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Traveller Theme 1: Proto-Traveller

Except that the boardgames were there from the start, providing context and avenues of description not really appropriate to an RPG. RPGs in general emerged from board and miniatures gaming and GDW was no different. The loss of the boardgames over time and editions, made total with the closing of GDW, fundamentally changed Traveller and its fanbase.

The old crowd speak fondly of nail-biting games of Imperium or Invasion Earth or Fifth Frontier War, or even Dark Nebula. Every edition since T4 has had a critique of its combat system that has started from a comparison with Snapshop and AHL. Mongoose's ship combat is a strange beast because it expressly avoids being "boardgame-y". I've even heard glowing approval of Battle Rider. The CT "Experience" is inseparable from Mayday, Snapshot, and Striker for many older players, and CT is changed by their absence.

This perhaps deserves a longer reply (and lord knows I make long replies) but this morning I'm in a rush. So...

1. The board games I was referring to were Fifth Frontier War, Invasion: Earth, Imperium, and Striker... each of which are clearly above the level of PC action.

2. I loved Imperium. Played the hell out of it in high school. I played Traveller. I played Imperium. I never saw any connection between the two. I know I could be told about the connection. But I never went deep into the Imperium background material, and missed this. For me, as a teen, one was about characters jetting around and getting into adventures in a setting of the Referees own creation, and the other was strategic level combat set near earth. Apart from space ships and space, there's really nothing to connect them -- apart from the fact that I think GDW said, "Hey, we have these two products... let's connect them!"

3. Imperium may have co-develooped with Traveller (the death in character creation for Traveller, example, came from a discarded rule in Imperium about creating dynasties and the potential loss of sons and daughters in battle.) That doesn't change the fact that Traveller, as an RPG, stands alone and successfully as an RPG.

4. That there were alternate methods of handling combat in Snapshot is awesome and interesting. But not anything I was talking about in my previous post. In the original Dungeons & Dragons, there is a reference to using Chainmail to handle combat, but that the three three books in the box contain an "alternate" system if one wants to use it. Everyone used the "alternate" system in the OD&D rules (and not Chainmail) because they worked great for the concerns of exploring dungeons and an RPG game. In many ways I see the layered, more complex possible rules sets for personal combat for Traveller as being the "Chainmail." More war-gamey, but not needed, nor necessarily an improvement.

5. The perennial combat system in Traveller is flexible and easy to use by the Referee and players to adjudicate all sorts of crazy shenanigans the PCs might get themselves into. It's an abstract system to move things along, provide DMs as required on the fly for special circumstance, and pretty much force the Players to make decisions about how much they'll risk their PCs to move forward or get what they want. (I think the simultaneous combat actions are vital on this point.) They will let tension exist at the table without bogging things down to solid miniatures play. If people want solid miniatures play, that's great. But for an evening focused on exploration, negotiation, stealth, and other hijinks, the abstracted combat system of Classic Traveller delivers in spades.

6. Of course if one is used to using Snapshot for Traveller and take it out of the equation, the game is different. But, by the same token, if one is used to playing original Traveller and adds Snapshot, the game changes. My point is this:

This was never, and can never, be the "real" Traveller experience.

For some people they bought the original three books and went to town, never looking back and never buying another GDW product. For others Classic Traveller is Books 1-8, and not using all of them is somehow doing it "wrong."

But the fact remains that if you bought that original Traveller box with Beowulf's distress call on the front and opened up Books 1, 2, and 3 you had everything you needed to play for countless hours of entertainment. You had to add a lot -- everything really -- in terms of setting. But it was assumed back in the mid-70s that people wanted to do that.

That Traveller play and assumptions of setting changed as more and more of the books were added is a given. This isn't to say bad or worse, just the plain facts. But in no way is this ripping anything away from Classic Traveller or the entire game line. It is stating the plain truth that RPG have always been full of kit bashing and assuming the Referee and the Players will, ultimately, go off and do their own thing.

In my post I was pointing out that Traveller was a complete and functional rules set for RPG play at the PC level. And that, as GDW opened up the horizons to handle the strategic war games they wanted to add, the setting became less focused on the concerns for RPG, PC-focused play, and more and more focused on larger scale concerns beyond that scope. This in turn created, in my view, a setting that often worked against having an environment really ready for PC level play.

People will disagree with that last assessment! But I know I'm not alone in it.

But the fact remains that in the Proto-Traveller material, there was conflict within the Imperium to address and for the PCs to get involved with. As the setting built out, the Imperium became calmer, more stable, and more focused on the politics between interstellar states -- the provinces of strategic war games.

Oh, well. Long anyway. Off to work!
 
Also, in true Proto-Traveller (CT '77), all Nobles were Planetary Nobles rather than interstellar Nobles.

Knights thru Dukes were all on-world local noblility. The ranks of Prince/King/Emperor were specifically noted as Soc=16, governing entire worlds or multi-world polities.

This strikes me as very Dumarest... a strong social dichotomy to provide grist for PCs adventures:

Nobles with cash to spend who need money.
Downtrodden people who have no resources the PCs might help
Conflicts between the haves and have-nots
Space travel limited to the wealthy and the desperate
There is a cosmopolitan interstellar society... but most people don't see it
A focus on local politics (kidnapped senators, secret experiments by the decadent, failing Imperium, and so on...) This makes perfect sense given the distances and communication speed implied in the material. What is most important about happening right now is what is happening in the subesector the PCs are in

I think it is also part of the presume, less thought out setting details, when the PCs would be traveling from world to world, with less concern about how all these thing fit together if the group didn't want to get into that. (Again, like Dumarest.)
 
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For what I think is a pretty complete treatment of the differences between 1977 and 1981 (plus The Traveller Book and Starter Traveller), see my efforts here: https://docs.google.com/document/d/1jsH-EgKvaR0mdbtJMj_Xj7X3TcYyZTqQGf-Gwu58PX0/edit?usp=sharing
Amazing effort - thanks for taking the time to do it.

[You haven't mentioned the change to jump fuel used between editions - in 77 edition a jump drive consumes the full load of fuel required by its jump number regardless of distance jumped - page 6; in 81 etc. you only consume fuel based on the distance jumped. So under 77 rules if you have a jump 2 ship but you jump 1 parsec you use your 20% x hull in fuel. Under the revised version you only use 10%]
 
Amazing effort - thanks for taking the time to do it.

[You haven't mentioned the change to jump fuel used between editions - in 77 edition a jump drive consumes the full load of fuel required by its jump number regardless of distance jumped - page 6; in 81 etc. you only consume fuel based on the distance jumped. So under 77 rules if you have a jump 2 ship but you jump 1 parsec you use your 20% x hull in fuel. Under the revised version you only use 10%]

I missed that... Unfortunately as I progressed through the reading, I did less word for word reading. And the discussion moved from starship expenses to the ship design rules to boot...

Updating the document now.

Frank
 
Definitely doable, though I don't know if GDW thought about this at the time. The implications are fascinating: a lumbering monster ship 10,000 tons big can only move at 1G and Jump-1, but could be bristling with weapons. In fact there are TWO implications from this sort of ship design...

My solution for this is to use the Mongoose "sectional" ships rule from their original High Guard, with the 12kdton limit per Z-Drive, a limit of one drive/pp per section, so that you can theoretically have a 60k dton ship with J1 & M1.

Now, IMTU Imperial doctrine still generally calls for a J4 & M4 performance in warships, so that limits the size of the warships for the most part, but there are some very large merchant ships out there, plus some slow-moving "Space Control Ships" used during system invasions or to support ground actions, heck there is a whole range of reasons why there are warships don't fall within doctrinal parameters...

But I found this a nice way to keep my Small Ships and some of the idiosyncrasies of that paradigm (like dton limits) but also create some "big ships" when needed.

Of course, I also added Collectors (with a very small Fuel reserve for an emergency J1) because I like the flavor of that rather than the huge amount of space spent on fuel tankage...

D.
 
Also, in true Proto-Traveller (CT '77), all Nobles were Planetary Nobles rather than interstellar Nobles.

Knights thru Dukes were all on-world local noblility. The ranks of Prince/King/Emperor were specifically noted as Soc=16, governing entire worlds or multi-world polities.

I added more notes to my comparison document to highlight this difference in emphasis. i had called out the different placement of text, but had not carefully compared the differences in text.

There are definitely a lot of subtle wording changes and moving around of text between 1977 and 1981 that could have significant impact on the implied setting that emerges from the text.

And there's even more in The Traveller Book or Starter Traveller. Those follow 1981 much closer, making it even harder to notice the subtle differences.

Frank
 
3. Imperium may have co-develooped with Traveller...


Actually, Imperium's development and release pre-date Traveller. The first edition of the game never mentions the Vilani, Ziru Sirka, or Vland. It also describes the empire fighting the Terrans as consisting of "seventy stars" and being "centered on Capella".

Later editions, and GDW released at two while licensing several others, "kit-bashed" the game into the OTU. Imperium's jump lines, which were later carried over into Dark Nebula, never fit Traveller and led to disastrous consequences for GT:ISW.
 
Actually, Imperium's development and release pre-date Traveller. The first edition of the game never mentions the Vilani, Ziru Sirka, or Vland. It also describes the empire fighting the Terrans as consisting of "seventy stars" and being "centered on Capella".

Later editions, and GDW released at two while licensing several others, "kit-bashed" the game into the OTU. Imperium's jump lines, which were later carried over into Dark Nebula, never fit Traveller and led to disastrous consequences for GT:ISW.

Well, there it is. I was going off a release date I found for Imperium of 1977. But in any case, it clearly wasn't part of anything to do with anything that would be Traveller.
 
Well, there it is. I was going off a release date I found for Imperium of 1977. But in any case, it clearly wasn't part of anything to do with anything that would be Traveller.

That's... an interesting interpretation. Two games built with little overt background beyond that needed for game structures are considered to enhance and catalyze each other, *producing* a background that accommodates them both.

Obviously not related, of course.
 
If you lay out the specifics of the connections innate to the two games in 1977, I'm all ears.

The original games, of course. Not what they became later. Keeping in mind that Miller has expicptly said no thought was given to the Traveller setting until GDW started publishing adventures. And that the '77 rules explicitly state the referee only needs to create one or two subsectors for years of play.

Was there anything in the concerns of one (a strategic board game of interprets interstellar governments battling it out with fleets) that innately fold into the other (world-to-world adventures of personal combat vets RPG)? Again lay it out. Not that they were jammed together -- that I know.

In terms of gameplay, how does one help the other.
 
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Imperium's jump lines, which were later carried over into Dark Nebula, never fit Traveller and led to disastrous consequences for GT:ISW.

Not being familiar with Imperium, are you talking about the Vilani (I think) reliance on Jump Tapes in GT:ISW? What "disastrous consequences" are you referring to?
 
But in any case, it clearly wasn't part of anything to do with anything that would be Traveller.


Let's just say there was a clutch of ideas floating around GDW at the time which impacted both Imperium and Traveller in different fashions.

Loren Wiseman has written several times about a vague wargame idea Mr. Miller was toying around with during the period. The game would feature an empire at the center of the map surrounded by six distinctly different enemies. Sound familiar? ;)

So, Imperium gestates first, but from some of the same seeds as Traveller. The RPG takes off, a setting starts to coalesce, and history is written for it. The Imperium's original back story - the 70 star empire centered on Capella - obviously suggested parts of Traveller's setting's history. GDW wisely sees a way to increase sales by tying one game together with other so Imperium gets a 2nd edition in which it is kitbashed to fit the Traveller setting's history it helped suggest!

Then things get really screwy...

Another part of Traveller's setting's history looks good for a strategic level wargame in the Series 120 line; the Aslan Border Wars. By linking the game to Traveller, it should appeal to both wargamers and RPG players. Accordingly GDW dusts off Imperium's game engine, adds a few bells and whistles, and gets another Traveller product on the cheap with the only problem being that Dark Nebula carries over Imperium's pre-Traveller jump lines ideas.

Oops...

And for the next thirty years people keep trying to explain those jump lines in Traveller canonical terms instead of just admitting the games and the idea are pre-Traveller in nature. ;)
 
Not being familiar with Imperium, are you talking about the Vilani (I think) reliance on Jump Tapes in GT:ISW? What "disastrous consequences" are you referring to?

Not tape. The disaster was GT:ISW's prohibition on deep space jumps.

GT re-wrote canon on a fundamental level in order to "explain" Imperium's maps, something which didn't need to be explained at all because Imperium wasn't originally designed to be part of Traveller.

The failure was not on the part of the writers. The failure was on the part of the playtesters of which I was one. We failed to get the importance of the idea across and failed to present alternate solutions in time.
 
One thing I still like and use regularly from Book 2 Starships is the movement systems for ships between worlds and for combat.

I like the former because movement between worlds and to satellites and such occurs frequently in games when you expand a system to include everything. With the main world not being the only thing in the system, movement between worlds becomes important in terms of time for play.

The combat movement system, likewise, is preferable to me as I like the miniatures feel of it versus something entirely abstract. It works well in a small ship / few ships present action which is usually the sort I deal with. It gives the players some options the abstract systems don't like using worlds, satellites, etc., as cover or for gravitational acceleration.
I think that adds a dimension to space combat that gives players some personal control over their ship and what they're going that the abstract systems don't.

This.

Really works well in putting players 'in space' and not just revving up drives to operate WWII/Star Wars fighter/ship style.
 
I also like the Book 2 (and Old Mongoose) drive tables and the Book 2/Book 3 drive TLs rather than the Book 5 (and all later Traveller) ones. This makes ship "mass" (volume technically, but presumably corresponding with mass) matter - the heavier the ship, the harder it is to accelerate it to high speeds or to throw it into distant jumps. Also, Book 3 drive TLs are much more nuanced, as you can have faster ships earlier, though they are much smaller and on the other hand on lower TLs ship size is limited; I prefer this over the linear drive progression introduced by Book 5 (which is now canonical).

Similarly, I have grown to develop a distaste for empty-hex jumps. Without them, your star-map has a certain "topography" and there are places accessible only by high-jump ships, rather than take regular low-jump ships and simply give them more fuel and/or drop tanks.


Flavor is in the eye of the beholder.

Jump fuel stations are their own environment, just have a limit similar to my ATU to force them to known spots and not bypass trouble/opportunity.
 
Not tape. The disaster was GT:ISW's prohibition on deep space jumps.

GT re-wrote canon on a fundamental level in order to "explain" Imperium's maps, something which didn't need to be explained at all because Imperium wasn't originally designed to be part of Traveller.

The failure was not on the part of the writers. The failure was on the part of the playtesters of which I was one. We failed to get the importance of the idea across and failed to present alternate solutions in time.

Too bad, definitely a solution in search of a problem.
 
Re: the continuing point of game design of wargaming source rather then character driven, if we will recall that is what D&D was, created from an invade the castle miniatures game that broke into the dungeon, then got fantastic. So in this era, that was normal.

Chainmail predated D&D.

https://en.wikipedia.org/wiki/Chainmail_(game)

I don't know that the admiral/dynasty character toy for Imperium had that much to do with Traveller's genesis, but I wouldn't be surprised.

The miniatures aspect is still with us in having resolution tables/rolls, 'stats' to derive character and weapon performance, even as the actual miniature and it's tabletop withered away.
 
Re: the continuing point of game design of wargaming source rather then character driven, if we will recall that is what D&D was, created from an invade the castle miniatures game that broke into the dungeon, then got fantastic. So in this era, that was normal.

Chainmail predated D&D.

https://en.wikipedia.org/wiki/Chainmail_(game)

I don't know that the admiral/dynasty character toy for Imperium had that much to do with Traveller's genesis, but I wouldn't be surprised.

The miniatures aspect is still with us in having resolution tables/rolls, 'stats' to derive character and weapon performance, even as the actual miniature and it's tabletop withered away.
GDW was mostly the counters on the map type wargames, not minis on the table. (Tho' Frank apparently was big on minis games.)
 
Re: the continuing point of game design of wargaming source rather then character driven, if we will recall that is what D&D was, created from an invade the castle miniatures game that broke into the dungeon, then got fantastic. So in this era, that was normal.

Chainmail predated D&D.

https://en.wikipedia.org/wiki/Chainmail_(game)

The miniatures aspect is still with us in having resolution tables/rolls, 'stats' to derive character and weapon performance, even as the actual miniature and it's tabletop withered away.

I had just been thinking about Chainmail in the context of Traveller last night. So, here's a note about Dungeons & Dragons and Chainmail (and eventually Traveller)

Chainmail is referenced continuously throughout Volume 1 of OD&D (“Men & Magic”) and how it integrates into the game. However, on page 19 an “Alternative Combat System” is introduced. It is much simpler than the detailed miniatures game found in Chainmail, focusing on the exchange of blows of personal combat.

Within a year of the publication of OD&D, Gygax advised using the Alternative Combat System as the default system (The Strategic Review, Vol 1, No. 2), and the “Alternative Combat System” quickly becomes the official system of D&D.

I suspect this was because it was easier to use and allowed the game to remain more in the “first person point of view” that was an essential component of RPGs.

I was thinking about this after reviewing the combat system from the 1977 version of Traveller… with it’s range bands, no references to distances, and not one mention of scale or meters. While this confused me in my teens, I think I see the wisdom of it now.

For RPG play, the very abstract nature of the combat system allowed the game to keep going quickly and allowed the Referee and Players to make up details and bits of tactical business on the fly if desired. The text of the 1977 edition makes it clear that the Range Bands themselves preclude any kind of tactical concerns… which is true as far as goes. But in retrospect I see how tactical details can be introduced without building a full miniatures game.

The Referee put very much in the position of a Referee from a Free Kriegspiel. The original Kriegspiel rules put off many officers who trained with it because of all the page flipping through the rules and the mock combats took so much longer than an actual combat. (I’m using the term “Free Kriegspiel” loosely here, to illustrate the spectrum of play and rules from “The rules have everything” to “The Referee handles a lot.” Admittedly, the Traveller Referee handles a lot.

As we read in Wikipedia:

“Free” Kriegsspiel”
Kriegsspiel in its original form was not particularly popular among the Prussian officer corps; The rules were cumbersome and games took much longer than the battles that they were supposed to represent. It was not until 1876 that General Julius von Verdy du Vernois had the idea of placing more power in the hands of the gamemaster in order to speed up the game and reduce the number of rules. von Verdy's “Free” Kriegsspiel did away with many of the movement and combat rules in order to save time, giving the duty of deciding the effects of orders and combat to the gamemaster. This allowed players to play a game in real time, giving the players a better feel for the tension of actual combat. To retain military accuracy, von Verdy emphasized the necessity of using military experts as gamemasters. The new “Free” Kriegsspiel soon gained more popularity than its predecessor (now known as “Strict” Kriegsspiel”); The Prussian (later German) General Staff used it both for its internal exercises and as a training tool.


And here I think is where the Traveller Referee also comes into play and how the game was designed:

Rather than sorting out every detail of a particular terrain, every detail of building, and having a rule for every kind of situation, Traveller was originally written for a much more fluid play style. Modifiers and more, based on circumstance, actions, and results are adjudicated on the fly by the Referee. Admittedly, the Referee has to have the real spirit of an impartial Referee to make this work — just as in Kriegspiel. The Players are trusting him to provide challenges, risk, and practical rewards for good thinking — even while adjudicating the environment, tactics, and enemy combatants.

My own view is that this style of play can work gangbusters if everyone is onboard. It can create a really loose, fun, imaginative combat, with the Referee and Players building on details as they get introduced.

Of course, not everyone is onboard with it. Nor should everyone be onboard with it. It’s loose and interpretive, fast and built to move on to other aspects of play (exploration, puzzle solving, and more). Original Traveller moves so for to being a Free Kriegspiel-like style of play that the pendulum had to swing back the other way. So in a reverse move from Kriegspiel moving to Free Kriegspiel, Snapshot, AHL, and Striker are introduced over time to put back into armed conflict that were taken out to make the original Traveller combat rules.* For the people who want this kind of detail in combat, it is great. But, clearly, each approach shifts the focus from the

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I don't know that the admiral/dynasty character toy for Imperium had that much to do with Traveller's genesis, but I wouldn't be surprised.

As for my reference to the influence of the early design of Imperium on Traveller, it is from an interview with Marc Miller in White Dwarf Magazine, issue #23 from Feb/Mar of 1981.

In the interview Miller discusses the inspirations and influences on Traveller as originally published. You can read it here.
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*Yes, the Armor/Range Matrixes bug the hell out of some people, and that they can be a pain to cross-reference during combat.

But, inspired by a post by Supplement Four a while back, I’m creating a set of Weapon Cards that have one weapon listed per card. Range and Armor are cross-referenced in a small table for the Throw value. And each card will contain the +/-DMs for Characteristics and penalties for Weakened Blows or Swings.

The idea is that if a Player Character has such-and-such a weapon, that card sits in front of the Player for reference. If a Player Character hands a weapon over to another Player Character, the Player hands the card to that Player. They’re coming out nice!
 
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