I actually wrote this for my game store blog back in May 2012. I'm reposting it here because I need filler at the moment.
You won't see RPG reviews here very often. The simple fact is that
RPGs take a great deal of time to evaluate; probably a good six months
of play at the least. Even then, RPGs are a highly individualistic
medium; everybody wants something different from the game and RPGs let
you alter the rules to suit your particular game group. Despite that, I
will try to provide an objective look at an RPG from time to time.
This
time we're looking at the Mongoose Publishing edition of a long-lived
role-playing game; Traveller. Traveller was originally published by
Games Designer's Workshop (not to be confused with Games Workshop) in
1977 and has been around in various forms ever since.
Traveller
has always been a science-fiction role-playing game, where the players
can go wandering around a universe in a mortgaged starship. Even if a
character somehow end up owning a starship straight out of character
generation, there is still monthly maintenance costs, fuel costs, and
life-support costs to pay. Simply put: starships aren't cheap. The
need to pay the bills typically drives the player characters to take on
odd jobs or seek a way to make a fortune. It is up to the players to
determine how they go about paying the bills, making the game very much a
sandbox. Mongoose Publishing has not changed this formula, and
actually uses a cleaned up variant of the original Traveller rules from
1977.
Character generation, like classic Traveller,
uses a series of life paths to mold your character's history and
experiences. Because of the random experiences and tests for entering
and surviving a given career (as Traveller calls the life paths), your
character does not always turn out as you intended. A typical Traveller
character starts play at 38 years old with 20 years of real-world
'experiences' under his/her belt. They will come out of their career
with friends, rivals, and enemies. They will have had good fortune and
survived disasters. The purpose behind this is two-fold. One- every
player gets a really good sense of who his character is and what shaped
them into the person they are. Two- the game moderator has a load of
built-in plot hooks to make life "interesting" for the player
characters.
As I mentioned before, Traveller is very open-ended. You do not need
to own a starship, but a literal universe of possibilities opens up for
the characters if you do. You can do just fine exploring a single
planet; after all look at how much time and effort is spend trying to
understand just our planet Earth. This open-endedness is what most of
the rules are written to support. That is to say, the majority of the
rules written for Traveller are there to support whatever activities the
player characters may get up to. There are indeed a great deal of
different things characters can do; from interstellar trading to
contract mercenary work.
The rules also support a great
deal of improvisation on the GM's part. With other game systems I've
used, unpredictable player-character actions can quickly derail the game
into "Uh, hold on while I make this stuff up" because the GM doesn't
have any notes on Over There. Traveller, however, has a lot of tools to
allow the GM to make stuff up on the fly, from planetary systems to
local animal life. The core resolution mechanic is also simple enough
that a reasonable extrapolation can cover most situations the rules may
not handle. These elements and tools seem, at least to me, absolutely
necessary in a game where your players can roam the universe.
Perhaps
the most attractive thing is that all anyone really needs to play is
the main rulebook, which is around $40 USD for the hardback. Mongoose
Publishing also produces a smaller softcover version of the core
rulebook and core 'rules expansions', for around $20 USD each. The
rules expansions are not strictly necessary, but they can be used to
greatly enhance and expand a Traveller campaign. There are books
dedicated to the major alien races within the default setting of the
Third Imperium, because the aliens are deliberately alien to the human
psyche and require that much room to explain how these aliens think. That is to say that the aliens are truly alien, not humans with bumpy foreheads.
I
presently run a Traveller campaign, which has been a lot of fun for
both the players and myself. It is definitely the grandfather of Sci-Fi
RPGs, and is often cited as an inspiration for more recent sci-fi RPGs
(like Burning Empires and Diaspora). In turn, Traveller draws a lot of inspiration from older science fiction like Space Viking and the Known Space series by Larry Niven. Traveller is definitely worth looking at if you're a fan of science fiction.
(2014/5/25- You can get Traveller PDFs from all editions from DriveThruRPG. The books should still be available from Mongoose Publishing as well. )
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