Sunday, October 4, 2009

Traveller - boring and still excellent

A few days back, I found a whole box of science fiction rpgs in my basement. I opened it up, and when I looked inside I realized that there was no point in me bringing them all up to the apartment. In fact, I realized that my extensive Traveller collection was of no interest to me. Well, you see, I love to read about that game. It's also a game which I love to think about. But, it's a game which just bores me when I try to play it, and sometimes even when I read it. Still, it's an excellent game!

So. Why doesn't it work for me? I think I might finally have understood why.

Looking at two things, it will become clear why I think I've found out why Traveller wont make me tick. If you have any of the adventures for Traveller published by GDW, take one of them out and look at it. Chances are that in the booklet in front of you, there are descriptions of a vehicle of some kind. There's a very high probability it's a spaceship. Since it's a science fiction game, there will be space ships. Nothing odd. Then there are probably a list of personnel of that spaceship, and some text describing the capabilites of said vehicle and where in the Third Imperium it can be found and what it might be doing there. Maybe it migh even be a tracked terrain vehicle, and it is in one place and has to be driven to another place. You start to feel excited about this adventure yet?

Then, secondly, let's take a look at the rules of the game. We can skim most of it, but look a bit closer on those bits about space combat and trading goods in space. The space combat system is different in every edition I've read. Nobody seem to like the rules of their predecessors. One thing seem to be common through all of them, though. None of them say much about what happen to the people involved, i.e. it's fairly abstract and board gamey. Looking at the rules for trade, and keeping the rules about the cost of running a spaceship in mind, we see the same trend there. I get the feeling I see a complex field like economy rendered into simpler rotes you can follow, and while it might look like filing your tax return it is called a game. Are you excited about this kind of thing?

So. My problem is that I have played Traveller, and realized it wasn't having much fun. I guess the easy way to handle that would be to just stop doing that unfun thing and leave it be. Naturally, I had to figure out why it wasn't fun, since I wanted it to be so. Playing something else would not let me get rid of the lingering ache that it could have been fun, if I only did it right!

My two examples above of things which rubbed me the wrong way always looked insular to me, but now I think I see a commonality. Playing the rules is what are supposed to make it fun!

The adventure where I'm not seeing interesting tensions between NPCs with goals and ambitions, or plots and stories waiting to be unfolded, are to be used in a different way than I expect them to. This is confirmed when I look at those other issues. When I see chores which looks like homework, some other gamer will see something else. Probably interesting abstract shapes to be manipulated and combined according to specific set of rules in order to create new shapes and forms which in themselves have beauty, but also as an aesthetic act in itself. Playing the rules is what are supposed to make it fun!

Maybe my big problem with Traveller is that it seem to lack some sex, melodrama, sweat and emotion. I'm not saying it can't be brought to the game! It sure can. The thing is, I know that I've met people who think the great fun with a fantasy game (like, say D&D) is to move their character like a chess piece and optimize its potential and utilize its resources in order to gain tokens which show the success of that process. Like, killing things effectively with a minimum of resources to gain as much XP and gold as possible. Lather, rinse and repeat.

Now, there's nothing wrong with that. But, what I am saying is that while nothing ever stopped me from doing that while as the same time engaging in immersion and talking in funny voices and taking decisions which were sub-optimal since they were based on "in character" emotions and impressions. I don't need rules telling me it is ok to do that. But, for some reason it is just not happening as easy in Traveller. In fact, I think the rules are in some places (like the trading and spaceship economics) written in a way which makes me think it never struck the designers as a possibility that you would want to do that. While being fairly bare bones, the rules of Traveller 1977 makes me think of the straight jacket school of design I associate with D&D 4th ed! Sketchy and everything nailed down at the same time.

I still think Traveller is an excellent game. For example, I think the life-path character generation is a stroke of genius! Great fun for a gamer without a group of her own, and also a marvellous way to build a back story for your in game persona. Also, the idea that you start the game as skilled and mature is a novel and great idea. There are so many things I like about this game. But, that adventure Across the Bright Face, brought home to me that the game was designed with a different perspective than mine. There are nobody to interact with during the whole adventure except the other player characters. The game can very easy be a long string of skill rolls to untangle the group from external threats you encounter during the trek. Maybe you even have to figure out as a player some novel use of skills and equipment to solve problems, but it is still a string of skill rolls. It's the ultimate victory of "rollplay" over "roleplay". Now, it has been said that you can make any game sing with the right players and attitude, but I must confess I don't understand what I need to bring to the table to make this game work. It's definitely not just gathering a bunch of "story gamers" and start gaming. For some reason the game just bends my effort into its own path and I find myself where I don't want to be.

While the situation probably isn't unsolvable, my box of science fiction rpgs will stay in the basement. Rifts, TORG, Fading Suns just work for me, but Traveller will collect dust a while longer.