creativehum
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So on one hand you had this set of rules that said "create anything want!", and then on the other hand said "you can't do this in the official setting!"
That's kind of my "core beef" with Traveller, if I ever had one.
I hope that make sense.
It does make sense. I now get where you're coming from. I misread your original post.
Does anyone think that Traveller can still be a generic RPG, or is it more now a creature unto itself with its own established background?
I would say this in reply:
Before Proto-Traveller there is Basic Traveller. (LBBs 1-3. And Basic Traveller is the term I should have used in my post above.)
I believe Basic Traveller is a generic game to a degree. The edge is the Jump technology (specific and purposefully limiting) and, much more lightly, the notion of a social structure and careers for characters.
I addressed the value (in my view) of the limited J-Drive in my previous post.
As of the limited careers, Marc Miller presented an outline for creating new character generation life paths in JTAS 15. And anyone could have cobbled together something similar even before Miller wrote up that article. Just like Miller suggests, one can create his or her own career paths for their setting using the tables in Book 1 as a framework and toolkit.
As for the social class... anyone could strip it out, simply replacing Social Standing benefits from character generation with other benefits. Or define Social Standing any which way they wanted without reference to nobility. (In a similar way, the Psionics institute could be stripped out as The Organization of psionics and replaced with the Jedi, the Bene Gesserit, or any other organization that the Ref creates for the color and fiction he wants for his setting.)
Again, in my view, Basic Traveller is a toolkit and framework that allows players to create lots and lots of kinds of setting using the tools and examples at hand in the the three LBBs. In this view, nothing is set in stone. The Psionics Institute is a generic notion that says, "Here's a framework for Psionics. They need to be learned, they need to be trained. There will probably be an organization for that. Do what you will." And I think the whole game is like that. Samples and examples and pieces of material like an Erector Set waiting to be picked up and used to construct what the Ref and Players want.
I know this point-of-view might seem odd to some. But I've come to respect this point of view. Which I think were very much a part of how the Basic Traveller books were conceived and written.
Here are the last words of Volume 3: The Underworld & Wilderness Adventures, the third book of the Original Dungeons & Dragons boxed set:
AFTERWARD:
There are unquestionably areas which have been glossed over. While we deeply regret
the necessity, space requires that we put in the essentials only, and the trimming will
oftimes have to be added by the referee and his players. We have attempted to furnish
an ample framework, and building should be both easy and fun.
In this light, we urge you to refrain from writing for rule interpretations or the like unless
you are absolutely at a loss, for everything herein is fantastic, and the best way is to
decide how you would like it to be, and then make it just that way! On the other hand, we
are not loath to answer your questions, but why have us do any more of your imagining for you?
Write to us and tell about your additions, ideas, and what have you. We could always do
with a bit of improvement in our refereeing.
The original three books for OD&D in a boxed set were obviously an inspiration for Basic Traveller. And I think the rules were written in the spirit of those words quoted above. It was part of the time, before the publishers began creating a publishing mill of material that might or might not ever be used. It was the way RPGs would be assumed to be played.
To draw the comparison completely, here are the original closing words of Book 3 - Worlds and Adventures of the Basic Traveller boxed set:
A Final Word
Traveller is necessarily a framework describing the barest of essentials for an
infinite universe; obviously rules which could cover every aspect of every possible
action would be far larger than these three booklets. A group involved in playing a
scenario or campaign can make their adventures more elaborate, more detailed,
more interesting, with the input of a great deal of imagination.
The greatest burden, of course, falls on the referee, who must create entire
worlds and societies through which the players will roam. One very interesting
source of assistance for this task is the existing science-fiction literature. Virtually
anything mentioned in a story or article can be transferred to the Traveller environment.
Orbital cities, nuclear war, alien societies, puzzles, enigmas, absolutely
anything can occur, with imagination being the only limit.
The players themselves have a burden almost equal to that of the referee: they
must move, act, travel in search of their own goals. The typical methods used in life
by 20th century Terrans (thrift, dedication, and hard work) do not work in
Traveller; instead, travellers must boldly plan and execute daring schemes for the
acquisition of wealth and power. As for the referee, modern science-fiction tradition
provides many ideas and concepts to be imitated.
Above all, the players and the referees must work together. Care must be taken
that the referee does not simply lay fortunes in the path of the players, but the
situation is not primarily an adversary relationship. The referee simply administers
the rules in situations where the players themselves have an incomplete understanding
of the universe. The results should reflect a consistent reality.
Note that neither Starter Traveller or The Traveller Book end on such a note. Book texts roll the reader directly into a Third Imperium subsector, with rumors, patrons and adventures specific to that setting, and the logic and fictional feel of that setting. The implication being, "This is how you play Traveller." Which, of course, was not at all the content or spirit of Basic Traveller. The rules might have remained the same, but in my view they are distinct products because of this difference.
So, in summary, when I look at your original question, I think the answer is without doubt, "Yes!"
But only if one strips away any of the GDW setting materials (adventures, library data, all of it).
One might use the Third Imperium as inspirational material -- the same way one might use Piper's books or Star Trek as a mine for ideas. But it is never a given. It is never how one plays Traveller. It's an example of a house setting and no more.
So, I think the key is this -- and it answers why I've sometimes been confused by your posts --
I step back all the way to the LBBs (or the FFE 0000 reprint of The Basic Books 1-3 http://www.farfuture.net/hardcopy.html) and start from there. Not Starter Traveller, not The Traveller Book -- though the chart/page layouts in those books are awesome. You take out anything that is the GDW house setting.
When I read your post originally, that's the position I thought you were were working form. If one starts adding in the Third Imperium, no, the game is no longer generic. One is now playing that game in that setting. But if one goes back Basic Traveller, I think there is, almost endless possibilities to create an adventure driven science fiction universe of whatever kind one wants.
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