Adventure shows have a myriad of patrons, from "The Persuaders!" in the 1970s using international playboys coerced into resolving "above the law" crime cases for a retired judge, to the A Team undertaking covert missions for a different patron each week, right back to Sir Francis Drake privateering for Queen Elizabeth. Oh, and they travel - to a new location, probably a new country, every week. Such is adventure - whether in the past or in the (far) future.
What I'm about to post is going to reveal me as an idiot -- which many of you might already think of me as -- but here we go:
Until I stumbled across and started reading the
Dumarest books, I think I'd been missing a core conceit of how
Traveller was designed to work. (
This essay goes into the link between Dumarest and Traveller at length.)
Now, keep in mind, I've heard of the A-Team analogy to
Traveller for years. But I never watched the A-Team and so the analogy never meant anything to me. I was, in fact, not much of an episodic TV kind of guy. I liked feature films more, with a sense of beginning, middle, and end, and the way a single story takes a character from one place and reshapes him in his adventures into something else.
But reading Frankymole's post this morning, with Dumarest already in my head, and now thinking about A-Team again, it's like this light bulb went off finally.
Because I'm a writer, I often think it teams of story structure. A feature film will be structure different than an episodic tv episode which will be structured differently than a long-form TV drama. Each has its own needs in terms of what kinds of stories and what kinds of characters will work effectively.
And when setting up RPGs I've often found it helpful to have analogies for the kinds of stories at stake: is a session like an issue of a comic boo? A TV episode? A novel? A short story? Not that there is a 1:1 correlation at all, but just something to hang the thinking on as an analogy.
It never occurred to me as clearly as this morning that (I think now)
Traveller play really is like the episodic structure of the A-Team or the Dumarest books. I'm talking here now about the structure specifically, though things like Patrons fit in easily as well.
Structurally, each world is the focus of an adventure, with a beginning, middle, and end. The characters go in, get the thing done, and come out the other side having succeeded or failed, having gained more than they lost, or
vice versa. And then they go to the next world and do it again.
The need for an overarching history or political set up justifying the existence of an interstellar environment need only be the slightest gloss,
since that is not what matters. What matters is having a) an interesting world with a specific environment; b) a job or situation that has to be dealt with that the Player Characters sign on for; c) the resolution of that thing; and then d) moving on from that world to the next, without any concern for the previous world or the surrounding worlds, since the
real focus for the structure of RPG play is: The next world, the next job/situation, the resolution of that situation, move on again.
I'm not saying, by the way, this is THE way to play, nor that YOU have to play this way. I'm saying when I look at Books 1, 2, and 3 or Basic
Traveller it all seems kind of dopey-obvious. When I read Traveller the first time I was reading
Dune at the same time, and conflated the idea of really, really richly detailed worlds where a huge novel could take place -- dozens of such worlds. But looking at the A-Team and Dumerast, what one really needs is the sketch of a world and a strong conflict in a situation that will let the PCs go to town on an adventure... and then move on again.
Each adventure, over x-number of sessions, would form a short novel or an episode of episodic TV. And then we pick up the next novel or start the next episode, and we're at a new location, with a new adventure, without much concern for what had happened previously or the larger political/economic/social scope of the worlds around the world where the new novel or episode was set.
Honestly, I don't even know if I'd like to Referee a game this way. I like richer, detailed political/economic/cultural settings! And I like the PCs affected by what was happening to them and had happened to them (more like a long, stand alone novel or feature film.) Still, I'm looking this finally feeling like I get part of the underlying philosophy of
Traveller for the first time.
***
A side note about Patrons: In both Dumarest and A-Team, the patrons are what I might call "Worthy Patrons." They are people in need who I think would be worth helping. The people that are causing them trouble are people I'd like to punch in the face. Part of what bumped me in the Traveller patron setup was that the patrons often came across as people I'd like to punch in the face. I always found that problematic and so I backed away from the Patron system. I now have some new thoughts about that because of this morning's light bulb moment.