With an offer like that how could I not try this new Traveller role playing game core rule book? Here is the Mongoose Publishing ad copy:
Traveller is the science fiction roleplaying game of the far future. The Traveller Explorers’ Edition is an introduction to the game for newcomers that provides all of the tools you need to create adventures or even an entire campaign. Create bold scouts and intrepid scientists who travel into the unknown aboard their trusty Type-S Scout/Courier, a rugged exploration ship perfect for the job.
Dock your ship at advanced starports, visit strange worlds, encounter alien beings and animals, and take on the challenges that the galaxy sets before you.
The Explorer’s Edition provides all core game rules for Traveller, plus a universe creation system that allows referees to create new star systems on the fly for their players to visit and explore…
The universe awaits. Welcome to Traveller!
Traveller Explorer’s Edition
First challenge – making sure I get that dang apostrophe in the right place because Mongoose uses it both before and after the ‘s’.
I duly paid my single dollar and, after waiting for a day for the purchase to hit my Mongoose account (why not right away? I know…shoulda used my DriveThruRPG account…Sigh) I downloaded the 74-page, full color pdf.
The “Introduction” of the Traveller Explorer’s Edition sets out the modest goals of this book. To quote, “The Traveller Explorer’s Edition is designed to introduce new players to the game using just one of its many genres; the exploration campaign.”
Hold onto that thought…
Opening the Traveller Explorer’s Edition, the cover art is pretty much what I expect from Mongoose these days. To my eye I can see a Type-S Scout there but the perspective seems screwy.
Most people don’t pay any attention to the legal print on the contents page, but I have my reasons. I note that this game contains no Open Game Content. This has long been a problem I have with Mongoose Traveller; they play legal games. The “core rules” for Traveller are taken from the Traveller System Reference Document, which is covered by the Open Game License (OGL), yes? For the longest time I “understood” that the core rules are covered by the OGL but “setting” specific items (like the Third Imperium setting) are Product Identity. When Mongoose Publishing declares all their product is not subject to the OGL it means they can make legal claims on anything YOU make using their product.
The next page in the pdf is a full color “setting” image. Here I see (somewhat more) recognizable Type-S Scout ships.
The text is a quote from Carl Sagan spoken in Cosmos. As for a call to adventure…well, nothing has ever really come close to the original, “This is the Free Trader Beowulf, calling anyone…Mayday, Mayday…” I mean, I see what they are trying to do here here (“bold scouts and intrepid scientists”) but I’m just really not convinced this Carl Sagan quote delivers the message they want.
The next several chapters of Traveller Explorer’s Edition are “Traveller Creation,” “Skills and Tasks,” “Combat,” and “Encounters and Danger.” These are the core game rules:
There are two career fields available; Scholar and Scout.
Experienced Traveller players will note there is no chance of death in character generation.
Skill checks are bog-standard Mongoose Traveller with 2d=8+ for success or rolled against a Task Difficulty.
I note that the “Boom & Bane” game mechanism where you throw 3d6 and take the two best/worst from 2nd Edition is not here.
The skill list is also pretty standard, though a few Third Imperium setting examples creep in.
Combat is the same, as is the encounters and dangers section.
The “Equipment” chapter in Traveller Explore’s Edition goes out of its way to ensure you understand this is “The Core Collection.” What this practically means is that the equipment list is a cut-down version. This same “Core Collection” approach is used in “Space Combat” when it comes to ship armaments. That same philosophy delivers a single ship type in the book—a Type-S Scout/Courier.
“Spacecraft Operations” in Traveller Explorer’s Edition is again very, uh, standard for those familiar with the rules. Likewise, “World and Universe Creation” is (again) the standard star mapping and basic world creation system long used by Traveller. The star map uses the “standard” 1/2 chance of a world in any given subsector hex.
Let’s look again at the “intent” behind this Traveller Explorer’s Edition:
Create bold scouts and intrepid scientists who travel into the unknown aboard their trusty Type-S Scout/Courier, a rugged exploration ship perfect for the job.
Dock your ship at advanced starports, visit strange worlds, encounter alien beings and animals, and take on the challenges that the galaxy sets before you.
The Traveller Explorer’s Edition certainly meets the first part of the intent. Create scouts and scientists? CHECK! Travel aboard a Type-S Scout/Courier? CHECK! It’s the second part that becomes problematic:
“Dock you ship at advanced starports” – I guess so, but that’s not what I imagine as the edges of known space.
“Visit strange worlds” – The basic Universal World Profile can be a start but a Referee needs a good imagination; no help is found here.
“Encounter alien beings and animals” – Referee gonna have to totally make up aliens cause ain’t nothing in the book about ’em; at least some basic animal traits are defined in “Encounters and Dangers.”
“Take on the challenges the galaxy sets before you” – This needs a good Referee but this Explorer’s Edition has no help for Referees.
So just what is an “exploration campaign.” Let’s go back to Mongoose Traveller 1st Edition and see how they describe it in the “Introduction – Campaign Ideas”:
The Explorer Campaign: In a game of this type the player characters go beyond the borders of known space, looking for objects, planets, and civilizations of value or curiosity. The characters will have to be highly self-sufficient to survive away from known space for long stretches. For inspiration look no further than the original series of Star Trek.
Traveller Pocket Rulebook, p. 2
That’s a better explanation, though I still bristle at using high-tech, utopian Star Trek as inspiration for a Traveller campaign. Maybe it’s a personal preference but I always saw Traveller as having an element of desperate survival more like Firefly than the cleanliness of Star Trek.
Campaign: Survey Scouts – Exploration and adventure go hand in hand. In this campaign, the player characters are the crew of a survey ship – far from help or assistance, members of the scout service exploring new planets and sometimes making contact with alien races.
SOLO, p. 7
SOLO goes on to deliver a game system that can be used to create a Survey Scouts campaign. A similar campaign game system is missing in the Traveller Explorer’s Edition. This certainly is an introduction to the rules, but it is far short of being an introduction to a campaign—or even a one-off session for that matter.
The Traveller Explorer’s Edition can be used as an introduction for new players; think of it as something more akin to an extended player hand out. The core rules are there and the players can experiment with creating their own character. The book delivers basic familiarity with equipment and combat and space operations and even the rough outlines of worlds. But the Traveller Explorer’s Edition does not deliver a campaign, or even the basic seeds of a campaign.
Not bad for a single dollar…but not really great either.
This Wargame Wednesday entry is courtesy of @TheGascon who sent me down this rabbit hole from Twitter by simply asking me which Hammer’s Slammers rules I prefer. In my typical way, the answer is not simple and to understand my thinking we need to look at several decades of wargaming history. Come along as I dig into a bit of my gaming past (and present) to show you my Hammer’s Slammers wargaming evolution from the early 1980’s to today.
When I think of Hammer’s Slammers stories and wargames, the final battle in the novel Rolling Hot immediately comes to mind. Here, a severely understrength Task Force Ranson consisting at this point of a single hovertank and a handful of combat cars faces a (slightly) understrength local armored battalion. To me, a Hammer’s Slammers wargame needs to be able to recreate this battle—not necessarily the exact outcome but definitely the situation. Here is that situation as laid out so dramatically in the book:
Blue Three’s sensors had greater range and precision by an order of magnitude than those crammed into the combat cars, but the cars could process the data passed to them by the larger vehicle. The sidebar on Ranson’s multi-function display listed call signs, isolated in cross-talk overheard by the superb electronics of the tank pretending to be in Kawana while it waited on Chin Peng Rise north of the tiny hamlet.
There were twenty-five individual call signs. The AI broke them down as three companies consisting of three platoons—but no more than four tanks in any platoon (five would have been full strength). Some platoons were postulated from a single call sign.
Not all the Yokel tanks would indulge in the loose chatter that laid them out for Task Force Ranson like a roast for the carving; but most of them would, most of them were surely identified. The red cross-hatching that overlay the relief map in the main field of the display was the AI’s best estimate thus far of the the armored battalion’s disposition.
Blue Three was the frame of the trap and the bait within it; but the five combat cars of the west and east elements were the spring-loaded jaws that would snap the rat’s neck.
And this rat, Yokel or Consie, was lying. It was clear that the leading elements of First of the 4th were already deploying onto the southern slope of Sugar Knob, half a kilometer from the store and shanties of Kawana rather than ten kays their commander claimed.
In the next few seconds, the commander of the armored battalion would decide whether he wanted to meet allied mercenaries—or light the fuse that would certainly detonate in a battle more destructive than any citizen of Prosperity could imagine. He was being tested….
The two sharp green beads of Lieutenant Cooter’s element settled into position.
She heard a whisper in the southern sky. Incoming.
Rolling Hot, Chapter 12
Now let’s look back on the history of my Hammer’s Slammers wargames, or at least those titles I use to play out Hammer’s Slammers battles, and see how they did.
I discovered David Drakes Hammer’s Slammers paperback book not long after it was published, likely around 1980 or the year after it entered print. This was around the same time I discovered the (now) Classic Traveller role playing game from Game Designers’ Workshop. In early 1980 I found the three Little Black Books in my first FLGS, Fascination Corner, in south Denver. I’m not sure which came first, Classic Traveller Book 4: Mercenary or Drake’s Hammer’s Slammers, but the two books are forever linked in my mind.
From a wargaming perspective, Mercenary is an interesting collection of rules. There are actually three rules for combat resolution given in the book: The Traveller Combat System taken from LBB Book 1: Characters and Combat, the Abstract System which is just like the name says, and a Free-Form System which is undefined. As much as I seem to remember differently the truth is that looking back at the Tech Level advancements in Mercenary they don’t even discuss hovertanks. At Tech Level 9 military vehicles transition from track-laying/wheeled to grav—ground effect is never discussed. Back then I passed on buying Striker, a set of 15mm miniatures rules, that also had the Classic Traveller vehicle design system. If I had Striker I “think” I would have tried to design the Regiment. Regardless, the lack of Striker meant I used the Abstract System in Mercenary but never truly had a force specifically-built based on the Slammers’ universe.
The closest I came to a wargame with hovertanks in these early days actual was Steve Jackson’s Ogre/G.E.V. microgames from Metagaming. I say “close” because, like Mercenary, Hammer’s Slammers was inspiration for play but not closely simulated on the tabletop. Another set of Metagaming titles, Helltank and Helltank Destroyer, actually came a bit closer but, like Ogre/G.E.V., were just not quite Hammer-like to be honestly called a Hammer’s Slammers wargame.
The first “proper” Hammer’s Slammers wargame I owned was the namesake Hammer’s Slammers from Mayfair Games published in 1984. I am sure I got this one not long after it was published. Described by some as “PanzerBlitz in Spaaaace” this simple wargame with it’s interlocking modular map and asymmetric array of forces gives one a taste of the Hammer’s Slammers universe. Looking back on the game nearly 40 years later I still see a great simple wargame that, when played by savvy players and with attention to scenario design, is not always a walkover for The Regiment like some BoardGameGeek comments imply. Although published before Rolling Hot, this Hammer’s Slammers wargame can be used to recreate the signature battle if one is wiling to design the light tanks of the First of the 4th.
For a while it looked like my Hammer’s Slammers wargaming was going dark. In the 1990’s I was getting my military career started and science-fiction games fell to the wayside as I focused more on “modern” simulations. That said, three games did enter my collection that I (longingly) yearned to use for a Hammer’s Slammers game. Although Striker II by Frank Chadwick entered my collection, once again I lacked the Traveller: The New Era vehicle design system book so I could not design Regiment vehicles.
It was during this same period that two other rule sets entered my collection, both from Ground Zero Games in the U.K. Dirtside II and Stargrunt II, designed by Jon Tuffley and others, challenged my thinking about what wargame rules could be. Up until this point in my wargaming life, Frank Chadwick and Game Designers’ Workshop defined miniatures gaming for me. In particular, I viewed Frank’s Command Decision (World War II) and Combined Arms (Modern) rules, which Striker II was built upon, as the pinnacle of miniatures rules. I respected (prided?) the “realism” in the rules and how these games were almost hex & counter wargames on a miniatures tabletop. On the other hand, Dirtside II and Stargrunt II challenged my viewpoint by giving me a set of miniatures rules that were easy to learn and used “design for effect” instead of “realism.” I also had never thought to use anything other than a d6, d10, or d100 in a wargame. Now, instead of looking up which exact weapon was used on a table in the back of a book, I was rolling a d4, d8, or maybe even a d12 Quality Die for units. It totally changed my thinking as to what a set of wargame rules could be. The vehicle design rules in Dirtside II also gave me a chance to design a hovertank, something I had not been able to do up to this point with other rule sets. In particular Dirtside II, with its vehicle design system, made recreating the Rolling Hot battle quite easy.
The early 2000’s was a bad time for my wargaming hobby. Many issues conspired against me and the result was a lack of personal emphasis on wargaming. Instead, I leaned more into role playing games since, generally speaking, it took less space (and money) to buy a book than to buy a wagame. During this time, I rediscovered my passion for Traveller RPG with Mongoose Traveller (MgT). I loved MgT (at least the first edition) because it was basically an updated take on Classic Traveller. Starting with the core rules in 2008, the MgT line immediately added Book 1: Mercenary. Then there was a very exciting development….
In 2009, Mongoose Publishing printed a sourcebook for MgT titled Hammer’s Slammers. The book showed much promise as it was written with the support of David Drake himself. This book, featuring extensive background, showed me just how disconnected I had become from the Slammers universe and helped reenergize my interest in the series. As a wargame, however, the Mongoose Publishing Hammer’s Slammers was grossly lacking.
A decade ago I wrote on this blog my thoughts of the MgT Hammer’s Slammers. Alas, the years have not changed my thinking:
The Verdict: Let’s be clear about a bias first; I love the Hammer’s Slammers series of books and stories. More than anything else David Drake has defined for me what I think of when I hear the term “military science-fiction.”
This book is a true labor of love and worth the price for the background alone. Finally, in one place you have the entire history of the Slammers together; all the people and places, event and equipment. But how does it translate as an RPG?
Unfortunately, I feel that Mongoose fails to live up to the expectations here. Especially the boast on the back cover that claims, “With all vehicles created using the Traveller Vehicle Creation System, this book is guaranteed to be fully compatible with every other Traveller book, allowing you to mix and match supplements as you desire!”
So in no particular order, here are some thoughts on the book:
– What is up with the cover soldier? The outfit is nothing like I imagine a Hammer’s Slammers trooper to be like; blinking lights and the like and doesn’t even match the armor depicted on page 120 which is that used by the Slammers
– A “Mercenary Roster” is provided on page 21 comparing notable mercenary units; each is assigned a rating but ratings are never explained (ahh, on page 180 when making a Mercenary Contract the quality of a unit is used for a DM; quality similar to but not shown the same way as the ratings on page 21)
– Joining the Slammers can be direct or through The Connections Rule from the Core Book; you can also join the Slammers after finishing a military career as per the Core Rulebook or other supplement
– Who did the maps? They are HORRIBLE—gridded squares with cartoonish graphics don’t fit this high tech military setting; easily the worst part of the book
– The characters are great but again the kit doesn’t match what is provided elsewhere
– Errors abound when cross-referencing items; is the Protection for Light Ceramic Combat Shell (or is is called Clamshell, Light) 10 or 12?
– Tank Powerguns are really powerful; like they should be in this setting
– It is impossible to make any of the supertanks using the Vehicle Creation System found in Supplement 6: Military Vehicles; so much for “guaranteed to be fully compatible”
– Vehicle Combat introduces new range and hit systems; one should backfit this to the Core Rules
In sum, Hammer’s Slammers provides great background but it is not seamless in its integration with existing Traveller books and supplements. Putting them together can be done in places (character generation) but not in others (vehicle creation).
From a wargaming perspective, the combat system in MgT Hammer’s Slammers built upon the core combat rules in MgT. That is, they retained the focus on “vehicles as characters” and a very tactical (skirmish?) level of combat. One could conceivably roleplay a member of the Regiment but to fight took much more effort and much interpolation in the rules. At the end of the day, MgT was a near-total failure as a rules set for Hammer’s Slammers-style combat. From the perspective of Rolling Hot, MgT Hammer’s Slammers could certainly recreate the personalities but, even though all the equipment was there, recreating the battle in a playable manner was near-impossible.
At nearly the same time Mongoose Publishing was giving us Hammer’s Slammers for Mongoose Traveller, another British publisher was also working with David Drake to give us a set of miniatures wargame rules very tightly focused on the Hammerverse. The Hammer’s Slammers Handbook, written by John Lambshead & John Treadaway, provided background, vehicle design and technical specifications, as well as, “an easy play gaming system.” The many shared graphics between the Handbook and MgT Hammer’s Slammers shows how closely linked the two products are. Which makes me wonder—why didn’t Mongoose use the Handbook and its combat system like GDW did with Frank Chadwick’s Striker 30 years earlier?
In 2010, John Treadaway and John Lambshead published the ultimate version of the Handbook. Now called Hammer’s Slammers: The Crucible, what started as a 50-page, digest-sized softcover Handbook grew into a hardcover, full-color 203 page book that proclaimed to be the “Ultimate, all-in-one rules system for tabletop gaming plus technical specifications, vehicle designs, timeline & background materials for the Slammers Universe.”
Like Dirtside II/Stargrunt II published two decades earlier, both the Handbook and The Crucible are tabletop miniatures rules that emphasize “design effect” over strict “realism.” As the introduction to the combat rules state:
These rules allow wargamers to re-fight the battles of the Slammers Armoured Regiment on a one to one scale, i.e. where one model equals one vehicle or one infantryman. Turning modern armoured warfare into a game, of necessity, involves a great deal of compromise. Thus the aim has been to recreate the spirit of the fast moving armoured engagements so brilliantly described by David Drake and so emphasis here is put on command and training rather than technology. Also, a simple ‘clean’ game system is employed so that the game flows quickly; infantry warfare in particular is abstracted. The rules focus on recreating an armoured skirmish game, as opposed to an infantry skirmish game with a few vehicles in support.
“Fighting with the Slammers: Introduction,” Hammer’s Slammers: The Crucible, p. 106
Finally, over twenty years after Rolling Hot was published, there is a set of wargame rules that can be used to faithfully recreate the battle situation. Resolving that battle also won’t break your sanity.
Although Hammer’s Slammers: The Crucible is certainly the final word in my collection on a wargame for the Slammerverse, it did not enter my collection until very recently. In the meantime, I experimented with another set of rules. Between the time I was battling with MgT Hammer’s Slammers and now, I tried Tomorrow’s War (Second Edition) from Osprey Publishing. I had high hopes for Tomorrow’s War as it was based on the (somewhat) acclaimed Force on Force rules. Alas, Tomorrow’s War took exactly the opposite design approach from The Crucible. Unlike The Crucible which focuses on armored combat (very Slammer-like), Tomorrow’s War focuses on infantry combat first with a set of vehicular rules that feel are very “bolted on.” To be fair, all the elements of a good Hammer’s Slammers battle are in the rules, but the infantry-first focus leaves certain elements—like vehicular combat—lacking. One can recreate Rolling Hot using Tomorrow’s War but it doesn’t play out as smoothly as The Handbook or The Crucible allows.
At the end of the day, this Grognard is very comfortable stating that Hammer’s Slammers: The Crucible really is the “ultimate” set of wargame rules. I like the rules enough that I am looking to invest in a line of 6mm miniatures to use for tabletop battles. Better yet, if @TheGascon makes a Tabletop Simulator (TTS) module for The Crucible, it may be enough for me to overstress my old laptop and play online….
Hammer’s Slammers works referenced:
“But Loyal to His Own” (c) 1975 by David Drake. Originally published in Galaxy, November 1974
“Supertanks” (c) 1979 by David Drake. Originally published in Hammer’s Slammers
“Night March” (c) 1997 by David Drake. Originally published in The Tank Lords
“Hangman” (c) 1979 by David Drake. Originally published in Hammer’s Slammers
“The Tank Lords” (c) 1986 by David Drake. Originally published in Far Frontiers, Vol. 6
“Caught in the Crossfire” (c) 1978 by David Drake, Originally published in Chrysalis 2
“Standing Down” (c) 1979 by David Drake. Originally published in Hammer’s Slammers
For the adventure I literally opened 21 Plots to a random page. In this case it was 19 – Ghost Station. I had the RMN Boys make each make series of random rolls which directed me to the second plot line. Then we were off.
Like before we played with very lite rules. Once again, the entire adventure took place “in the theater of the mind” with minimal mapping and no tokens or character minis. It helped that there was a thunderstorm in the area during the session and I was able to take advantage of a few “jump scares” caused by close thunder to use in the game.
The funniest moment of the game had to be when the adventurers made entry into the darkened command center. As the doors slide aside, the first character charged in – and tripped over a body he didn’t see on the floor. Going down hard, the second through the door reacted by blindly firing into the room. Several rounds (and dangerous ricochets) later the team calmed down and discovered a very-dead mechanic on the floor of the still-darkened, and now slightly damaged, command center. Most frightening, the body was purple! Fearing an alien infestation (the station was deserted, what else could it be?), they “ensured” the body was really dead. Later, they would be asked by the Space Patrol if they had any idea how the purple-blooded Igellian (a race known for weak hearts from a low gravity planet in the next sector…info discoverable if they had bothered to use their medical skill) was shot. Shrugged shoulders was all they could offer.
We aren’t really using a true Classic Traveller Third Imperium setting but I draw upon parts of it as needed. That setting helps frame many of the in-universe limitations and norms which the RMN Boys are discovering (or we are incorporating) as we go. This was especially true as our session wrapped up and we found we still had some time. We took advantage of this extra opportunity to expand the sector map that we started before. I let each RMN Boy do the die rolling as I used the tables and recorded. We made several planets and some are very interesting:
An uninhabited planet with a deadly atmosphere and a gas giant in the system (perfect for a pirate base or a secret government research facility…maybe?)
A low-tech agricultural planet with a small technocracy (scientific research but why low tech?)
An agricultural water world (aquaculture?) with low population but sitting just next to that overcrowded, and very hungry, Amber Zone religious dictatorship.
At first the RMN Boys were not too impressed with a few planets (like the uninhabited one) but when I started musing out loud about the possibilities they got very interested, if not a bit worried.
I am really enjoying – and appreciating – the ability for so many different products to come together and be used to help create our setting. I don’t really know what to call our game except Traveller. The events of the past few weeks have taught me that Traveller is not so much a set of rules or a setting, but more an approach to the way we play an RPG. This is very much how I played Traveller back in the days of Marc Miller’s (@TravellerNews) then-GDW (and now Far Future Enterprises‘) Little Black Books. In many ways that is what I think is my Traveller Renaissance – playing a sci-fi RPG in a wide-open setting defined by us.
It has been a long while since I bought any new RPG material. In early May, John Watts of Gypsy Night Games held a sale and I took advantage of to pick up a coupleThe Clement Sector products I had missed out on.
This book concerns the relationships which have been established, broken, strained, and improved between the worlds of Clement Sector over the time between their establishment during the 2200s and the current situation in Clement Sector as of 2342. It will take each world, one at a time, and detail how well or how poorly each world government gets along with its neighbors.
It also includes a game within a game called “The Balancing Act”. This game will allow you to take on the role of a head of state in Clement Sector and go up against other leaders as you attempt to push your world ahead of your competition. These rules can easily be used in other settings and games where one might wish to become a leader of a world.
Now you can rule your own world!
The first 92 pages are the sourcebook. Here, John Watts really excels at doing what all his The Clement Sector books do best; provide hooks. There is lots of information here about all the different worlds and their relationships with one another, but at no point does it feel directive to the reader. Instead, what I find are many plot seeds ready to be explored by the players without a preset conclusion. As vast and expansive as The Clement Sector is, John Watts make sure it still if YOUR universe.
The second part of the book details the game, The Balancing Act. I have read the rules, created a few Leaders and Agents, and played with the mechanics so this is still a very preliminary reaction.
Each turn in The Balancing Act (hereafter BA) is one standard week long. Each turn is further divided into phases. Each Leader starts out with two Agents and each gets two tasks (actions) in each week.
My first reaction it that BA is…interesting. Leaders and Agents each have four Attributes but it is unclear if these are connected in a meaningful way to the Universal Personality Profile (UPP) of a character. Two of the four Attributes, Intelligence and Education, would seemingly be the same but I don’t see an explicit rules connection. If one is playing BA as a separate game it’s not needed, but if one is adding BA to a campaign the question arises. Worlds have Planetary Attributes and again the connection to the Universal World Profile (UWP) is unclear.
Projects are large-scale tasks taking multiple turns to complete. Some projects may take years (i.e hundreds of turns) to complete. This is where I feel the time scale of BA breaks down. Weekly turns is very tactical but Projects can be very strategic. Mixing the two of them together makes for some interesting (unrealistic?) situations. For instance, look a the project Upgrading a Starport from C to B (p. 111). This is a Difficult (-2) task that takes from 52-312 turns (1-6 YEARS). It costs 1bln HFCredits; spending 10 billion cuts the time in half. Let’s look at the Success/Failure spread:
Exceptional Success: The starport is upgraded to B-class in half of the time.
Success: The starport is upgraded to B-class.
Failure: The starport is not upgraded. The task can be attempted again in 52 turns.
Exceptional Failure: The starport is not upgraded. The task can be attempted again in 108 turns.
Does it seem right to “know” the result of a failure at the beginning? If I know the upgrade is an Exceptional Failure and I am going to have to wait two years to try again, I have 108 turns of different investment coming since I know it’s not worth investing in that new fleet or factories because the starport ain’t happening! Maybe the answer is to make this a hidden roll with the result only known to a GM who can then release the result when appropriate. However, the rules of BA are silent on a GM leading me to believe a GM is not used. Hmm….
Five scenarios are provided in the book with times ranging from 20 weeks to as many as the players want. Maybe BA is scaled best for scenarios of five years or less? Will have to try a scenario or two to see for myself.
As I read and experimented with BA, I found myself making inevitable comparisons to Classic Traveller Trillion Credit Squadron and Dynasty from the Mongoose Traveller collection. I’ll just say that in TCSthe players are the head of the military whereas in BA they are leaders of worlds. Dynasty, being focused on generations, is a totally different timescale and approach to long-term changes. I can eventually see TCSintegrating with BA (same timescale); Dynastyis best forgotten.
On balance (heh heh), The Balancing Act is a very useful sourcebook and inspiration for campaigns. I am going to reserve further opinion on BA until I experiment more with the game; I think it has potential but am unsure about parts.
Feature image Gypsy Knights Games via DriveThruRPG
The Traveller Starter Setis marketed as the easy way to start playing in the MgT2E universe. For $39.99 one gets three pdf “books,” a blank sector map and six pre-generated character cards. Mind you, that’s $40 for downloadable content only. So what does that $40 really buy?
Book 1 and Book 2 are apparently repackaging of the MgT2ECore Rulebook which I, like many other potential purchasers of the Starter Set, already own. Book 3 is a new adventure. The blank sector map is advertised as “giant.” And don’t forget those six pregenerated characters, four of which one can see in the free full-size preview!
Given that I paid $20 for the Core Rulebook beta, then an additional $9.99 for the final version (total of $29.99 invested), and that a blank subsector map is free to download, and that four of the six pregens are publicly facing, I guess Mongoose expects me to happily pony up another $40 for the Book 3 adventure, a sector map to print on a large-format printer I don’t have, and the last two pregens.
Indeed, after the Starter Set went live on April 21, the question was asked in the DTRPG comments if the adventure would be sold separately. The publisher responded on April 22, “We have no plans to, but I’ll look into it!” At the same time, prospective customers were asking on the Mongoose Forums what advantage there was to buying the new Starter Set. The question was asked April 23 and as of April 28 when I write this post it remains unanswered.
On April 28, the Book 3 adventure miraculously appeared on DriveThruRPG as a separate product. So for a “bargain” price of $14.99 one can get the adventure, the poster size map, and the pregens. (Actually it is not totally clear what is included because as I write this the DTRPG listing cuts off mid sentence and the full-size preview is not working.)
I am so glad I have turned my back on Mongoose and MgT2E. The Cepheus Engine System is being widely supported with new rules and settings. Indeed, my early analysis (which will be in a later post) of SOLO: Solo RPG Campaigns for the Cepheus Engine(Zozer Games) shows it to be (IMNSHO) one of the best of the supporting products out there. Oh, to be (a bit) fair, MgT2E is not a total loss; it did introduce the Boon/Bane mechanic which has grown on me over time. So for $29.99 I got a new mechanic to add to my Traveller RPG. Don’t forget too that to get the starship rules I also must buy a separate book for another $29.99, or an ironmongery/equipment book for $29.99 more; and if I want vehicles its a real bargain at another $29.99. Now I can replace my Core Rulebook with the Starter Set (adventure included) for $39.99 or go cheap and get the adventure only for half the usual price at $14.99.
I think it was through some gaming websites that I came across Thousand Suns by James Maliszewski and Richard Iorio II. The first thing that caught my attention was the liberal use of quotes from Golden age science fiction stories like Alfred Bester’s The Stars, My Destination. I also was attracted to the intent of Thousand Suns, as laid out in Chapter 1: Basics, The Game:
Science fiction, it’s been said, is really about the present, not the future. Consequently, a lot of older science fiction – including the works that inspired Thousand Suns – feels somewhat dated because the concerns of the time when they were written don’t always translate well across decades. Yet, older science fiction often joined a wide-eyed sense of wonder with an appreciation for classical archetypes that’s generally lacking in either the jaded cynicism of cyberpunk or naive optimism of transhumanist SF of the present day. Thousand Suns is an attempt to marry the best of the past to the best of the present to create exciting space opera roleplaying adventures in the imperial SF tradition.
Imperial science fiction – whether classical or contemporary – is a vast genre, both in terms of its literal scope and its diversity. Of necessity, it takes place over a large canvas, with hundreds, even thousands, of worlds as potential sites for adventures. Having such a large canvas allows it to encompass almost any kind of science fiction story, big or small. (p. 9)
While the setting potential initially drew me in, the game engine kept me interested. The core mechanic is called 12º. It is a very simple system:
Roll 2d12 and if the result is equal to or less than your Target Number (TN), the action succeeds. It’s as simple as that.
Your TN is a number based on two associated Abilities or skills plus or minus any modifiers. (p. 12)
Tests, or checks, come in three forms; Ability Tests, Skill Tests, and Opposed Tests. There is a narrative play element introduced with the possibility of Dramatic Failure or Dramatic Success. There are also Degrees of success to consider. There was also a difficulty ladder of modifiers to the TN.
Further reinforcing a narrative play element was the concept of Hooks and Action Points. Hooks were described as:
…roleplaying tools that describe some aspect of your character’s past history, personality, or connections to other characters, among other things….Each of these hooks is suggestive about your character and possibly about his relationship to the wider universe – both of which make them invaluable to the GM as he plans engaging adventures among the Thousand Suns.
Besides suggesting interesting things about your character to the GM, hooks have another more immediate benefit: Action Points. Action Points are a kind of dramatic “currency” you acquire by creating hooks. They can be traded for situational boons, such as bonuses to your Target Number, free re-rolls, and other benefits. (p. 16)
I found the idea of Hooks and Action Points fascinating. Hooks were a non-mechanical character aspect that gave the GM ideas for adventures. Action Points were a very mechanical element for the player to use to affect the luck of the dice, or even being able to go as far as “edit” a scene (p. 58).
Outside of a different core mechanic, and the use of Hooks and Action Points, the rest of Thousand Suns had a very Classic Traveller RPG feel to it. Character generation was not Traveller’s career, but instead a mix of point buy and “packages.” Vehicles/Spacecraft was very abstract combat process and design harkened back to a Classic Traveller Book 2 simple process. Even the World creation was – if not a near-direct copy of Classic Traveller – a close spiritual successor.
Looking at the book today for this retrospective, I now also realize that most of the book is rules, not setting. This is all the more surprising to me because I it was the implied setting – Imperial Science Fiction – that drew me in. In Thousand Sunsthere is a Meta-Setting, but even here (Chapter 7) it still offers options like:
The State – or Concordium – could be the “Second Federation” or “Empire of the Thousand Suns.”
The Head of State may be “The First Citizen,” “The Puppet,” “The Corrupt Politico,” “The Man of Vision,” The Zealot,” “The Emperor,” “The Doddering Fool,” “The Naif,” “The Once and Future Emperor,” or “The Tyrant.”
Even when Thousand Sunsoffered up a setting, it still gave options for the user to pick and chose from.
Lastly, Thousand Sunsincluded a Bibliography which is really list of inspiration sources. This collection of books and stories are essential Imperial Science Fiction reading.
So much did I like Thousand Sunsthat I wrote a review on DriveThruRPG that proclaimed Thousand Sunswas the spiritual successor to Classic Traveller.
That is, until I found Mongoose Traveller (MgT).
I am not sure how I acquired my first Mongoose Traveller book. I have two copies of the Pocket Rulebook. Like so many other long time Traveller players, I was immediately drawn in by the simple black cover with the red line crossing underneath the Traveller title. Inside I found a game system that I was very familiar, and comfortable, with.
Familiar, yet not identical. Character generation was more refined, with items such as Characteristic Modifiers, Background Skills, Connections, and different tables to add Mishaps, Events, and even Life Events. The core mechanic remained roll 8+ on 2d6, but now there was an expressly defined difficulty ladder. Personal combat was more abstracted, with actions and range bands and armor reducing damage. Space combat was even more abstracted, doing away with Classic Traveller’s vector movement and becoming more like an extension of personal combat. Other parts, like starship construction, animal encounters, worlds and trade were very similar to the LBBs.
Like Thousand Suns, MgT is mostly rules with little setting. There were no aliens in the Classic TravellerLBB, but they are present in MgT. My searchable pdf of the Main Rulebook only returns seven (7) instances of “Third Imperium,” the setting that has become synonymous with Traveller. Like I had so many times before, I missed the part which said, “While the Traveller rules can be used for almost any science fiction novel, movie or setting, the traditional setting for games is the Third Imperium of Mankind….”(p. 2). In some fashion, MgT achieved the goals set out by Marc Miller in Traveller 4 to be a universal science fiction rules system.
So Mongoose Travellerbecame my new RPG of choice. Over the next few years I would invest heavily in the system. But what MgT lacks is narrative play. Like its predecessor Classic Traveller, the GM is king. Looking back, as much as I love Traveller, I also think it was this time that I started wanted a system that had more narrative. I looked back fondly at James Bond 007 Roleplaying Game, and even Thousand Suns had narrative Hooks and Action Points. MgTlacked any nod to narrative elements and had no game economy.
My next purchases were a major step in the narrative direction, and opened up a who new gaming frontier to me.
Thousand Suns, Copyright 2008, Rogue Games, Authors James Maliszewski and Richard Iorio II.
I had been a longtime Traveller player using the (now) Classic Traveller (CT)system from the late 1970’s and 1980’s. I had stopped buying RPGs in 1986, and missed out on MegaTraveller (MT)in 1987 and Traveller: The New Era (TNE) in 1992. As such, I missed just how much Traveller changed, with each edition not only using a different core mechanic but also covering a different milieu.
In the first section, The History of Traveller, Kenneth E. Whitman Jr. (now the infamous Ken Whitman) relates the five goals Marc Miller has for this new, 20th anniversary edition:
A return to the similar structure of Classic Traveller while allowing for multiple levels of complexity depending on the needs and interests of individual players and referees.
The production of a game design that encourages and promotes the fun of playing an enjoyable, exciting background.
The opening of multiple eras or milieus to facilitate playing the Traveller science-fiction game system throughout the span of history, from 300,000 BC to 5,000 years in the future.
Remaining consistent with previous editions in regards to historical events and game system results. Previous history as provided in any edition of Traveller stays largely the same in this edition, with certain details clarified or re-stated for consistency.
Explicitly stating a standard of quality that promotes wholesome adventure and eliminates sexually-flavored art or content, unacceptable or vulgar language, and gratuitous, unnecessary violence. – p. 5
I don’t remember ever reading #5 before, and looking back in the mid-1990’s I apparently was blissfully unaware of whatever controversy this relates to.
The next section of T4, The Foundations of the Traveller Universe, lays out the themes of the setting background. I find it interesting that three types of players are addressed:
Casual Players: Anybody can play Traveller. The concepts are intuitive: travel, exploration, interaction, negotiation, combat, and all kinds of action. Individuals can role-play diverse characters or they can play themselves. Casual players can be so casual that they know nothing about the game system at all.
Detailed Role-Players: Traveller provides dedicated gamers the opportunity to role-play complex characters with strong motivations and intricate backgrounds. The Traveller system can be as informal or rich as the participants want.
System Engineers: The Traveller system presents referees the materials necessary to explore [the] Traveller universe in detail. Aspects such as starship design, world generation, vehicle descriptions, trade and commerce, animal generation, and encounters, are designed to meet two specific goals; as a prod to the imagination, and for creating custom equipment or information. – p. 8
I think most outsiders commonly see Traveller RPG players as only System Engineers!
After the obligatory “what is roleplaying” section, the book moves to character generation. In T4, there is virtually no difference in the character generation process from the CT-era. In keeping with goal #1, there are only 10 careers presented (an 11th, Psionisist, appears later).
Skills presents a very familiar list of skills and skill cascades along with Default (Level-0) Skills. I think this was the first time I recognized Level-0 skills in playing Traveller, and welcomed the addition of skills inherently simple enough to attempt without any formal training.
The heart of T4was the next section, Tasks. Here I ran into problems. When reading through the brand-new T4 back then, I couldn’t understand why I couldn’t find the rule for “roll 2d6>8 for success.” That was because T4 uses a different task resolution system, one that involved four separate elements:
A target number – typically a skill matched with a primary attribute.
A dice code appropriate to the innate difficulty of the task.
The possibility of one or more difficulty modifiers, reflecting factors influencing the event, such as bonuses for helpful equipment or penalties for troublesome conditions.
Finally, the result, whether a success or failure, and the possible spectacular result. (p. 49)
The Target Number is really quite simple; add Primary Attribute plus Skill. For success, the player had to roll this number OR LESS. The Dice Code assigned difficulty and then gave the appropriate dice pool to be rolled. This was confusing because some difficulties, like Staggering, called for 3.5D. What was a .5D? Unfortunately the definition of a half-die was not in Tasks, but all the way back on p. 13 under Definition of Terms for Die or Dice. Difficulty Modifiers were often for equipment or environment and usually associated with an item or condition specified in the book. The modifiers change the Target Number. I also was confused at Uncertain Tasks which called for the Referee to roll dice for the players! Finally, the Result was usually a binary Pass/Fail condition, although Spectacular Results hinted at extraordinary outcomes. The rules specified the referee would decide the extent of the result, with player input welcome but not required. This was in keeping with the low player agency approach Traveller has always had.
In theory (and play), the T4 Task System is very easy. Making an Admin check to see if your paperwork passes? Lets see, Skill -1 plus Education 7 is a Target Number of 8. Referee says its an average (2D) check with no other modifiers. Roll 2D for a 7 – Success!
Ground Combat uses the same basic approach except that range determines difficulty. Shooting a target at Short Range is a Difficult (2.5D) task. Depending upon the weapon, one might get a bonus if it is capable of shooting at longer ranges. Damage is given in whole die increments, with armor negating dies of damage.
Equipment, Surface Vehicles, Spacecraft, Space Travel, Psionics, World Generation, and Encounters all would of been familiar to CT players with two exceptions. Spacecraft used a new ship design sequence, called the Quick Ship Design Sequence (QSDS). Much like the old CT Book 2, this is a very modularized, building block, seemingly assembly-line ship design sequence focused on simplicity. These days I understand it was a radical change from the exceedingly complex and detailed Fire, Fusion, & Steel of TNE. The second change was in Space Combat. The ship-to-ship combat game focused on Adventure-class ships and was a mix of CT Book 2 and CT Book 5 High Guard. Again, this was a great step down from detailed TNE ship combat systems like Brilliant Lances or Battle Rider.
Section 14: Referee’s Introduction, actually includes rules for Skill Improvement, Learning, and Improving Characteristics. Coming once again from my CTbackground, these were dramatic changes that shocked me (as welcome as they were). There is also the obligatory Running Adventures and Campaigns which I too often skip. The next section, Trade and Commerce, is very near the familiar trade system of CT.
T4includes two sample adventures. I didn’t pay much attention to these, instead focusing on the map for the Core Subsector in Milieu 0. I also closely read the updated Library Data.
What I Though of It Then – When I first read T4 I was lost. So much was the same as CTyet the core mechanic was totally different. That difference was enough to lose me. In those days, I was a concrete learner when it came to RPG mechanics. I was closed minded to nearly anything other than 2d6. Part of this was sci-fi elitism; I didn’t play d20 D&D because 2D6 sci-fi was far superior! At the same time, T4was not different enough from CT to make me want to dig much deeper. I was also very comfortable with the Golden Era of the Third Imperium setting – I didn’t feel the need to explore Milieu 0 or any other alternative setting. Thus, T4 was put on the shelf and remained untouched.
What I Think of It Now – Over the years, T4 got a reputation of being a “hot mess.” Often times, this criticism revolves around poor editing of books or rules that seemingly contradict themselves. The criticism is justified at times; when reviewing the core book for this retrospective I found numerous cross-referencing errors, especially in the combat examples. Production values of the books were suspect. The layout is very unimaginative and many people feel the use of Chris Foss’ color art was not appropriate for the Traveller setting. T4 is seen as a useless edition and not worthy of even being talked about.
These days I take a more charitable view. In looking at the five goals set out in the book, I think T4actually succeeds. This was probably a disappointment to those System Engineer players who seemingly want more detail. Part of why I love Traveller is that the world-building system is internally consistent and generally works together across a broad spectrum of equipment and information. I see T4 as aimed at the more Casual Player with a nod towards Detailed Role-Players. This iteration of Traveller steps back from the System Engineer dominance of TNE and it shows through the simplification of the rules. I also happen to be a fan of Chris Foss, and absolutely love his spaceships.
As much as T4 tried to embrace Casual Players, and entice Detailed Role-Players, the system ultimately suffers from a lack of narrative control and dampened player agency. The referee is clearly in charge in T4, like he has been since Classic Traveller. This lack of narrative access, combined with a reduction in System Engineer game subsystems, is what I think really doomed T4. It is very interesting to look at the 2008 release of Mongoose Traveller (MgT) and see just how much T4 and MgTare alike. Of course, MgTuses the classic 2d6 mechanic – maybe that made all the difference.
From an RPG-perspective, I give Marc Miller’s Traveller 4th Editiona Totally Subjective Game Rating (Scale of 1-5):
System Crunch = 2 (Highly simplified mechanics)
Simulationist = 3 (Consistent world-building game systems)
Narrativism = 2 (Few concessions to narrative play; low player agency)
Marc Miller’s Traveller, Copyright (c) 1996 by Imperium Games, Inc. Traveller is a registered trademark of Far Future Enterprises. Used under license by Imperium Games, Inc.
“The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977-2015 Far Future Enterprises.”
CSTRis a 217-page product loosely organized in a similar fashion to the Cepheus Engine System Reference Document. The first section, The Basics, introduces the now-familiar 2D6 classic sci-fi task resolution system of roll 2D6>8. In a difference from Cepheus Engine, CSTR defines a natural roll of 12 as an “Exceptional Success” and a natural role of 2 as an “Exceptional Failure.” This can be a bit confusing because at the same time the usual Cepheus Engine “Effect” definitions of “Exceptional Success” and “Exceptional Failure” are also retained.
Character generation is laid out in the next section with an extensive 26-step checklist. In another break from strictly following Cepheus Engine, characteristics are generated by rolling 3d6 and keeping the best two die. Chargen in CSTR is of the expanded kind found in Mercenaryor High Guard of the older Mongoose Traveller 1st Edition. The result is a more robust character with more skills than a comparable one generated using solely Cepheus Engine. Setting-tailored details are also here, such as Aging (Clement Sector postulates extended human lifespans) and a tailored skill list and cascade. To assist in understanding chargen, an extensive (5+page) example is given. What is NOT provided in CSTR are the career tables. For Clement Sector careers, CSTR calls for the use of a second product, the Clement Sector Core Setting Book Second Edition.
The Equipment section includes robots and other vehicles. These can be a bit harder to understand because nowhere in CSTR nor Cepheus Engine is vehicle construction defined or otherwise given. The OGL Traveller Vehicle Handbook SRD does exist (being released in 2008 along with the base Traveller SRD) but Cepheus Engine and CSTR avoid going into that area. The lack of fully defined vehicle rules does not make the game unplayable, but does limit the expandability of this section.
Personal Combat is very extensive. As envisioned by the setting designers, personal and vehicle combat is a major aspect of the Clement Sector setting and as a result the combat rules are fully fleshed out.
Space Travel in earlier generations of rules would be known as Spacecraft Operations; here the unique FTL drive of the setting, the Zimm Drive, is explained. There is a very nice rule included for Characters and the Law which adds detail for characters encountering law enforcement as well as arrest and sentencing. Trade and Commerce is relatively unchanged from Cepheus Engine and focuses on speculative trading, another core component of the Clement Sector setting.
Space Combat is another extensive section. Technically composed of three major rules sections, the first (basic) Space Combat is the CSTR version of Classic Traveller Adventure-class ship combat with its focus on characters. The second section, Advanced Space Combat, is the CSTR version of Mongoose Traveller 1st Edition High Guard for Capital ships. The third section is an Appendix that adds setting-specific rules unique to the Clement Sector, most importantly a Railgun Spinal Mount.
Environments and Hazards is a very straight-forward port of Cepheus Engine. Worlds provides the rules for generating the Universal World Profile (UWP) but, given that much of the Clement Sector setting is already defined, CSTR directs readers to the Subsector-series of books (like Subsector Sourcebook 1: Cascadia 2nd Edition). Planetary Encounters are detailed, though Patron Encounters CSTR recommends the 21 Plots-series of books (starting off with 21 Plots 2nd Edition). Similar, Starship Encounters has very generic ship descriptions, but for more details it is recommended to look at the Ships of the Clement Sector-series (like Ships of the Clement Sector 13: Strikemaster Class Brig). CSTR concludes with Refereeing the Game.
Art throughout CSTR appears to have been taken from previous Clement Sector publications. Especially notable is the ship art by Ian Stead. Character art is what I term “CGI poser” and fortunately avoids being too cartoonish; instead it seems to communicate the setting as envisioned by the authors in a fairly effective manner.
Although CSTR has an long Table of Contents, it lacks an Index. The pdf version is also not bookmarked, making someone like myself dependent on my tablet reader search function. I also wish that Skill or Task definitions were consistently called out. For instance, matching velocity and boarding a hostile ship (a highly likely event in the Pirate-infested Clement Sector) is communicated in the rules as follows:
If the enemy ship is still moving, then the prospective boarders must match the target’s velocity and dock with it (a Difficult (-2) Pilot task), …. (p. 106)
This could alternatively be formatted – and more easily recognized – using the Task Description Format (p. 43) as something like:
Match Velocities and Dock with Hostile Ship. Pilot, Dexterity, 1d6 minutes, Difficult (-2).
I found it interesting that at least one setting-specific alteration to Cepheus Engine was not included in CSTR. Given Clement Sector has no nobility structure, the Social characteristic is used to reflect wealth and class. Tailored rules are found in the Clement Sector Core Setting Book on p. 195. Whereas setting-distinctive rules like Aging and the Zimm Drive were included in CSTR (as well as the Core Setting Book), the equally setting-distinctive SOC and Wealth rules were not included. Was this a simple oversight or clever marketing plan?
Clement Sector: The Rules accomplishes what it sets out to do; provide a setting-tailored version of Cepheus Engine to maximize play in the Clement Sector setting. Unfortunately, it is not a “one-stop” collection, needing to be expanded by the Clement Sector Core Setting Bookfor character generation and the Anderson & Felix Guide to Naval Architecturefor ship construction. To help referees and players, Gypsy Knight Games offers a Core Bundle of pdf’s for $38.37 on drivethrurpg.com which includes the three necessary books along with the Introduction to the Clement Sector (also available as a free separate download and a great intro overview of the Clement Sector setting – well worth the look!). This is a very good deal compared to Mongoose Traveller Second Edition. To get the equivalent in rules material in Mongoose Traveller Second Edition one needs to buy the Core Rulebook (pdf $29.99) and High Guard (pdf $29.99). But this still leaves you without any “setting.” To get something similar to the Clement Sector Core Setting Book one might have to invest in a sourcebook for the Spinward Marches – once it becomes available.
Can one play in Clement Sector without CSTR? You certainly could use the Cepheus Engine System Reference Documentor the soon-to-be out-of-print Mongoose Traveller 1st Edition rules in place of CSTR. The disadvantage to that approach is that one loses out on the collection of setting-tailored rules CSTR provides; instead you would have to constantly be making home-brew adjustments to fit rules to setting. To me, it is far easier to get the items in the Clement Sector Core Bundle and start adventuring!
Clement Sector: The Rules; Copyright (c) 2016 Gypsy Knights Games.
Cepheus Engine: A Classic Era Science Fiction 2D6-Based Open Game System. Copyright (c) 2016 Samardan Press.
“The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977-2016 Far Future Enterprises.”
IN PREPARATION for some travel time this year, I picked up Star Trader: A Solo Trading Game for Traveller designed by Paul Elliott and published by Zozer Games in 2013. Star Trader(ST) lays out a system using Mongoose Traveller 1st Edition rules to play a solo trading campaign. The system uses a 10-step “Trading Checklist” to direct the player through play. ST also has modified Ship Encounters tables and an alternate space combat resolution system to speed play.The focus of ST is trade, and therefore the Trading Checklist focuses on the time from just after arrival to departure with a bit of extra fluff covering encounters while in/outbound to a planet and situations in Jump Space.
The solo-play approach got me thinking about expanding the Trading Checklist. In doing so, I drew upon the Traveller Main Book(Mongoose Traveller 1st Edition) and several Clement Sector setting materials, especially the Clement Sector Core Setting Book, Second Edition (Gypsy Knights Games). After a bit of some work, I came up with CSTravSolo that includes Outbound, In Zimm Space, and Inbound procedures. My checklist is not intended to be exhaustive; rather, it is a compilation of common skill checks with modifiers. Think of it as a guide for play!
A great advantage of the Traveller RPG series is that the “game” is actually made up of numerous “sub-games.” The most famous is Character Generation (CharGen) which (in)famously is known for having a chance for the character to die during the process. The combat procedure in Classic Traveller spun off skirmish games (Snapshot or Azhanti High Lightning) as well as a full-up miniatures battle game (Striker). The space combat system went through several versions including Mayday and Trillion Credit Squadron. STcontinues this trend by expanding upon the “trade” sub-game.
The Solo Traveller RPG project provided a great opportunity to dig a bit deeper into the Clement Sector setting. In addition to the Core Setting Book, there is great information provided in the other books of the line, especially the Subsector Guides. The Clement Sector, as an Alternate Traveller Universe (ATU), does not follow all the rules or conventions of Mongoose Traveller’s Third Imperium. Indeed, the wrinkles it introduces make it more appealing to me than the retreaded materials that Mongoose seemingly specializes in.
I will be honest and state that I purposely did not try to use Mongoose Traveller Second Edition since they do not support the Open Game License (OGL). Gypsy Knights Games has been working to change their products from Mongoose Traveller First Edition into OGL before the 1st Edition license expires. My solo project showed me that their product line is very rich and provides great adventure support.
I recently realized that the new Mongoose Traveller Second Edition is a closed license. On page 2 of the rulebook it states, “This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission.” This is in stark contrast with the First Edition, which used the Open Game License (OGL). [For a good backgrounder on the OGL, see here.]
You are allowed to use the Traveller setting as presented in the current Traveller edition books published by Mongoose Publishing as well as any Mongoose-published book covering the official Third Imperium setting (for example, Spinward Marches). This includes the names of all characters, races, and places and all gear, equipment and vessels; the capitalized names and original names of places, countries, creatures, geographic locations, historic events, items, ships, and organizations presented in those books.
The “Gotchas” seem to be that when you publish via TAS you give up your Intellectual Property rights to what you wrote and that DTRPG (and Mongoose) take an additional 25% of the sale price – you get 50% instead of the usual 75%.
The IP thing isn’t a big deal if you just publish an adventure or a one-off, but if you want to develop a setting, by giving up the IP others can write stuff in your setting and you can’t control it; also you are limited to only publishing via DTRPG, so if you wanted to do a print version, you can’t; except through DTRPG and their Print on Demand. So no store copies.
Also, no Crowdsourcing or giving away free copies – it is all controlled by DTRPG.
As I said, for some things, it is fine, but for SETTINGS other than the OTU, it is not such a good deal. Unfortunately, that means that settings will be using the OGL rules (1st Edition Mongoose) and don’t get to take advantage of the new rules and “balanced” weapons systems.
SO good and bad depending on what you want to publish. OTU stuff is now available to publish, so if you want to write that epic campaign where the Chamax invade the Spinward Marches and fight it out with VIRUS, you can – through DTRPG.
I don’t know how I forgot this, but this is the one that sent my wheels spinning when I first discovered it: books produced through TAS do not appear on the front page of DriveThruRPG and the publisher has no way of putting it out on the front page as a feature product. This means that it is substantially harder to just run across my book by accident and discover it. Being on the front page is a real driver of initial sales, a driver that anything in the TAS does not have access. Will that mean that those initial sale will be spread out of weeks and months as those customers go looking in Mongoose’s and/or Traveller’s categories, or are those sales simply gone? I cannot say for certain, but i am willing to bet that it is going to be somewhere between those extremes.
But one scenario leaves the publisher with a lower initial return, which is generally used to pay writers, artists, etc. The other scenario just leaves the publisher was an overall lower return. Either way, the budget I use to produce all my Traveller books has just gone down.
For a very lively (educational and entertaining) discussion see the Citizens of the Imperium forum here. Once again all I can say is that I strongly support John Watts of GKG and Dale McCoy Jr. of JBE and will continue to support them, even as they might be forced to step away from the Mongoose Traveller Second Edition rules.
From what I can see, the greatest impact of the new Traveller’s Aid Society Community Content Agreement (TAS-CCA) is that third-party publishers with non-Third Imperium settings are being shut out of the new rules. Given my personal unfavorable feelings regarding the new system (see here, here, here, and here), I will not suffer greatly.
Bottom Line: I am a strong proponent of IP rights and don’t like what I am seeing. For third-party publishers to lose control of their IP is unacceptable. I also don’t see how the CCA helps brick-and-mortar stores (digital sales only) and has no crowdfunding option. Seems like Mongoose actually wants to strangle third-party publishers.