EXECUTIVE SUMMARY
I. Travellers travel. They travel within the limits of jumpspace, high fuel usage (includes wilderness refueling), and gravitics.
II. Self-Reliance. Remoteness of authority, speed of jump, starports as "deep water" ports, explicit feudalism (and even piracy) supports, empowers and requires the players to make their own decisions and act.
III. Material. Rewards are material, rather than Experience Points, Leveling Up, and so on. Newtonian physics tends to be followed.
IV. Limits and Diversity. Career options, aging and mortality, ship design, subsector design, and decisions made during character generation limit and frame reality. The definitions create a diverse space (hence library data and anachronistic/atavistic worlds), but only within limits.
V. Sociological. Interstellar society is socially stratified (high, mid, and low passage; SOC), but people are still human. The typical game shows how being a traveller crosses classes and breaks stratification.
LONG-WINDED VERSION
I am going to try to nail down "The" rule underlying Traveller, the Traveller design philosophy.
In order to get a sense of it, I list some core elements of Traveller which seem to define the game's feel -- elements not created by the setting, but rather are embedded in the game. In other words, Traveller's philosophy informs the rules and the setting.
I. Foundational Assumptions
Here's my list, a modified version of Daryen's list salted with others' comments.
Foundational but more rules-based.
I. Travellers travel. They travel within the limits of jumpspace, high fuel usage (includes wilderness refueling), and gravitics.
II. Self-Reliance. Remoteness of authority, speed of jump, starports as "deep water" ports, explicit feudalism (and even piracy) supports, empowers and requires the players to make their own decisions and act.
III. Material. Rewards are material, rather than Experience Points, Leveling Up, and so on. Newtonian physics tends to be followed.
IV. Limits and Diversity. Career options, aging and mortality, ship design, subsector design, and decisions made during character generation limit and frame reality. The definitions create a diverse space (hence library data and anachronistic/atavistic worlds), but only within limits.
V. Sociological. Interstellar society is socially stratified (high, mid, and low passage; SOC), but people are still human. The typical game shows how being a traveller crosses classes and breaks stratification.
LONG-WINDED VERSION
Marc Miller via LBB said:Travellers travel.
Don McKinney said:
- Traveller is about travellers - the name is literally the role assumed for the player characters.
- The rules show how characters from all classes and structures take on this fundamental role.
- The rules govern the exploration of the player characters' travels.
- When problems arise, a traveller faces the moment alongside other travellers.
- The shared experience of being a traveller allows two characters from widely disparate backgrounds to come together.
- Game success depends on how the story manages the social mobility and camaraderie of being a traveller.
- The focus of a good Traveller story is on those who fit the role of traveller.
- Traveller has never been a what. Traveller is a who.
Bill Cameron said:There are design assumptions underlying Traveller which were used to create a corpus of rules. Those rules were then used, imperfectly, to create the official setting. Further clouding the picture is the fact that not all of the rules published under the Traveller rubric were crafted with the Traveller design philosophy in mind.
That's why I'm suggesting we return to first principles. Identify the underlying Traveller design philosophy, vet all existing Traveller rules against that philosophy, craft additional Traveller rules using that philosophy, and then use that expanding body of Traveller rules to create multiple Traveller settings. Multiple settings which move far beyond the OTU.
I am going to try to nail down "The" rule underlying Traveller, the Traveller design philosophy.
In order to get a sense of it, I list some core elements of Traveller which seem to define the game's feel -- elements not created by the setting, but rather are embedded in the game. In other words, Traveller's philosophy informs the rules and the setting.
I. Foundational Assumptions
Mike West said:Traveller is all about a base set of assumptions. Science fiction is a huge concept that can be expressed in innumerable forms. While the underlying system any edition of Traveller has used is highly flexible, there are still certain assumptions that are involate.
Violate these, and you lose the 'Traveller', regardless of setting. Keep these, and setting probably doesn't matter.
Here's my list, a modified version of Daryen's list salted with others' comments.
- The Jump Drive is the key to travelling to other stars. Starships of size 100 tons or greater can travel to a nearby star system in about 1 week’s time. Communication travels at the speed of jump (no ansible).
- Sequential jumping. To go two parsecs, you may make two consecutive 1-parsec jumps.
- Starships are designed by purpose (often encapsulated in a single letter code).
- Starports are like Deep Water Ports, and service interstellar ships. No two starports are alike.
- Limitations on space travel makes wilderness refueling worth the risk.
- Cosmopolitan, with aliens, but the universe is largely understandable and consistent.
- Worlds are not homogeneously hi-tech. Backwaters are part of this. This allows anachronism (shotguns and cutlasses) that defy SF conventions.
- Lots of worlds. No two worlds are alike (hence Library Data).
- Naval bases and the Navy career.
- Scout bases and the Scout career.
- Mercenary Tickets and a soldier career (e.g. "Army").
- Social Stratification (High Passage, Mid Passage, Low Berths) -- but player characters break stratification almost by definition.
- Push, Pull, Enigma, Gimmicks (e.g. Black Globes).
- Patrons and patron encounters typically mediate between the vast setting, and the players with their goals.
Foundational but more rules-based.
- Modular mechanics. Like The Traveller Book but don't like its starship design? Swap in Traveller 5's ACS and you're done.
- Pre-career character generation. Chargen is a solo mini-game with its own risks and rewards.
- Six Characteristics per person.
- Physical characteristics take the damage from combat.
- Combat is deadly.
- No "experience points", leveling up, or other metagame rewards.
- The careers and design systems define limits on reality. 2D hex maps, empty hexes.
Last edited: