Traveller is one of the icons in the hobby. For me the acronym LBB always meant Little Black Books, and referred to the three volumes of Classic Traveller from 1977. I have never seen the OD&D books in real life, so I maybe they look more brown than I think, but for me they have always looked more cream or khaki coloured, but I guess LBB looks better than LCB or LKB does.
I have a quite decent collection of Traveller books, from all the eras of the game. The first one I owned was MegaTraveller, and while I agree with James Maliszewski that the name is daft, I still have a lot of fondness for that edition. But, after having tried to start playing Traveller for multiple times, I have never managed to make it work. More often than not, science fiction fails for me. It is as if I can't present it the way I want, and my players don't seem to grasp what I'm aiming for. My last attempt turned into "accountants in space", and was a real bore for everyone.
So, guess what? I decided to put my collection, quite a few kilos of it, in storage and forget about Traveller. Until I started to listen to Happy Jacks RPG Podcast.
Listening to Stu discuss how he set up his game, and the players to talk about how their characters emerged through the life path system of character generation, made me interested again. The edition in print right now is the one published by Mongoose Publishing. I guess nobody have managed to miss MGP? The company have sailed up as a power houses of the hobby, with lot of licences and some interesting core system like RuneQuest and Traveller.
When Noble Knight Games had their latest sale, I succumbed to temptation. I bought another edition of Traveller, that game I had given up upon!
So, how does it compare?
Well, very favourably actually! It seem to have all the good things from the LBB, and then some. Let me take one example where the have gone beyond the original in a good way. One thing I never liked with the LBB, and find very grating when people talk about Traveller as an engine for any kind of science fiction game, is the fact that the career choices in LBB are very limited. All except one, are military careers! I don't know about you, but I have read quite a lot of sf books where there are more scientist or scoundrels than military men.
MGT, as I dub it, have done like MT and included a more general set of careers. Sure, you have your army, naval and scout careers, but also things like Entertainer and Nobles.
Some things are slightly less brutal that LBB, and you can no longer die during character creation and if you fail a Survival roll you get to roll a mishap. Another really cool addition is the roll every term for an Event, which can give you some extra background and skills. That and the rule that any event and mishap can generate a connection between two PCs and give both a skill is just inspired.
So far I have not looked that closely at the starship combat system, nor the trading system. Both seem to change somewhat between editions and especially the former never really seem to come out right.
But the life path system to generate character is great fun. It has inspired many games after it, and for good reasons. It usually deliver something memorable. I did try to roll them bones, and this is what the life path system spat out:
UPP Rank: Dilettante 1 - Wastrel; Diplomat 0 - Intern
63424c/0-1-1-2-1+2 Age: 24
admin 0
advocate 1
carouse 1
comms 0
computer 0
diplomacy 1
flyer(any) 1
investigate 0
persuade 0
streetwise 0
Managed to charm his way into high society and managed to get on Ally and one Rival. Learned to Fly and weaseled his way into an internship in the diplomatic corps. Due to his limited intelligence and enormous arrogance, he was involved in a mishap which cost him one eye and made his abysmal dexterity even worse. Was kicked out of the corps and now is about to step out into the world with only his name and 6 shares of a Yacht. (I added the die modifiers after the stats for people who recognize the system to see how they did that part).
What do you say? I'd absolutely love to play this miserable twit! Just imagine a noble so stupid, so ignorant and in general without a clue. I think the Connections rule which might tie him to another character, probably due to his flying skill, will be his way to survive. Unless of course the other players would not join hands to strangle him! Imagine the fun in playing such a worthless character, but with influence, family and a starship.
Some things Traveller do deliver...
Showing posts with label Nobles. Show all posts
Showing posts with label Nobles. Show all posts
Sunday, December 18, 2011
Traveller - the game I thought I had quit
Traveller is one of the icons in the hobby. For me the acronym LBB always meant Little Black Books, and referred to the three volumes of Classic Traveller from 1977. I have never seen the OD&D books in real life, so I maybe they look more brown than I think, but for me they have always looked more cream or khaki coloured, but I guess LBB looks better than LCB or LKB does.
I have a quite decent collection of Traveller books, from all the eras of the game. The first one I owned was MegaTraveller, and while I agree with
I have a quite decent collection of Traveller books, from all the eras of the game. The first one I owned was MegaTraveller, and while I agree with
Tuesday, April 13, 2010
Another take on a "D&D Endgame"
I've been thinking a bit about the idea of a sandbox. It is basically the idea that you give the players an area wherein they can shape things. Having read John Wick talk about player empowerment in his Houses of the Blooded, I'm amazed by the similiarities.
John isn't exactly old shool. He masterminded they metaplot for AEG when they published the Legend of the Five Rings and acompanying CCG. Talk about story trumphing player initiative.
But, in HotB, he talk alot about how players can, and should, take the part of the narrator. To shape things.
I realized that this is the sandbox ideal, in another form. There have been a lot of discussion about the "D&D endgame", and how there are or not rules supporting something of that kind. Now, look at HotB. It's a game where the players will rule a land, have servants, fight for resources, spy on foreign powers, make strategy and take decisions on how to manage their fief. Add to that game mechanic that actually support player the tools to shape things. Hand out points, currency, for the players to help set the things in motion.
Don't it sound like old and new are converging here? I think the main difference is that in the game John Wick designed there are game mechanic for what the old school think is a natural development.
Sure, that means it's less of a wide open toolbox, but John is upfront with his intentions. He explains that this is a game about one specific thing, and D&D never did that. On the other hand, many have theorized that D&D also are a game about something specific, like exploring. I happen to agree, and also think it's kind of cool to make it explicit and have game mechanic support your vision. I will just mention gold for xp again, since I think it's the idea in a nutshell.
Take a peek at what John Wick is doing. He is interesting.
John isn't exactly old shool. He masterminded they metaplot for AEG when they published the Legend of the Five Rings and acompanying CCG. Talk about story trumphing player initiative.
But, in HotB, he talk alot about how players can, and should, take the part of the narrator. To shape things.
I realized that this is the sandbox ideal, in another form. There have been a lot of discussion about the "D&D endgame", and how there are or not rules supporting something of that kind. Now, look at HotB. It's a game where the players will rule a land, have servants, fight for resources, spy on foreign powers, make strategy and take decisions on how to manage their fief. Add to that game mechanic that actually support player the tools to shape things. Hand out points, currency, for the players to help set the things in motion.
Don't it sound like old and new are converging here? I think the main difference is that in the game John Wick designed there are game mechanic for what the old school think is a natural development.
Sure, that means it's less of a wide open toolbox, but John is upfront with his intentions. He explains that this is a game about one specific thing, and D&D never did that. On the other hand, many have theorized that D&D also are a game about something specific, like exploring. I happen to agree, and also think it's kind of cool to make it explicit and have game mechanic support your vision. I will just mention gold for xp again, since I think it's the idea in a nutshell.
Take a peek at what John Wick is doing. He is interesting.
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