs need to get off planet because troops are coming to arrest them then a roll "To fix the engine before the assault begins" makes perfect sense. The rolls are placed in the context of adventure and stress, not day-to-day life.

Second, the Throws are all built situationally. For example, if the PCs approach a bureaucrat and the Referee makes a Reaction Roll and it is Enthusiastic or Genuinely Friendly it is possible that the NPC might be bribed without any need for a roll. Or if both the PC making the bribe and the NPC he is attempting to bribe both served in the Navy then there might be a +DM on the Bribery roll. As opposed to a universal skill system popular with RPGs in later designs, there is no assumption that you "Take this thing, add that thing, and make a roll, uniform in all cases." Instead, the details of the fiction at hand, as built in the moment by the Players and the Referee build the roll. Some people won't like this system, other people will. But it does work and there it is.

Third, even when the Thief skills were added to OD&D a whole swath of "skills" did not exist in the game. (Like, almost anything else a person might do.) This was by design. As Mearl notes above, this means the Players are responsible for deciding what their characters are going to do. You don't look to your sheet to determine if you are going to start an avalanche on the ogre camp below. (What skill would that be?) Instead, the Players describe what they want to do, the Referee comes up with rolls to determine effects, rolls are made, effects proceed, the game continues.

The same holds true for Classic Traveller's limited skill list. The game doesn't want a list for everything, because if the PCs can solve everything with a roll what fun is that? (I'm showing my colors here, I know, because I'm not that fond of game in which the PCs can solve all problems with a skill roll.) So the characters can do some things, but even if they had many skill across the PC party, the available skill list still severely limits what skills they can have.

Does this mean they can only take action according to what skills they have? No. Classic Traveller was never about running your adventure through a series of skill Throws. As Mearls notes above about OD&D it is all about the Players coming up with plans and ideas on their own without looking at their character sheet. In the context of Classic Traveller: There are no skills for understanding Ancient Languages can acquire. Which is great... because if the PCs really need to to get some ancient artifact translated they will have to go to the NPC who does have that skill. They might have to bribe him, or kidnap him, or protect him from NPCs who are trying to reach him first.

These GAPS in the skill list available to PCs provide all sorts of energetic action and choices for the Players to plan and make and behalf of their characters. This is where a great deal of the adventure and fun comes in. Not in the roll of Throws, but in the bolder actions which lead to more rolls later on.

So that's the rules. I'd clean them up, make the text clear and straight forward (again, using Books 1-3 as my starting point), rework the order of some sections and so on. It would be very straightforward.

And then, the same way James Raggi did with Lamentations of the Flame Princess, I'd have an accompanying Referee book about how to use the rules, the logic of them, why they are built the way they are, how to build a campaign. The book would talk about how to re-tool the rules to build the kind of setting you wanted (for example, different methods of World Generation, Ship Encounter Tables and so on).

So, for me, the rules would remain the same. But I would repackage the presentation, and make explicit how to use the rules. That's my take.
 
Classic Traveller (CT) background, as extended by the GURPS Traveller (GT) Lorenverse, using the MegaTraveller (MT) mechanics as initiated by Digest Group Publications (DGP).

Mongoose Traveller (MgT) has, IMHO, come the closest to this goal.

Good lord, even SORAG couldn't have come up with all those MLAs!!! :rofl:
 
Mongoose 2nd Edition has come out since I last voted on this poll. I don't remember how I voted on this back then.

Anyway, if a new boxed printing of the stapled Books 1 - 3 were made, I'm sure they would sell out. As would an additional boxed printing, containing Books 4 - 6. I don't think the current $20 hardcover of The Traveller Book would cut into their sales all that much. Some players prefer the LBB printing of the rules.
 
My thoughts on an updated version of CT have changed over the years.

What I would do now:
begin with CT '81 edition
LBB1 - add a points buy option, updated skill list and skill tables;
LBB2 - remove jump drive=power plant requirement, change pp fuel formula, add in the missing pulse laser damage and effect of a crew hit, add optional range band movement system, re-state the simple cinematic ship combat system from the ship's boat skill, jump torpedoes;
LBB3 - put the trade lanes rules and table from '77 edition back in, somehow include the referee's guidance to throws from the Traveller Adventure (it's 1200 words or so which would require three to four extra pages - but the LBB1-3 books have a smaller page count than many of the subsequent LBBs).
 
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CT had some flaws but the underlying system was fairly easy to understand, and the documentation was concise. Like many folks, I did extensive modifications to the basic system and came out with house-rules.

There's definitely a baby in CT that you might not want to throw out with the bath water. If you look at my experience and the items posted here, on the TML and in various other places you can see areas where many folks have modified it.

Some of the later editions also improve in various ways but they all had significant flaws; complexity creep was probably the biggest sin.

Some of the common themes I think would make for improvements in a revised CT platform include:

Character Generation
  • Add careers from Supplement 4, JTAS and other selected sources. Back-fill appropriate skills from the later supplements into the original 6. With a bit of thought you could probably get 24 in total - JTAS has police, academics, skyport authority, spook services and one or two others that I can't remember OTOH. Do a bit of consolidation to trim back skill sprawl.
  • If you want to do extended character generations systems, put them in supplements - and do one for all of the services. However, take the number of skills from MegaTraveller (about one extra per term) to bring basic CG characters into balance with the extended systems. One could also add enlisted ranks to the basic CG system.
  • I've done and seen rules for moving between services at re-enlistment, for example going from Navy to merchant.
  • Add some point-buy into the character generation system - I'm in favour of a hybrid system where the player can swizzle some of their skills around. I have often added a choice skill per term plus a couple of background skills. You could also integrate skills into the mustering out benefits.
Skill use
Add a more formal system such as 68A and do some rules for 'yes but' partial success. You could also add a FATE-style bennies system.

Combat
You could add a combat system like Striker or MegaTraveller. Be careful with the balance of high-penetration weapons in such a system though - you need to balance it so they aren't the insta-kill that they are in Striker. Designing such a system is a topic in its own right.

Starships
I've done Book-2/HG hybrids, and I think such a design system has to do a decent job of supporting both small-ship and large-ship 'verses.
  • Computers drive a huge TL-driven advantage in HG. For party-level engagements I use computer rules based on Book-2, which are not quite so extreme.
  • Balance the damage so the combat works with small ships. In HG it's either crits or overly-attritional fuel-1 hits.
  • Really small, high-agility ships are also too hard to hit. It's quite easy to make a 5-6G fighter, SDB or patrol cruiser that can't actually hit another ship of the same class with its main armament, or has to roll 11+ or 12+.
  • Balance the weapons so that ships in the 1-10kt range work. 2-3t turrets, smaller spinal mounts and maybe pimp bay weapons a bit.
  • You could use standard drives per Book 2.
  • Mayday-style hex grid movement. You could also consider adding limited delta-V to ships if you go down this route, although you would have to factor this into fuel calculations into the starship design system, so I would consider this optional.
  • (One of mine): Rules for buying old, secondhand ships at cheap(er) prices. Think Serenity or the Millenium Falcon.
  • More small ships that a party might get hold of and use.

Worlds
  • Publish a vendor supported application for generating and editing sectors.
  • Another option would be to do a system somewhere between Book 3 and Book 6 in complexity. I did a system (for another game) that just generated classifications of worlds (e.g. 'M' class). However, it might not be so easy to reconcile this with classic UWP's.
  • Alternative distributions for tech level - I have a thing for bi-modal distributions of tech level and industrial development. Once a world starts developing it becomes a high-tech, industrialised economy within a few generations. One of my campaign settings has a preponderance of sparsely populated, relatively poor TL 4-6 fossil fuel economies and then a smaller number of more developed high-tech worlds. However, the poorer worlds import a lot of tech from the developed polities.

Technology
I like the distribution of technology in Traveller, but there are a few places where it's a bit out of date:
  • Computers - bring them up to date.
  • Cybernetics - not full cyberwear-as-fashion-accessory that you see in a cyberpunk 'verse, but add some rules.
  • Robots and vehicles - publish some in the basic set, but do expansions with design systems. Try to be simpler than FFS; Striker should be about the upper limit of complexity for these. Keep an eye on the balance.

What CT does well
  • Generating random encounters - animal encounters, patron encounters, random encounters etc. More of this.
  • Book 2 trade - individual cargo types, but perhaps even more variety. This was good enough for Elite to rip off, as it does a much better job of adding colour than the trade system in Book 7.
  • Supplements - reading individual adventures and supplements was a pleasure; much more fun than reading 'guide to' campaign supplements.
  • Running starships - keep the finances such that the money involved in the starship doesn't flood budgets for equipment.

Probably nothing much new here - I'm pretty sure that many of you will have made mods similar to these at one point or another. However, if the size and complexity could be kept to something not too far removed from the original CT system one could retain a lot of the charm and flavour of CT while updating it to remove the obvious anachronisms.
 
There have been so many attempts at "updating" Classic Traveller. So many versions of Traveller claim to harken back to the original game.

MegaTraveller was a Classic Traveller update. Marc Miller's Traveller claimed to build upon Classic Traveller roots. The same is said for Mongoose Traveller. I believe Traveller 5th edition is making the same claim. d20 Traveller strives to be consistent with Classic Traveller.

So many attempts to "update" the original game?

I wonder...

Do you think Classic Traveller needs an update?

Or, is it great the way it is?

Just curious.

I think my friend and I were of the opinion that it was a well presented game, but it lacked a lot of visual aesthetic you expected from a scifi RPG.
 
As I perused thru 9 books and 13 supplements trying to find all of the various skills scattered throughout, it struck me that TC was a product very much under development. What he had was a great concept which he had fleshed out, but it was unpolished. So he would add books and supplements with fresh ideas and revisions to existing one while introducing new major functions to the whole. He spent years developing those ideas for classic traveller.

Now you guys have spent years poring over the core books and the extra books and the supplements committing them to memory. You have mentally cross-referenced them and generated your own mental organization of material, and annotations, and table of contents. You walk around with Classic Traveller 3rd edition in your mind and you know how to rearrange the material to be complete and inclusive intuitively.

For me it was somewhat bewildering to find the skills scattered throughout something like 7 different books. Some skills being superceded by others, skills branching out in different directions in different books. For me as a beginner, mongoose traveller has been easier to grasp. I cannot comment on differences in rule sets, but they had the advantage of seeing all of Marc's work in restrospect and rearranging the pieces in a sequence that is easier to follow, like having the skills all together in one chapter. I know I am making a big deal about the skills, but it is just an example.

The careers are grouped together. College is introduced with the chapter on chargen, not in a later book. Small things like that which strip away some confusion and make the overall picture easier to see. I am actually hesitant to use CT to, say, generate a scout in book 6, when I am not certain if in doing so I am missing something from book 1 that I was supposed to use that may in turn have been modified by a process in book 4. This may be totally irrelevant, but as a beginner, how would I know?

Yeah, I think it would be great, even without rule revision, if one of you guys could take Classic Traveller 3rd Edition you have in your head and put it on paper for the new guys on the block. But unless or until that happens, I am more than content to make do with Mongoose Traveller. It is supposed to be close to CT.

I use the CT material (I hope appropriately) to provide context and background for the Mongoose stuff just because I have so much of it. And now I have time to go through it.
 
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