Showing posts with label Traveller. Show all posts
Showing posts with label Traveller. Show all posts

Tuesday, May 11, 2021

Traveller: Roads Not Taken


It's pretty well understood, I think, that Traveller started out without an explicit background setting, then developed one over time. There were some implicit setting assumptions, to be sure. In the 1977 edition, it was understood that there were shipping lanes along which it was easy to purchase a ticket or Jump navigation tapes to a destination, but outside of which travel was more difficult. There were Air/Rafts, which were some sort of anti-gravity sled, and in fact which were taken wholesale from the Dumarest of Terra series of pulp sci-fi novels (a while back, I discussed the structure of Traveller play; what I didn't note at the time was that basic structure was strongly rooted in the stereotypical Dumarest plot, in which the protagonist arrives on a world, broke and in need of passage to the next world to continue his lifelong quest, gets involved with some figure who can provide the necessary cash in exchange for some adventurous task, and then completes the mission*). This implied a system of such shipping lanes. Then there were things like the Travellers' Aid Society, membership in which would provide monthly tickets for travel. Some of these have been retained in the current canon of the Third Imperium, sometimes with subtle modifications, but others have been dropped quietly and ignored. Sometimes that is for good reason—the shipping lanes of the 1977 edition are great on paper, but I dare you to generate a subsector using the procedures given. Frankly, just the number of lines on the paper are unwieldy even if using a lower density of star systems, say 1 in 3 instead of the rule given of 1 in 2. Once the Referee expands their setting to more than one subsector, the space lanes become nearly impossible to manage (though I can imagine a computer-based system that might work, such things were not practical in the 1980s, and aren't even well-supported now).

Anyway, let's talk about some of the setting assumptions that were dropped from canon, why they were dropped, and what they could bring to a non-3I setting. I'm not going to rehash "death during character creation", since it isn't really a setting element, per se, and anyway it has been discussed repeatedly elsewhere. Maybe I'll discuss it another time.

For starters, there's a big one, Jump Message Torpedoes. First introduced in Adventure 4 Leviathan, I believe, these were communications torpedoes that a ship could send through Jumpspace to carry messages. These were never well defined, not even being given a Jump rating to indicate how far they could go, much less a cost, mass, or any other factor that might indicate their limitations. Presumably, like all Jumps, their travel would take a week. Given the Jump range of the starship at the center of the adventure, they probably were capable of at least Jump-3. Probably. However, in the end they ran up against two factors that did become canonical for the Third Imperium setting: a Jump drive could only be fitted in a hull of at least 100 tons (remembering that a hull "ton" is a measure of volume somewhere around the volume of 1 tonne of liquid hydrogen), and the implicit assumption that for some undefined reason a conscious, sapient being must be in control of a vehicle entering Jumpspace—though later canon did allow for computer artificial intelligence to be "sapient" in this way, but the robots and computers of the main Third Imperium setting are not sophisticated enough for this purpose; adding artificial intelligences to the setting was part of the long-term intention behind Virus in The New Era. If not for these factors, the Imperial network of X-Boat couriers wouldn't be necessary and the Navy would have limited use for its courier vessels.

Next is the association of Marines with Cutlasses. In classic Traveller and in MegaTraveller, a character wielding a Cutlass is capable of causing meaningful damage to a character wearing Combat Armor or even Battle Dress (powered armor). This was because the source material, pulp sci-fi stories, often depicted space marines fighting space pirates with melee weapons during boarding actions, and the game rules followed suit. This also resulted in the Marines career (and others) being likely to give a character melee weapon skills, and in the case of Marines, specifically Cutlass skill. Starting with Traveller: The New Era, this capability was reduced to match perceived reality, so that muscle-powered weapons simply weren't able to penetrate advanced armor being worn in a battlefield context. From TNE onward, Marines were no longer given skill in Cutlass as part of basic training, since it was no longer part of how the setting was understood, except that, for whatever reason, the first Mongoose edition of Traveller provided Marine recruits with the option of gaining Melee (Blade) skill, presumably in imitation of the Cutlass skill in the earliest editions, though the MgT system makes melee weapons useless against advanced armor like the other later editions. That lack of thinking things through is one of many, many reasons that I am not fond at all of the Mongoose edition, though to be fair I have not seen the second Mongoose edition.

I was going to discuss double-Jumping, the process by which some of a cargo hold is filled with liquid hydrogen in order to allow a second Jump without refuelling, usually done when a ship, due to distance limits of the Jump drive, has to Jump to empty space and then make a second Jump to reach a distant star. This is most often done when a Jump-1 ship needs to get across a 2 parsec distance. However, I'm pretty sure that this is canonical now. There was a time, a road not taken, when a Jump drive could not Jump to empty space in that manner. Jump-1 ships therefore weren't able to leave the so-called "Mains", stretches of star systems that can be reached with a 1-parsec Jump. I'm not sure that limitation was ever actually written into the game, but was instead a holdover from the board game Imperium that was a predecessor of Traveller, and was also, I think, related to the origin of the shipping lanes I mentioned toward the beginning.

What are some other roads not taken in Traveller as it developed, ideas that maybe seemed good at the time, but were dropped from the game as it became apaprent they didn't fit in with the setting as it was developing? Obviously, there's the "split timeline" phenomenon in which the official setting still includes the Rebellion and Virus, while some campaigns take place in timelines where the Rebellion never happened, or perhaps just that Virus never did, but I'm thinking less of story-oriented, "metaplot" concepts and more in terms of setting elements.


*In many of the more recent editions of Traveller, it has been an article of faith that adventuring groups should nearly automatically have access to a starship, and so mechanisms to enable this are presented such as "ship shares" or whatever, but this assumption was not present in earlier editions.

Saturday, December 29, 2018

Games That Influenced My Current Understanding Of RPGs

I'm still working on the follow-up to the "What is Magic?" post, describing what spirits are, exactly. I also need to write up the events of the Deindustrial Future game, where the players' characters fought off a major assault by the forces of the antagonist—or antagonists, as the case may be—and realized that they may have been making some bad assumptions about what is going on. However, because I want to post something before the end of the year, this will be a simple social media game about my history in gaming. All it really is is a list of "games that influenced me", but I want to include some commentary to make it worth your time to read. Without further ado, and after the first two in no particular order:


  1. Advanced Dungeons & Dragons, 1st edition - This was, of course, the first RPG I played, before I had even heard the term "RPG". I learned a lot about gaming from this, in part because I had no idea what I was doing. It was where I learned that having followers is a good thing. It was where I learned that maybe you shouldn't trust your fellow players, but also that you could generally rely on them if they weren't dicks. I learned what it means to be able to attempt anything, even if you might or might not succeed. Some of those I would count as life lessons, too. I learned that resource management is a fun game in itself, even if it took me years to be able to articulate that lesson.
  2. Traveller - Since it was the first game I'd ever run instead of just being a player, this is where I learned the value of Referee tools. Random encounters, rumor tables, world generation procedures, and so on mean that the Referee can concentrate on the arc of the story and leave the details up to the dice. This has served me as well in learning what the value of divination is outside of gaming, too.
  3. Call of Cthulhu - This is where I learned that even a single rule, if properly designed, can thoroughly change the experience of the game by altering the approaches that the players will tend toward.
  4. Champions - I didn't know it at the time I was playing it, but this game taught me that point-based character creation is terrible. Even if the intent is otherwise, it encourages players to find as many loopholes in the system as they can. This is also called "system mastery", and it continues to infect some games to this day. Some games revel in that, such as Pathfinder, while others, such as GURPS, try to minimize it.
  5. RuneQuest, 3rd edition - Proved that it is possible to use points to generate characters and not have it be awful. On the other hand, it does this by limiting the point use to only one segment of character creation, the skills of the character. Technically, I probably learned this with 2nd edition and with Call of Cthulhu, but I really like 3rd edition RQ and wanted to include it in this list.
  6. Marvel Super Heroes - I learned that the description of a power—what Champions calls "special effects"—is very nearly as important as the mechanics of the power. I also learned that the direction of complexity that I was heading deeper into was not necessarily the best direction.
  7. Pendragon - There are other ways to play a game is what Pendragon taught me about gaming. Adventures can be had without making "adventuring" the centerpiece of the game. Instead, adventures can serve a larger purpose of supporting the play of families and the exercise of power politics.
  8. Hârnmaster - This game taught me that not every situation affecting a character is best simulated as a pool of resource points, but that conditions applied to the character are often the better tool to use. Also, that characters don't have to be high-competence to be fun to play. Other people learned that latter lesson with Warhammer Fantasy Role Playing, but this game was my lesson in that.
  9. Flashing Blades - Here I learned that the proper focus of a game is on the players' characters, even if the events being portrayed are larger than those characters. I also finally came to understand the lesson that I should have learned in Traveller or even earlier, that character development is not necessarily something that affects stats and skills.
  10. GURPS - Taught me that the math in the game is important, but that it should absolutely not be something that the players have to deal with much. It should be baked into the system as much as possible.
  11. Lace & Steel - Here, I learned one part of the lesson that even small things can make an adventure more fun, by helping to immerse the players into the setting. In particular, the concentration on the small indignities of travel, and how this encourages characters to choose to pay for better accommodations when available, taught me about the little things that matter to characters.
  12. Swordbearer - Like the previous entry, I learned that even seemingly minor elements, presented correctly, can add immeasurably to play, with travel being another area treated especially well, in this case by detailing how things like setting and striking camp, the condition of the travelers, weather, and so on affect matters. I also learned that sometimes finances are better handled abstractly, since the characters shouldn't be worrying about every last copper piece and so neither should the players, at least in some settings.
That gives an even dozen games, though I could have included more. I learned things from Chivalry & Sorcery, Fantasy Wargaming, Vampire: The Masquerade, TORG, Rolemaster, and many others as well, but I have to stop somewhere. That's not even counting the negative lessons—other than Champions, which I think was one of the most important lessons—such as the WotC editions of Dungeons & Dragons.

Saturday, April 21, 2018

Converting Pocket Empires

I grabbed this from the "Noble" article at
Wookieepedia. They don't credit the artist, but
it seems to be Gonzalo Flores, according to the
signature. If he wants me to take it down, I will.
Speaking of converting Pocket Empires to MegaTraveller, I have done a bit of work toward that which I think could be shared here. I've been working out the probabilities from one set of difficulty numbers to another. For your entertainment and possible value, here are the equivalent target numbers for a roll of 2, 2.5, 3, 4, and 5 dice (as used in Marc Miller's Traveller, aka T4, and also, except for the 2.5D roll, in Traveller5) vs. an average stat of 7:

2D = 7+
2.5D = 9+
3D = 10+
4D = 12+
5D = 15+ (figured as stat of 7 with a DM+3, or a target of 10, to get to about the same odds as 12+)

Note that these don't convert very perfectly to the difficulty levels of other Traveller editions, but then they don't really need to. The point is to get in the same ballpark, not necessarily to hit the exact same odds.

My current thinking is that T4 "Difficult" should be MT "Difficult" with an automatic DM+2, T4 "Formidable" and "Staggering" should both convert to MT "Difficult" (I could give them DMs of +1 or -1 to match the odds exactly, but that gets a bit fiddly), and T4 "Impossible" should be MT "Formidable". As an aside, that should also make T5 difficulties of 6D or higher equivalent to MT "Impossible".

I am assuming the use of the MgT stat modifiers. I haven't decided whether to use those, the original MT ones, or the ones in a set of house rules for MT I found online, where the modifier = (stat/3)-2 rounded up, or a version where the modifier is (stat/3)-1 rounded down. I'm kinda leaning toward that last one.

One of the issues involved with conversion is that I can't just take the given difficulty and port it over directly. Some of the T4 tasks rely on two attributes, which distort the probabilities since attributes are around three to five times more potent in T4 (and also TNE and T5, though that's not really relevant here) than they are in most other editions. So, a T4 task which relies on two attributes would have a target of around 14 or less on average (since the average attribute is a 7), while in MT by the book it would be an average of DM+2. A Routine task would have a 100% chance of succeeding in T4 (2D vs. a target of 14 or less), while it would have an 83% chance in MT (base target 7+, DM+2 = final target 5+ = 83%). So, instead what I need to do is check each task, figure its base odds with average stats and skill-0 if necessary, and convert it from there.

Edit to add: I want to include a link to this article, which is kept at the Internet Archive Wayback Machine.

Sunday, April 8, 2018

Alternate Traveller Campaign Frames: Noble House

I've been putting this one off mostly because I really wanted to do the subject justice. (Edit to add: Not that I think that I have, but I have been letting the perfect be the enemy of the good enough for too long now.) This is the campaign frame for Traveller that I myself most want to play in, or run if I must. It has been generally unsupported in official Traveller products, with the closest being Adventure 5 Trillion Credit Squadron and the colonial economic model in World Tamer's Handbook (and don't get me wrong, those were good and potentially useful for the subject), but in the fourth edition, Marc Miller's Traveller (also called T4 for short), the supplement Pocket Empires came out.

Oh, this was a joy for me to see. Finally, the game would support campaigns inspired by Dune and other sources involving high-level politics and intrigue. There were rules covering everything from the economic development of worlds to incorporating new worlds into your pocket empire to setting up and finalizing a marriage between members of your noble family and another one. Assassination attempts, espionage, politics on the floor of the Senate, all of these things were covered in the high-level game here.

There were some weaknesses, of course. The basic game had a development turn a full year in length, which could lead to pretty severe discontinuities between the Pocket Empires layer and the roleplaying layer. The rules for voting factions in politics were a little rudimentary, but still serviceable. The military forces abstractions were perhaps a bit too abstract (although this was at least partly remedied with the addition of Imperial Squadrons, which was a major revision and update to T4 standards of Trillion Credit Squadron). The handling of corporations avoided many of the things that give that aspect of play its distinct flavor, with no insider trading, no boardroom politics, no shares changing hands, only what amounts to an abstracted hostile takeover and a few other simple tactics.

Some of the elements of the noble life have been handled over the years. I mentioned a number of resources in the last installment of "Alternate Traveller Campaign Frames", and at least one more has appeared since then in the form of an article titled "The Influence Game", posted over at Wayhaven Traveller, which could be used to fix the lackluster politics rules in Pocket Empires.

That really just leaves the problems of the speed of play and the generic, unfulfilling corporation rules. The corporations could be handled by looking at the rules on high finance and setting up and running corporations, getting them onto publicly traded markets, and so on that are found in GURPS Traveller: Far Trader, but it still misses the whole corporate struggle aspect as the authors left out the dirty tricks from the Stock Exchange floor. For that, we have to look further afield, to a supplement for the game TORG called Nippon Tech. That included a whole sequence of corporate warfare and a character type, the "Mega-corporation CEO", that could use it. Issuing junk bonds, taking advantage of insider trading, and most importantly the results of adventuring such as sabotage or stolen information are all embedded into the game as warfare against the opponents happens on the trading floor as much as in a firefight.

A lot of these different layers include the idea of a turn length of a week to a month. It shouldn't be hard to incorporate that into the main Pocket Empires sequence. That would fit everything more tightly to the roleplaying layer of the campaign, which effectively has a "turn length" of one week, since that's how often Patron and Rumor checks are made, how long a Jump takes, and so on.

All of this is important to me, as I am (slowly) working to convert Pocket Empires to MegaTraveller standards. I think that edition is the easiest to convert to any of the various other editions out there, so that it could be easily used with CT, CE, MgT, T5, or whatever. I intend to flesh out the corporate section and the politics especially, but also spend some more time on the military elements. Integrating it more completely with the roleplaying is my priority, of course. Setting out a specific method of generating the Noble House and its starting assets will be important too, as will working out ways to incorporate the players into the House.

Saturday, January 20, 2018

I Really Need To Be In The Habit Of Writing

Well, as has been the case for a couple of years, I didn't really post a lot last year. I'm hoping to change that - which I've said before, so who knows how it'll turn out this time.

One good thing in my gaming life lately is that I've finally figured out some of the details of the sort-of retroclone of MegaTraveller I want to do. Cepheus Engine seems like the perfect place to start, since it doesn't have any of the weird and confusing restrictions that are in the MgT SRD. It should be easy enough to redefine difficulties to fit the MT ones (separated by 4 points instead of 2 as in the CE version), and then going back to the original version for things like aging, encounters, and so on. A major change to the task system I want to make is to drop tasks one category. That is, instead of a Routine task succeeding on a 7+ and a Difficult one on 11+, the Routine task will succeed on 3+ and the Difficult one on 7+. This is to compensate for the assumption that the Digest Group people had that a character would typically have a DM of +4. It allows me to get back to Traveller-style assumptions about skill levels. With the added emphasis on level-0 skills in MT, that makes the increase of difficulty by one category for lacking the skill back into a meaningful thing. Another change will be to make exceptional results happen at a margin of 4 points instead of 2, but that's probably not meaningful to the casual reader. Damage results in combat will remain the same, though.

Notice how I called it a "sort-of" retroclone. That's because I've decided that I want to make some more radical changes too. For one, I'll be getting rid of the "hit points" system that is common to Traveller, and replacing it with an "injury" model of wounds. That is, when you get hit, there will be a mostly descriptive result that applies to your character until it heals. For example, "moderate bleeding slash to right arm", which consists of the following elements: moderate, bleeding, slash, and right arm. "Moderate" indicates the severity, which influences how long it takes to heal, the kind of treatment required, and also determines how much that wound affects attempts to perform other actions. "Bleeding" means that the wound is causing blood loss (which is the one place where there will be a sort of hit points). "Slash" is mainly important for determining what sort of treatment would be required to help the healing process. "Right Arm", obviously, indicates which tasks are affected by the wound. There are a number of other elements that could end up in a wound description, too, and during healing it could become infected.

Another thing I want to do is write it as a fantasy game instead of an SF one. I've been intrigued by the idea ever since the Thieves' World boxed set included Traveller statistics for the characters of that setting.

A big change (some will think) that I want to make is to revise character creation. Characters will start at a young age and not go through a career lifepath. Instead, there will be a number of skill points that the player can spend to give starting skills. After that, the MT methods of improving skills will come into play during the game. I want to model a lot of that on Flashing Blades, actually.

Another change I want to include is a personality system derived from the ones in Pendragon, Fantasy Wargaming, and Lace & Steel. I feel like that is something that can improve the game experience in a fantasy setting, which is usually more intimately connected to character motivations than an SF one generally tends toward. Yes, that is an over-broad statement. I hope that people will find the personality system I write to be useful in their SF games too. Heck, I might end up writing a new version of this game that goes back to the SF setting.

Anyway, I've been working on that. This is my first post since July. Here's hoping that I can post some more.

Sunday, March 27, 2016

More Thoughts On Megatraveller And Such

The late John Berkey did some
cool spaceships
Yeah, I've been quiet here for a bit. Still dealing with some personal issues, but at least I've had some time to think about gaming again. Time to post something, so that you all can remember that I'm here!

I really love talking with the guys over at the G+ Classic Traveller group. They've given me a lot of things to think about in regard to the game, and pointed out places where later Traveller has changed things. For instance, it's clear that in the original release of the game, known as "LBB77" because it was released in 1977 (as opposed to "LBB81" for the revised version in 1981 and "TTB" for the slight revision from that which was The Traveller Book), there was much more emphasis on the sandbox elements and less on any interstellar imperiums or whatever (though the latter was still understood to be present in the background). Examples that affect this included the randomly-placed "Jump routes" or "spacelanes" of LBB77 that became instead the Referee-placed "communications routes" of LBB81/TTB. Interestingly, the communications routes, despite requiring more thought and effort from the Referee, have less impact on the game because the Jump routes determine where a traveller can get regular passage or a crew can buy pre-made navigation tapes. This limits the locations that the player-characters can travel to until they can improve their situation (either by getting the Generate program to make their own navigation tapes or somehow convincing a non-player ship to transport them outside of the normal shipping lanes, probably for a higher fee). The communications routes don't have the same impact on the game at the table, though extra rules found in, for example, The Traveller Adventure and other sources can allow the communications routes to have some effect.

MegaTraveller also made an assumption early on that greatly affected the way that game plays relative to the original version. That assumption was that a character attempting to do something would have a fairly high skill rating, such that the supposed typical character would be gaining a +4 DM from skill and attribute bonuses. That doesn't track with the original game, in which any level of skill above zero meant that the character had professional-level training in that area. That could probably be remedied by dropping all task difficulties 4 points, so that a Routine task is 3+, a Difficult one 7+, and so on (it would then be appropriate to add a difficulty level of Staggering between Formidable and Impossible, as Marc Miller's Traveller did). That could also mean that an average attribute of 7 could be re-centered on 0 instead of +1. Lacking a skill entirely would still increase the difficulty one level. In such a case, a Simple task would succeed without a roll (or perhaps require a roll if the total of all DMs is -4 or more, trying to get a total of -1 or higher), but could be increased to Routine or higher difficulty as usual for lack of skill or whatever. This change would also allow the character creation system to be scaled back to the original game's parameters, so that no "Special Duty" roll would exist to give even more skills.

On that topic, one of the benefits of being a Scout in the original game was the high incidence of Jack of all Trades skill. While that skill is more clearly defined in MegaTraveller (and allows higher levels of the skill to have meaning), I think that it should be returned to its original place of value, perhaps by adding (in addition to the "free retries" ability) the ability to offset the penalty for lacking skill. Probably give a +1 to unskilled use (only) for every 2 full points of Jack of all Trades skill, to a maximum of +4 (requiring skill-8, so pretty unlikely anyway). Again, that bonus would be in addition to the normal MegaTraveller benefit of being allowed one free retry of a failed task per Jack of all Trades skill level (taking the normal amount of time).

Another area to consider is space combat. The system in MegaTraveller is, simply, horrible. It's a kludge of the Book 5: High Guard system (originally intended for large ship actions) mixed with elements designed to make it more useful for small ships, and it was not developed well enough for actual use. That is to say, it can be used, but seems ultimately unsatisfying for either small or large actions. In the end, I think that I'd like to draw it back and make it more like the Book 2: Starships system or Mayday, or perhaps the range band system in Starter Traveller (or project it ahead somewhat and make it more like Battle Rider, which has always seemed to me like the nearly-ideal set of Traveller starship combat rules).

Which brings up some issues of design. MegaTraveller draws on the expanded weapon types available in High Guard. I'd like to drop at least some of those, such as meson weapons and associated technology. It might also be useful to include a weapon design system, such as that found in Traveller: The New Era (TNE) or Marc Miller's Traveller (T4). This is especially true for missiles, which could do with taking some ideas from Special Supplement 3: Missiles in Traveller. The design system in MegaTraveller moves away from the LBB/TTB in a significant way, though, by falling clearly on the other side of the so-called "small ship Traveller/big ship Traveller" line. When players are tooling around in 2700m³ ships, but the military have 270,000m³ light cruisers, there is an overwhelming power differential that deeply affects the feel of the game. This also doesn't match the historical eras which the game tries to emulate. The age of sail saw merchant ships that were no smaller than their military counterparts, while WW1/2 era tramp steamers were roughly the same size as military cruisers. For example, the OCEAN class steamer was about 10,000 tons displacement, while the Pennsylvania-class cruiser of the pre-war era was around 15,000 tons fully loaded and the Cincinnati-class cruiser was less than 3500 tons! To be fair, the latter were slated to be reclassified as Patrol Gunboats if they hadn't been decommissioned. I'm still not sure how to address that issue. Whatever happens, though, it will mean some significant changes to the design system. It also means that I will have to consider how to handle ship benefits from character creation, plus mortgages and other financial tools related to running the tramp merchant game. GURPS Traveller: Far Trader would certainly be of help there.

Now for the more morose thoughts in this regard. I've been considering ways to write all this up, including the setting I have worked out, and sell it, but the specific details of Traveller's current licensing scheme seem to preclude it. Weird restrictions in the Mongoose OGL (you can't include the method to roll up characteristics, for example, which would prevent me from presenting the "genetic dice" necessary for the dynastic game that I eventually want to write up) and behavior that seems from my perspective to be somewhat erratic on the part of the original designer (I've heard that people have been billed for asking him questions - which rumor I can't check because I couldn't afford any such potential billing to find out if it's true or not!) combine to make it a minefield I'd rather not navigate, at least not alone. Another option would be to present the setting I have in mind through another system, but all of the other systems that seem even remotely suitable to my preferences are based on D&D, with character classes and such. Stars Without Number, White Star, Starships & Spacemen (either edition), and so on all seem to rely on elements that don't suit my setting and the aesthetic preferences related to it. I've been thinking that it might be time to dust off my old idea of retooling Flashing Blades for science fiction adventure. That might even be historically appropriate, since Flashing Blades drew pretty heavily on En Garde, GDW's first RPG. One possible problem with this idea is that Flashing Blades's system is more suited to swashbuckling action/adventure than the more gritty tone that infuses most of Traveller's various incarnations. If that becomes too much of a problem for me, I could always build it using one of the open-rule versions of the d% system found in RuneQuest, I suppose.

But I really wish that I could just use a properly-developed MegaTraveller as my basis.

Tuesday, October 13, 2015

Alternate Traveller Campaign Frames: Minor Campaign Frames From Classic Traveller

Tana Salm from Perry Rhodan,
just because. From here, which gives
the copyright information.
We've already covered the three or four main campaign frames that were developed in classic Traveller, along with a few from later editions, but there were a couple of others that were sketched out in various publications during the classic Traveller era. None of them was particularly well-detailed, but enough was given in most cases to allow an enterprising Referee to develop them into a campaign.

First was the Belter campaign. This was presented in an early issue of the Journal of the Travellers' Aid Society (JTAS) magazine, and reprinted in the first volume of the "Best of" collection. This is the campaign frame in which players prospect in an asteroid belt, looking for a big strike that will make them rich. The frame is given as a flowchart involving bureaucracy (to get permits and such) and actual prospecting in the belt. The primary weakness of the frame is that there are few meaningful decisions that the players can make, and so it quickly becomes an exercise in dice rolling and the occasional wild complication thrown in by the Referee. There is a reason that not many people play this one for very long. It can be an interesting diversion from more typical Traveller activities for a time, though. This frame was given more support by the inclusion of a Belter career with Prospecting skill in Supplement 4: Citizens of the Imperium, but the career was not a very viable one (it had a worse survival rate than Scouts).

A number of the careers in Supplement 4 brought an implied campaign frame along with them.

The existence of Doctors implied the possibility of a "Sector General" style campaign, in which the players would be the staff of a hospital ship or station. This was never explored in CT, though. MegaTraveller saw the introduction of detailed task chains related to medical treatment for injury, disease, and radiation, not to mention mental health, which along with the interpersonal tasks in the Referee's Manual comprise the main resources necessary for such a campaign frame. There was a hospital ship presented in a third-party supplement, but that was more or less it until Library Bob over at Ancient Faith in the Far Future decided to resuscitate the idea recently with his Mercy Ships campaign frame, providing the necessary detail for such a campaign.

Pirates of the Space variety, of course, are a standard of SF going back to the early days in the pulps. The subject is hotly debated, but Traveller gave a career for pirates and so implied that they must exist in some fashion in the Imperium setting at least. An article in JTAS described the necessary conditions for piracy and suggested some possible pirate bases in the Spinward Marches, but the subject was quietly dropped (other than the paramilitary Corsairs of the Vargr). Later on, some people raised objections based on physics and thermodynamics (it's impossible to sneak up on someone in space is the basic thrust of the argument), but others, such as Rob Garitta at Twilight of the GM, have returned to the subject in the hopes of salvaging it. In any case, the Space Pirate campaign frame wouldn't be that dissimilar to the default game, which is somewhat amusing in itself.

Nobles will be discussed elsewhere because the main successful presentations of a nobility-based campaign are found in other editions of Traveller than the classic one. Suffice it to say that CT provided little support for the idea of a Noble campaign frame other than the existence of the titles and the career in Supplement 4. A couple of magazine articles attempted to address the issue with limited success, notably "Robe & Blaster: Upgrading Aristocracy in Traveller" in White Dwarf magazine issue 22 and "Relief for Traveller Nobility" in Dragon magazine issue 73. Those articles mainly gave special benefits to noble characters, rather than pursuing an entire campaign frame dedicated to them. Library Bob at Ancient Faith in the Far Future also provided an interesting expansion when he discussed generating noble houses, then followed it up with some more articles on nobility in Traveller, which he ultimately linked in this article. David Billinghurst provided this expansion to Traveller nobility at Brett Kruger's Reavers' Deep site (and originally at his own blog, Waystar High Port, ultimately collecting a couple of articles together here), based on several sources, and others have presented similar articles. The most complete exploration of the issues involved with such a campaign frame is found elsewhere, however, and I will return to that in a future article.

The existence of the Hunter career in Supplement 4 seems to indicate a possible campaign frame of "Big Game Hunter", either as expeditions with guns to take down alien animals by killing them or capturing them, or with recording devices. This wasn't pursued in any official materials much at all, but the "Environment" series from Gamelords, Ltd., written by the Keith brothers, began to cover many of the issues that would be important to such a campaign frame. Some of the adventures that the Keiths wrote to support that series also supported variations of the idea. Well, OK, it was just Ascent to Anekthor, which detailed a mountain-climbing expedition with the players as expedition members under a noble patron. That pretty much outlines the way that such a campaign might work, making it a variation of the basic campaign frame with a special emphasis on patrons looking for an expedition guide. In fact, any number of specialty campaigns can be produced by taking that idea and running with it. Itinerant engineers might focus on patrons that are looking for repairs and maintenance in adventurous situations, for example. The Referee simply needs to ensure that any patrons encountered are aware of the specific qualities, or at least reputations for those qualities, of the players' characters.

Many other campaign frames that can be developed for Traveller are like that last, focusing the nature of any patrons encountered so that their required tasks are related to the campaign intended. This could apply to just about any profession, from bounty hunters and skip tracers (though that is a frame that really deserves its own approach) to salvage crews to private detectives to paranormal investigators*, and whatever else besides. These aren't major changes to the game, unlike some of the other campaign frames (even some of the other minor frames mentioned in this article). That underlines the flexibility of the basic Traveller campaign frame, while the other frames out there show off the flexibility of the game as a whole.

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*While not seeming to be a part of a SF setting, I don't see why a universe that includes psionics wouldn't have a reason for this sort of thing. In addition to legitimate psionic and psionic-related activities, there's every opening for fraud as well, as the article "Just Like Magic" from Challenge magazine issue 46 outlined.

Friday, October 9, 2015

Alternate Traveller Campaign Frames: Strange New Worlds

I've discussed a couple of alternate campaign frames previously, covering the Mercenary campaign along with the Squadron and Active Duty campaign frames. Though the last was only presented in terms of Navy games (and so incorporating Marines by default), it would have been easily converted for use with other active duty military games involving the Army. I'm going to start skipping around, because the other campaign frames from the classic Traveller era are either minor and not well detailed, or ones that I am not very familiar with at this time (I will be discussing the frame implied in The Traveller Adventure later on, which is related to the "default" Traveller campaign frame that I've also described previously, but includes some new concepts that are very important).

Unfortunately, the classic Traveller expansion for the Scout service, Book 6 Scouts, did not incorporate a specific campaign framework. It included only a set of tools for the Referee to detail whole systems instead of the main worlds that were rolled up in the basic world generation system along with an expanded character generation system for Scout characters that followed on the same lines as the military services presented in the previous two books. Paranoia Press, who presented an expanded Scouts character generation system a little earlier in their supplement Scouts and Assassins, also did not expand on the sorts of activities that a Scout might perform as part of actual play. The supplements for MegaTraveller titled Grand Survey, Grand Census, and World Builder's Handbook started to cover the sorts of things a Scout might do, but as I have never actually seen the first two of those supplements I can't comment on them. World Builder's Handbook did include some very useful tasks related to surveying a world, but didn't go much further toward detailing a campaign frame related to exploration - though an enterprising and interested Referee could easily turn the notes presented into such a campaign. Instead of discussing those, then, I will skip ahead to the two editions of Traveller that presented Scout campaign frames at least reasonably well.

EDIT: Re-reading some of the World Builder's Handbook, I see that it includes more detail toward an exploration and contact game than I remembered. I may return to that supplement later.

First, Traveller: The New Era got in on the action. In its extensive rewrite and reimagining of the MegaTraveller supplement called World Builder's Handbook, titled World Tamer's Handbook, GDW presented detailed descriptions of the tasks necessary to survey a new world in the wilds ravaged by Virus. Those tasks were generic, of course, and so not limited to the New Era setting. Highly detailed looks at the environment of a world were presented, along with methods for generating them beforehand. Information down to the amount of extractable wind and hydro energy, soil fertility, and so on in a 10km hex was presented in a usable and efficient manner. Scouts could go in, find out the details of a world, and return to provide the results of their survey to whatever home base they served.

The supplement didn't stop there, though. The other side of the Scout coin in SF is colonization, and World Tamer's Handbook presented a campaign frame of colonists, a first in SF gaming generally, and for Traveller specifically. A model was provided that allowed players to determine the economic output of their colony based on decisions they made about allocating resources both infrastructure- and human-related, which they could then direct toward various improvements and maintenance - a true domain-level game at last. This also saw the return of the sandbox format for a Traveller campaign, which had largely dropped by the wayside during the late Traveller and most of the MegaTraveller eras in favor of the then-popular story-based format. In addition to whatever the Referee chose to throw at them to further the story, colonial administrators (the PCs, the rules assume) would experience various random events that provided story hooks related to administering a group of people in a colony. Sadly, this wasn't well implemented, as the events mostly were defined in terms of a single task roll to resolve them ("Crime Wave, succeed in a Difficult Investigation roll" or suffer some penalty, for example). Nonetheless, this was a great idea, but didn't see much support from the community of players, something that can really be said about most of Traveller: The New Era, unfortunately. Some general notes toward scaling the colonial model up to cover entire world governments were included, but the system becomes unwieldy at the higher end. This would lead to a different system for world-spanning empires later on, and I will probably discuss that campaign frame next time.

When Steve Jackson Games picked up a license to produce a Traveller edition using their GURPS rules, one of the supplementary books they produced was GURPS Traveller: First In. First In gave the GT version of Scout activities, including, in addition to the expected detailed world generation system, a set of rules for surveying a system. As is the case with most of the GT materials, though, these tools were provided with no real guidance as to what to do with them. A decent GM could certainly take them and turn them into tools for adventurous games or even campaigns, of course, but no such framework was explicitly provided. In a nice turn, there were a number of optional rules included, ranging from minor to as radical for the Traveller game as incorporating 3D star mapping instead of the traditional parsec-wide-hex based 2D sector/subsector system. The designer's notes for that supplement, available for free on the SJG site, give more detail still toward a game using 3D star maps, including discussion of possible changes to the Jump Drive and so on. I should add at this point that if you have any interest in the GURPS Traveller line at all, you should hurry up and get the PDFs, as SJG's license to sell that edition expires at the end of this year, and they will not be renewing it. After that point, they will not be selling GT materials, not even the PDFs.

Wednesday, September 30, 2015

Alternate Traveller Campaign Frames: High Guard

After the release of Book 4 Mercenary showed that there was a market for expanding on the careers of the original game, the next obvious direction to look was the Navy, those masters of the spaceways. Where Mercenary added more guns and other ironmongery, Book 5 High Guard added a new spaceship design sequence that could handle ships up to 200 times larger than the largest ships of the original spaceship design rules! To supplement those monstrously large spaceships, the supplement also included a new spaceship combat game that could handle larger numbers of spacecraft than the miniatures-based one from the original books.

Which was all fine and dandy until you realized that they forgot to include anything to actually do with those big spaceships and battle fleets. Unlike Mercenary, the authors forgot to include a campaign framework that made those spacecraft useful to anyone's game. So they sat down and did two things.

First, they rewrote the supplement. The first edition was kind of a mess, and the ships that came out of that design sequence weren't very interesting. Second, they released Adventure 5 Trillion Credit Squadron. TCS, as it quickly became known, was a radical departure at the time, presenting a campaign system with a rudimentary "domain" game that served to provide a reason for large fleets of giant spacecraft to fire weapons at each other. The players would play combination Admiral/Planetary Government and send ships at each other in a sort of roleplaying/wargame mashup. Except that there was a lot less of the roleplaying, a situation that would have to wait 16 years to be repaired, albeit imperfectly, but that is so different that it really represents a different campaign frame, and I will come back to it in a later installment.

In TCS, the game is changed to play in weeks, and each week allows six phases: Jumps, Communication and Intelligence, Battles, Changes of Control, Refueling, and Final Operations. I won't go into too much detail, but most of those phases are pretty self-explanatory. The Final Operations phase is the one in which campaign-level events occurred, such as ordering new ships, ship construction being completed, multi-week activities like being repaired, and so on. Planets would generate revenue based on the Traveller world statistics (UPP or Universal Planetary Profile), and the relative value of wealth from one world compared to the others based on technology level and the local starport. The campaign frame was more like a wargame than a roleplaying game, but that was OK.

Or, the Referee could just specify that a certain technology limit and certain other limits (minimum Jump capability, number of pilots available, and so on) applied, and let two players generate squadrons that just fought it out in one big battle (this method was also the basis of the Tournament Play method). TCS was pretty flexible.

Another way to use High Guard came up in one of the issues of Journal of the Travellers' Aid Society, in which a campaign frame of active-duty Navy and Marine personnel would engage in mission-based adventures. The article included a way of generating the pay scale for those services and gave some advice and basic adventure seeds (one piece of advice was to watch or read The Sand Pebbles for ideas of the sorts of trouble that Navy personnel can get up to on shore leave, which is pretty depressing advice really; it's a good book and movie, but not particularly a happy one). So, out of one supplement, two or so campaign frames ultimately came around. The Active-Duty campaign, of course, was a little more under Referee control than the basic game (or TCS), much like the Mercenary campaign framework, and shares similar advantages and disadvantages. It does point out that we are seeing the same forces that were present in the hobby as a whole at the time affecting perceptions of how to play Traveller. That would become a big problem with the next edition of the game, MegaTraveller. Many of the sandbox tools remained to be used, so that edition wasn't entirely lost to the "storyteller" style of gaming. In fact, as we shall see, several campaign frames that are very much sandbox oriented have yet to come about by the end of classic Traveller.

Friday, September 18, 2015

Alternate Traveller Campaign Frames: Mercenary

I previously discussed the default assumed game in Traveller, in which the players maneuvered their characters to scramble for payoffs from patrons and sometimes following up tantalizing rumors. That wasn't the only way to play the game, though, and a few other options were explored through the various expansions and editions. I'll cover some of these in this occasional series, and who knows? Maybe I'll outline some others.

The first alternative game was in the very first supplemental release for Traveller, the ground military expansion Book 4 Mercenary. (It's possible that Supplement 1 1001 Characters preceded it since both were released in the same year, but I haven't been able to confirm which came out first and both came out the year before I played my first roleplaying/adventure game.) Mercenary provided an expanded character creation system, which is all well and good, but more importantly it introduced the idea that the players could be employee-soldiers in a mercenary company, fighting for pay where they were told to go by their superiors, hoping one day, perhaps, to become those superiors. It included a rudimentary mass combat system (requiring a great deal of work by the Referee, since it was nearly nonexistent), and it also included the patron-substitute of a Mercenary-based campaign, the Ticket. Tickets were descriptions of the mission for which the company was to be hired, including objectives, pay, and other details. Some of the patrons in 76 Patrons, in fact, are Tickets instead of people. A typical Ticket might have the players travel to a backwater planet on which the locals were gearing up to fight each other and train the troops of one side or another. No doubt, many Referees introduced all sorts of complications. This campaign didn't include the detailed structure of play found in the default game, but that is because its own structure was very simple and mission-based. Eventually, GDW released a mass combat, or rather skirmish-level, miniatures game that interfaced very well with the Mercenary campaign frame.

Mercenary-based games were rather unlike normal Traveller games. In the normal game, the players would have maximum freedom of movement and choice of which adventure threads to take up. In a Mercenary-based game, the players went where they were told. That would usually be by the Referee, at least at first. Later, one or more of the players might find themselves in charge of a mercenary group. In some cases, the Referee would take a player whose character had long military experience and put them in charge from the beginning. In the cases where one or more players were in charge, that player or those players would be able to pick from a selection of mercenary Tickets proposed by the Referee, giving them somewhat more flexibility.

The course of play was more flexible than the day-to-day scheduling of the standard game, too. Once a Ticket was accepted, the time to travel would be simply calculated and then assumed to go without incident (unless the Referee had something up their sleeve). From there, the situation would play out in a more freeform method, the Referee adjudicating the results of the plans proposed by the players. Depending on the Referee, this could be either narratively handled or structured as an ad hoc wargame, with maps to regulate movement and perhaps Striker to handle direct contact. Striker was designed with roleplaying in mind, in fact, being centered on "orders" and the time of transmission for those by various methods of communication (providing the real benefit of battlefield computers, as an aside), and using a simplified form of the Traveller combat system so that injuries to two dozen soldiers didn't need to be tracked closely, itself based on the system originally included in Azhanti High Lightning. That simplified system would ultimately be used in MegaTraveller after some modification.

After the Ticket was completed and the unit was paid, the Referee would have to work up some expenses (replacement ammo and supplies, for example), plus the troops needed to get paid, and then the unit would look for another mission. Repeat as necessary and as interest held.

The main disadvantage of this campaign frame is the fairly straight-ahead nature of it: the players are given a mission and must solve the mission to gain the reward. There is little room for the players' characters to have their own goals that they can pursue with as much dedication as the default campaign framework. It isn't quite a railroad, as the players are given much leeway to decide exactly how they intend to carry out their mission, but the goals are not their own. That said, since it is a game in which the quantifiable goal is the pursuit of money first and foremost, it is perfectly possible for the characters to become wealthy enough to be able to make their own plans, eventually. This framework is probably most useful to players who prefer the more modern ways of gaming, as a compromise between the sandbox and the "adventure path", but it should also appeal strongly to those with an interest in military SF.

Note that it was possible to mix the Mercenary campaign frame with the default one, but I don't know anyone who did that, and I am not sure if it would be as interesting as either frame separately. That said, a campaign that alternated between Tickets and the players' characters getting in undirected trouble (using the default encounter/patron system) while on leave between the Tickets might be quite interesting.

Another interesting thing about the Mercenary campaign structure is the fact that it may have the most flexibility, ironically, in terms of the flow of any particular session. While the standard game has a pretty fixed "flow" (find cargo/freight, find patrons/rumors, resolve patrons and random encounters, rinse and repeat with only occasional variation), a mercenary Ticket can take a large number of forms, from the Cadre Ticket in which the players train the native troops to the Assault Ticket in which they go in guns blazing, and any number of others that the Referee can dream up. Again, the expense is that the stories that arise inherently owe a lot more to the Referee and less to the players and their characters, but some groups may find this structure worth it.

Wednesday, September 9, 2015

A Traveller Misconception And Describing The Structure Of Play

There's a lot about the original Traveller game to love (usually called Classic Traveller these days, and I will follow suit here; for the rest of this article, I will call it CT - and because it is the easiest to get now, being available in POD or electronic format from DriveThruRPG, I will use references from The Traveller Book). It's simple yet detailed, practical yet adventurous, short yet broad-ranging in scope. CT presented a default setting that was both science-fictional and familiar at once, walking a narrative line between "hard" SF and interstellar adventure. This article will cover two points: the misunderstanding that most people have about character improvement in CT and the basic structure of play in CT (which is dramatically different than that of more "story-oriented" gaming in recent years, but also somewhat different than RPGs of the D&D form of structure, which is most other RPGs). Here's a cut, since this ran long.

Saturday, May 30, 2015

Ruminating On Gaming Projects

Because the best thing to do when stuff needs
to be done is something else.
Sometimes, you have to sit back and take stock. I've been letting myself run wild and take on a number of gaming projects. I'm not sure if I should continue with all of them, what priority I should put on them, and so on, so it is time to think about that. I'm doing it here because it might help someone else see how another person organizes his thoughts, because someone might mention something that casts this all in a whole new light, and because doing things publicly helps force me to discipline my thinking a little.

First, let me just catalog the projects I have active, or at least semi-active, at this time, not counting actually playing games:
  1. A Top Secret retroclone.
  2. A MegaTraveller retroclone/revision attached to a space operatic setting.
  3. Spectacular Science Stories (aka Rockets & Rayguns).
  4. A Fantasy Wargaming retroclone/update.
  5. A "sixguns & sorcery" setting for GURPS.
  6. Flanaess Sector (for AD&D 1E).
  7. Updating GURPS Voodoo: The Shadow War for GURPS 4E.
  8. Codifying my version of the Trait System.
  9. GURPS Greyhawk.
  10. A magic system for Flashing Blades.
  11. A mashup of Traveller and Flashing Blades.
  12. My ideal roleplaying/adventure game system (mostly in the notes stage). It should be "semi-generic" in that it is intended to cover a number of genres, but all with the same "tone", for lack of a better term.
That, you might notice, is a lot. Several of these projects are stalled for various reasons that I will get to in a moment. Note that some of these have been projects I've undertaken for nearly the whole four-year existence of this blog. If you've been reading this blog for a while, you might notice a couple of projects have been dropped from the "active/semi-active" list, such as the WRG Ancients-based RPG or a couple of attempts at an AD&D setting. The setting, actually, is also an ongoing project, but I'm not counting it here since it is purely for my own private use. I do intend to post about the current state of it at some point. The WRG Ancients RPG served its purpose and has been put to bed. Some of the ideas that came up in it have been incorporated into other projects.

Here's the thing, though. All of those projects kind of get in each other's way. For instance, I frequently find myself working feverishly at one of them for a while, then stepping away to another one, and when coming back to the first one finding out that I want to tear down some of what I'd already done and rework it. That's not really helpful if I ever want to finish any of these, and I do want to do that.

So, the first thing to do is to figure out what is most hampering each project at this point.

  1. I remain uncertain just what direction to take this: should it be updated to the modern world's War on Terror or should it reflect late-'70s/early-'80s Cold War? Each has its merits, and Merle Rasmussen recently presented an adventure for the original game set in the modern day.
  2. Rewriting the rules is a bigger task than I had envisioned at first. Yeah, that's mere whining and I should just get on with it, but the core of the game, the Task System, is turning out to be difficult enough to get the same sense in new language that I wonder if I really understand it. On top of that, I've been considering if I want to continue this way or approach the idea from another direction. That is, is MegaTraveller really what I want, or is there another, less drastic revision of classic Traveller that would be better?
  3. Writing a D&D-based SF game is more difficult than some might think, unless you're just re-skinning the D&D rules with SF chrome, which I'm not. Plus, White Star kind of did a number on my head for a while, since it explicitly took Swords & Wizardry: White Box and made it SF, which is sort of the remit of Spectacular Science Stories. Still, I'm plugging away at this one pretty solidly.
  4. I keep finding myself torn between the desire to present a more-or-less straight retroclone and the desire to update the game considerably. Reining in the latter tendency is exhausting. On the other hand, there were clearly some mistakes made in the original that need correcting.
  5. I'm having a sort of crisis of faith with GURPS. It was my go-to, indeed nearly only, RPG for a decade. As I have been examining what I like about RPGs, though, it turns out that GURPS fails at many of those things. Trying to make a random character generation system for it was sobering. I remain convinced that such a random character system for it is possible and desirable, but it seems like too much work when not being paid to write it. I still have much affection for GURPS, but I have things to work through in regard to it.
  6. Many of the same issues present with 3. are also problems here.
  7. See 5.
  8. While I still love the Trait System, I'm not sure that it fills my own needs anymore. It's kinda being superceded* by 12.
  9. See 5.
  10. Actually, nothing. I just haven't gotten back to it in a few weeks.
  11. It's a crazy idea. It's actually more just a "hack" of Flashing Blades as a space opera, but since Traveller is definitive for that sort of thing in my head that's how I conceived it. Mostly, I haven't yet really convinced myself that it's a good idea, so I haven't done much work on it.
  12. Work on this will be slow. I'm sort of thinking of it as "Hârnmaster, GURPS, Flashing Blades, PendragonRuneQuest, and classic Traveller have a mutant baby". At this point, I'm just writing down notes when I think of something related to it. I want it to have the detail options of GURPS, the breezy character creation of Flashing Blades, the integrated social systems of that game, the personality approach of Pendragon, and the gritty realism of Hârnmaster, RuneQuest, and Traveller. Or something like that. A lot of it is still very much in flux. This is my very own Heartbreaker. Maybe I should call it MOHb (for "My Own Heartbreaker").
I haven't even touched on the half-baked ideas I've had on which I haven't done any significant work. An adventure game that uses the Car Wars pedestrian combat and character rules (yes, yes, Autoduel Champions, Car Wars Tanks, and the Ob-Racing article) as its basis, probably scaled up 4x, so that 1/4" in Car Wars is a 1" square in the adventure game. An edition of Traveller that hits a spot somewhere between the Classic and Mega- editions (probably as a supplement to the Classic edition, since The Traveller Book is back in print). An entirely new Pulp Solar System setting, with my own versions of ancient Mars and swampy Venus (and the other planets). Returning to the WRG Ancients-based adventure game in a more serious fashion. My own attempt at GURPS Warhammer 40,000.

So, how do I prioritize these? I'm thinking that Spectacular Science Stories is my most important project right now, so that should be what I work on until it is finished, with the only intruding project being MOHb. After that, I'll pick whichever one is the most interesting to me at that moment (probably not Flanaess Sector, though, because that would be just too much SF all in a row) and work on it until I'm finished with that one, and so on. One project at a time might just be the best way to go.

What do you think?

*Some people say that this is an incorrect spelling of "superseded". Those people are wrong.

Monday, October 20, 2014

Traveller And Dying Before You Play

The other day, I was talking on someone else's blog about old-school gaming and how it differs from the new schools. One of the things I mentioned was a tendency toward wide-open games, in which players are not limited in their choices beyond in-game justifications (for instance, the game "physics", represented by the rules, or concern for social penalties within the game setting; metagaming concepts like "story" or "plot" or even "spotlight" don't influence the choice-making abilities of the players within the rules), which have become latterly known as "sandbox" games. This particular play style tends to be well-supported by older game designs, which (for example) minimize the penalties for playing "wrong" and losing a character in play by making the creation of a new character a matter of a few minutes at most.

There is at least one notable exception among the pre-1980 game designs in regard to this idea of simple and quick character creation, which is the system developed in Traveller. Now, Traveller is among my favorite all-time games. I've noted it before as my #1 game, in its incarnation as MegaTraveller (which is a name I still dislike intensely, even as I love the game itself; as an aside, I still need to get around to a comprehensive review of Mongoose's edition of Traveller). In Traveller, character creation is not only slow, with the player required to roll dice repeatedly to generate a lifepath of sorts at four-year intervals, covering a number of different aspects (each with its own dice roll), but also, in the original game and to some extent in MegaTraveller, faced the distinct possibility that the character being created might die before ever seeing regular play. As a result, it was not uncommon to have to generate several characters in a row before one came up that managed to make it to the point of being actively played. Or to cheat, which was a common response to the issue. In any case, this results in a rather extended character creation process. It is usual, I've found, for Referees of a Traveller game (with the sometime exceptions of Traveller: The New Era, which uses a radically different method, or GURPS Traveller, which uses the GURPS conventions of character design) to schedule character creation entirely separate from actual play.

Later editions of Traveller, beginning, in fact, with MegaTraveller, altered the situation or lightened the blow. MegaTraveller, while retaining the "Survival" roll, offered the option that it might represent a mere shortening of the current term and loss of the benefits associated with it (with the penalty of a couple years being added to the character's age), followed by an automatic mustering out into play. Other versions of the game either eliminated the "Survival" roll or altered it similarly.

But why was it there in the first place? Obviously, the designers thought of it as a simulation exercise. While it is preferable to have characters with some level of previous experience, they perhaps wanted to express the facts of life: if you join the military, you might not live to tell your story (though, entertainingly, in the original career charts, one was slightly more likely to survive to play as a member of the Army, due to the significantly lower characteristic requirement to qualify for a dice bonus to the "Survival" roll, than as a Merchant, for example).

More importantly, though, the "Survival" check offered a sort of evolutionary pressure on characters. Some characters would be more likely to survive to play, and there was system-based selective pressure for characters with higher characteristics to be among those. Furthermore, some careers were less likely to include survivors, and those careers tended to give greater benefits to the player, such as a cheap starship, access to better skills (such as the dramatic availability of the extremely useful Jack-of-all-Trades skill to characters in the Scout career), and so forth. The "Survival" roll allowed characters to pursue those careers, but offered a tendency to keep those benefits in check to some degree. The player would be less likely to keep going for too many terms of service (four years each, remember), and so less likely to gain excessive levels of the more useful skills and benefits.

Let's examine the Scout specifically. In the original game, the player had to roll a 7+ on 2d6 for survival each term. The dice roll would get a benefit of +2 if the character was rated with an Endurance score of 9+ (the normal range of rolled stats is on 2d6, so this is significantly above average). That means that, of characters with an Endurance of 8 or less (that is, 72.2% of characters at the start of generation, before gaining any improvements during creation), 41.7% will die during their first four years of being in the service, and so cannot possibly see play. The lucky ones with the higher Endurance score will do better, but still fully 1 in 6 will die in that first four year term. As compensation for this, Scouts get two skills in each term (other services get only one, though they may gain bonus skills by being promoted), and have maximum access to the coveted Jack-of-all-Trades skill, with the skill appearing on 3 out of the four skill charts available to Scouts. Three other careers have access to the skill (Navy, Merchant, and Other), but all three only have the skill appearing on one of their available skill charts, and Others have it on the chart that is only accessible to characters with a high Education rating. If skill charts are chosen randomly (assuming high Education), a Scout will gain an average of 0.25 levels of Jack-of-all-Trades skill each term, where a Navy, Merchant, or qualifying Other will gain only a sixth of that or so! (Without the Education requirement, the Scout gains 0.22 levels per term, while the Navy or Merchant gain 0.056. Note that these numbers can be boosted by sticking to the specific skill charts in question, but other than Scouts this tends to push the character away from other cool and useful skills.) These numbers are brought slightly closer together because the non-Scout services actually gain a base of two skills in their first term, which is then balanced yet again by the Scout gaining a useful skill (Pilot) in their first term for free (only Army and Marines characters also gain a free skill in their first term: Rifle for the Army, Cutlass for the Marines).

It's not just one skill, either, no matter how valuable it might be in play. There is also the matter of starship availability. Scouts are one of two careers in the basic game that might get access to a starship before play starts. Of the two careers with that access, Scouts are the only one that might get a starship without having to make payments on it. Furthermore, a Scout is much more likely to get access to a ship, since the other career with starship benefits (Merchant) requires that the character have reached a rank of Captain (Rank 5), meaning that the character will have been in the career for at least 4 terms - gaining Commission and Promotion in the first term, followed by Promotions in each subsequent term. The Scout, on the other hand, has no ranks, and even a 1-term Scout might gain access to a Scout/Courier starship. Assuming he survives.

Most of the other services have a base "Survival" roll of 5+ on 2d6, or a 5 in 6 chance of surviving each term, and can gain a +2 bonus, giving only a 1 in 36 chance of not surviving each term, with (usually) a much lower characteristic, usually a 7+ in one characteristic or another. The Marines have a "Survival" roll of 6+ (and need an 8+ Endurance for the bonus), Others need a 9+ Intelligence for the bonus to their base 5+, and Army characters get the best "Survival" roll of all, needing a base 5+ to survive, and getting a bonus with only a 6 or greater Education score.

So, what does this mean for the game? Army characters will tend to have long careers, since it is very likely to survive any given term, and thus have a large number of skills. They get the smallest amount of material benefits on leaving the service, however, and with the lowest valued cash table. However, this is compensated by the worst chance to successfully reenlist of all 6 basic careers, so their careers are frequently cut short by forces beyond their control. They do manage to rise in rank very quickly, for as long as they can stay in, so that benefits them, as each rank increase sees a bonus skill roll. Merchants have a pretty good chance of survival, almost as good as the Army, and have an excellent chance at reenlistment, so their careers tend to be the longest of any of the six branches of service. They find it easy to become an officer, but very difficult to rise in rank after that. Navy careerists have a very hard time getting a commission, but they get promotions pretty regularly after that. Scouts don't have ranks (again, though, they don't need the bonus skill given by promotion since they get double skills each term), and their reenlistment is nearly automatic, but their main stumbling block is that very high risk nature of the career, meaning that the player making the choices has to balance the risk of one more term against the probability that they will need to start again from the beginning.

Those numbers did not change substantially in MegaTraveller, though as I noted there was an option to take the sting out of failing a "Survival" roll. And, of course, I am not analyzing the "Expanded" character creation systems found in Books 4-7 of the original game, also included as options in MegaTraveller. Those systems change the level of detail, determining the history of the character on a year-by-year basis instead of in terms of four years each, but they also dramatically alter the way that survival is determined, since "Survival" is then based on the particular assignment during each year, rather than a simple number. I really like the "Expanded" systems, but they were only ever finished for the five basic careers of Navy, Marines, Army, Scout, and Merchant (though "COACC", also known as Flyers or aerospace service, were added to this list during MegaTraveller's run). There were a few other occupations, such as Law Enforcement, which saw "Expanded"-style systems in third party products (I think that the LE one was in Dragon, actually), but those are of course "unofficial". The biggest problem with the "Expanded" generation systems is that they don't fit well with the normal generation systems, meaning that if anyone uses them, all of the players are more or less limited to the services that have "Expanded" versions.

But what does it mean? Some people are of the opinion that when you do work to generate a character, that means that particular character is then the one that you are playing. That's a fine way to look at things, too. On the other hand, there's the "funnel" approach of Dungeon Crawl Classics, in which several raw characters are generated and filtered out during the initial play session, presumably resulting in the characters with more talent and so on ending up as the actual characters for the rest of the campaign. That's only slightly different than the Traveller method of filtering out unsuitable (or overreaching) characters prior to actual play, especially so since the character creation process is a fairly enjoyable mini-game in itself (even more so with the "Expanded" generation methods). Of course, the extra time required to both roll each term (or year) individually followed by the possibility of having to create another character entirely due to a failed survival roll can annoy some people. Also, the possibility of getting one's hopes up for a promising character followed by losing it to the dice can be frustrating.

There are different ways to approach games. Some people prefer to get to the "story" part as fast as they can, others prefer to wait and let the story come to them. Some people want high efficiency, some want robust resilience. And we come again to the idea that different people want different things out of their games. I hope that I was able to illuminate, to some degree at least, why the original Traveller design was put together the way it was in this regard.

Wednesday, September 10, 2014

Games I'd Like To Play Redux

Yesterday, Douglas Cole at Gaming Ballistic wrote up some of the games that he'd like to play, and then today Peter V. Dell'Orto at Dungeon Fantastic did the same. Since I'm stuck in the review that I'm writing (for a recent game, of all things), I figured, "what the heck?" and decided to do the same. I've written things like this before, but I like the focus of limiting myself to three games (not a hard and fast rule, but that's what those two gentlemen did). And anyway, my list has changed slightly from those earlier lists.

1) Top Secret. I recently ran across the flowchart that Merle Rasmussen put together in Dragon magazine #40, and looked at my slowly growing draft of a TS retroclone. Then I remembered how much fun the game was, and how much fun it looks now. It's an odd game, occupying a niche closer to the Mission: Impossible TV series than the superheroics of Bond or Bourne (or the movie version of Mission: Impossible), more like Secret Agent/Danger Man or To Catch A Thief than Munich or Three Days of the Condor. And yet, it can manage to fill those other roles as well. Sometimes. When the dice fall right. The person running it would need to have access to a lot of the articles that appeared in Dragon magazine, especially "Pop the Clutch and Roll!" in Dragon #78, which gave a good, gameable system for car chases.

2) Flashing Blades. Especially using the High Seas supplement to play pirates in the Caribbean - but I wouldn't turn down playing in France either! There is still no better game for swashbuckling adventure. Character creation is as quick and breezy as the game system itself. Yeah, there are some clunky bits (weapon skills, notably), but they work without needing to be changed. The idea of having a goal in the form of the careers that a character can pursue is brilliant and quickly puts the players in the position of generating the adventures on their own as they maneuver and intrigue for power and position.

3) Traveller. Classic, Mega-, GURPS, Mongoose, I don't care. I'll even play New Era, T4, or T5 (though I won't be as happy). I do have a strong preference for Classic or Mega-, largely because I like the simplicity of the mechanics and clean feel of the gadgets and setting (Mongoose is a little too baroque for me, though the mechanics are good). GURPS is not a bad choice, though the system isn't as pristine. New Era is alright, but the system was not the best thing that GDW ever came up with. T4/T5 are pretty similar, and I don't like the way that the system has gone much, but at least it isn't SpaceMaster (I kid! I'm kidding! SpaceMaster is totally better than Space Opera. I'm kidding again!) I'd probably like any of them even more if the setting was the Referee's own, developed from the game assumptions, rather than the Imperium universe. Not that I dislike the Imperium, but ever since Virus it's kinda lost its appeal in all eras to me. Well, the GURPS "No Rebellion" alternate timeline is pretty cool. Too bad they had to go to the Interstellar Wars era in 4E, forcing everyone who just wanted to play the default setting to do a tonne of conversions. Easier to just roll up some subsectors and go. The point is, though, that Traveller is a pretty awesome game, maybe the best for me.

Of course, I'm not counting games that I'd run (well, I'd run Traveller). That is currently a fixed list: AD&D 1E (with small alterations), GURPS Fantasy Old West (which I am running for myself using a solo GM emulator), MegaTraveller, Fantasy Wargaming, Space 1889 (not the new one, the original GDW game), Chivalry & Sorcery. There are a couple of other games that I'd like to play, too, but not as seriously as the three I listed. Hârnmaster, D&D 5E, and RuneQuest 6E, notably, as well as any of those that I said I'd run.

What are you looking to play?