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Does Classic Traveller need an update?

Does Classic Traveller need an update?


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Thinking about what Mike said last year. I've edited his wish list.

* begin with The Traveller Book
* chargen - updated skill list and skill tables;

* starships - change pp fuel formula,
add smaller hulls for building small craft,
add in the missing pulse laser damage
and effect of a crew hit,
add optional range band movement system,
add black globes and other goodies,
re-state the simple cinematic ship combat system from the ship's boat skill,
Undo the WXYZ drive curve;

* worlds and adventures - put the trade lanes rules and table from '77 edition back in,
Add the referee's guidance to throws from The Traveller Adventure
 
enlisted ranks
standard ship designs that fit standard engines
sensible variants of crew and passenger accommodation
pricing and costs based on build and operation costs
* no kCr2 life support handwave
* kCr10 would be low end double occupancy in a tiny cabin

* cold replaced w steerage bunks or seating like partitioned first class air
* cargo based on metric ton (3 m³ ~ 0.2 dT)
* per parsec pricing
* jump time based on distance and drive rating
* Han shot first
 
All the following is IMHO, of course, and I want to emphasize that point.

Traveller is my favorite RPG, regardless of which edition one is talking about.

What all RPGs need, but especially Traveller, is a modular approach to the rules. This is based on the S.O.L.I.D. principles of software design.
1) There needs to be a very, very, simple version of the rules that players and referee can just sit down and play with a minimum of preparation. The goal of this version is to allow the players and referee to concentrate on ROLE playing and story telling, with little need to be concerned with record keeping and other details. I would imagine something like a maximum of 20 pages of rules, with a maximum of 4 tables, for this simple version.
2) All other rules are provided as small add on mini rules modules, with each one being self contained. I would expect such modules to have at most 5 pages of rules and one chart.
3) ALL such rules modules need to be OPTIONAL, so that the Referee can choose which ones to use or not use, and can therefore adjust the complexity and detail of his game to fit himself and his players.

A system like this will have enormous advantages over any existing fair I know of.
a) It makes designing and testing easier, resulting in fewer errors and contradictions, and thus less errata.
b) It will provide a very friendly way to introduce new players to the game, by starting them with the simple game and then adding optional rules one at a time.
c) It will allow the Referee to tailor his game's complexity and level of detail easily.

I even think that Traveller might not be that difficult to fit into the above scheme.
1) Simplified character generation becomes the base game. One plays a character's whole life out using the character generation rules, which need to include a simple 'event' system similar to that in Mongoose Traveller chargen. Naturally some means would be needed to allow multiple players to play simultaneously.
2) Additional rules modules either add more details to the base game mechanics (such as new career options etc.) or they add more detail to the events, giving the characters more options. The events in effect become adventures, which can be as detailed, or not, as the players and ref desire.

This probably mean that the standard idea of the characters getting together after completing their pre-history and entering a life of adventure separate from the chargen is discarded. I have no problem with that approach, but I would like to know what others think.
 
I don't like the versions that require advanced degrees to operate. I remember trying to design a ship when MegaTraveller came out and having to be restrained from committing seppuku or switching to an engineering major.

I think the ideal would be an update of CT. Mongoose is almost there, but some of the details are off in ways that annoy me.

I remember that feeling of finding a little black book I'd never read - it wasn't easy before the internet.
 
I a way, this is a self answering question.

Doesn't the fact that there are so many derivative versions of CT out there imply that this has happened - and that this hasn't solved the problem which is that CT and all those derivatives aren't and never could be perfect for everyone.

Would an updated CT be a replacement or just another derivative clamouring for attention?

I suspect the latter.

"Would the real Slim Shady please stand up?"
 
https://xkcd.com/927/

SITUATION: There are 14 competing standards.

A: "14? Ridiculous! We need to develop one universal standard that covers everyone's use cases."

B: "Yeah!"

<soon>

SITUATION: There are 15 competing standards.
 
https://xkcd.com/927/

SITUATION: There are 14 competing standards.

A: "14? Ridiculous! We need to develop one universal standard that covers everyone's use cases."

B: "Yeah!"

<soon>

SITUATION: There are 15 competing standards.

And we are really close to having 15 versions of Traveller...(and BTW that is one of my favorite XKCD jokes. Having worked in software way too long, there is a huge proliferation of standards fixing previous standards. For me it seems about every 5 years I have to learn new standards/languages/frameworks. After almost 40 years of that I am getting tired of yet another new standard. As I start looking into .Net MAUI...)

I was going to list them out but the Traveller Wiki shows 11 versions here
 
I’ve always thought that Mongoose was the CT update.

Inspired by creativehum’s threads from a couple years ago, and the original Starter Traveller set being free on DTRPG for a moment there, I went back to CT with fresh eyes and a powerful sense of nostalgia.

It was quite fun and I even tried contacting an old friend from the 80’s because of it. But I kept tweaking things, adding things, wanting to develop it more... and ended up right back with Mongoose.

I think CT is a great game. But it shows it’s age, just like OD&D, or even BECMI D&D does. There’s nothing wrong with that. Old School game play rocks. Just depends on what you’re looking for I guess.
 
One of the problems of updating Classic Traveller is that everyone who wants to see if updated has a different idea as to what an update should look like. If that were not the case, you would not have so many different versions of it.

I would love to know how many copies of Classic, Starter Edition, and The Traveller Book that Marc is still selling.
 
Quite a few, I'd imagine. The Traveller Book is a Platinum seller on DTRPG (top 1.41% of sales). Starter Traveller has been on sale for PWYW or Free from time to time for PDFs.

I'd think the all in one nature of the TTB makes it an easier sell than the three files for LBBs or Starter.
 
If there was a task resolution rule and something like Champions / HERO's physical damage verse body damage for various armor (jack, mesh, combat armor, etc.), then you'd have ironed out all of CT's initial problems.

I understand CT more now than ever before, which is one of the reasons I put it down, but I also think that you need to service the player base with some clear cut rules to game out scenarios. We kept buying the books because of the rich background, but didn't care much for house ruling a lot of the stuff that happened in game.

Thanks.
 
Reading through this (and largely agreeing), I wonder if linking the setting changes so tightly with the rules editions was a well-intentioned but strategic mistake.
 
Reading through this (and largely agreeing), I wonder if linking the setting changes so tightly with the rules editions was a well-intentioned but strategic mistake.
Personally, I have my doubts. It seems like a new rule set for no reason other than to get the customer to buy the new game. I've said it a million times, CT just needed task and combat tweaks, otherwise it was solid. Otherwise all it needed was more adventures.

It was frustrating as anything buying ... I don't know ... the Hiver or K'Kree alien module and there being no support for them in terms of adventures. It's like buying a book on Orcs or Wood Elves, and there being no adventures published with orcs or wood elves in them. And after a while we just gave up on the system as a whole.
 
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