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Marc Miller's Traveller (4th Ed.) (1996)
Date Reviewed: 1-9-03
Critical Kobold Rating:
(3 out of 5 Dice)
In Space, No One Can Hear You Game.
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Traveller
has been a long-time rpg favorite among the veteran gamers of my
generation, and the game has been around in various incarnations
since 1977. This is the fourth edition, simply called Marc
Miller's Traveller.
The game is set against a sweeping timeline spanning thousands of
years. Mankind had long ago discovered space travel, and at
one point humans ruled over a massive empire of 11,000 planets.
However, this galaxy-spanning civilization has come and gone. Almost
two millennia passed with mankind stagnating in "The Long Night"; a
post-galactic war period in which humans lost much of the technology
of their forefathers, and the thousands of human worlds scattered
across the universe lost contact with each other. This left solar
systems isolated and dying, and human cultures began to develop
along innumerable divergent paths.
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In the year
4521, one planet managed to overcome the technological and social
degeneracy of The Long Night, and began systematically trying to
reassemble the humans' empire, initiating contact with thousands of
worlds. Now, some 800 years later, the player characters are thrust
into the vast scope of this milieu.
The game's
current setting is 5367 A.D., and adventurers
take the roles of soldiers, scouts, nobles, merchants, entertainers,
scholars, agents or simple rogues, traveling the universe in this
new period of rebuilding humanity on a cosmic scale.
MAKE A
TRAVELLER!
PCs are, of
course, begun with a collection of ability stats. Travellers
have the "Primary Characteristics" of Strength, Dexterity,
Endurance, Intelligence, Education, and Social Standing.
Honestly, these seem pretty self explanatory, so we won't dally over
them. I will point out that PCs with higher Social Standing scores
are eligible for titles of nobility, and of course whatever money,
fame, and reputation goes along with this.
Scores are
generated using 2d6, so that all PCs will have Primary
Characteristic scores of 2 -12. Simple, eh? Sure! So let's make it
less so.
One quirk of
the system is that the designers, in what I can only surmise was a
tequila-fueled haze, chose
to use hexadecimal notation
(that's a base of 16) to list ability scores. What this means is
that while the numbers 0-9 are simply written as such, any double
digit number is instead written as a corresponding letter of the
alphabet, supposedly to avoid confusing it with two single-digit
numbers.
So, ok,
lemme give you an example. A score of "nine" is written as '9'. A
score of "ten" however, is written as 'A', and a score of "eleven"
becomes 'B', up through a score of fifteen being "F".
So if you
roll your PC's stats as 7, 9, 12, 8, 10, and 11, you'd list them as
'79C8AB' on your character sheet. This notation is called the
Universal Personality Profile, or UPP, and is used as the
standard stat write-up model for PCs as well as NPCs throughout the
game.
Once you've
got your stats encoded, it's time to determine your background.
You may
wanna get comfortable for this…
Traveller
provides a staggeringly complete system for randomly creating your
PC's background. Naturally, in a sci-fi game, you'll need to figure
out which planet you're from, so tables are given to generate random
planetary bodies. Since there are bajillions of planets out there in
the game world, you can make up anything you'd like, really.
Next,
players roll to determine how far their PC advanced in school, from
failed college admission to drop-out to Ph.D. with honors. The same
system is used to see how PCs fared in military academies, merchant
schools, and medical corps. This also determines how your
post-educational career went, from exemplary military service over
many years to dishonorable discharge, as well as determining any
injuries from service, and your mustering-out benefits
package. (Seriously. Retirement pay tables are included.) Your
mustering-out table determines your starting money allowance as
well. All this die-rolling and background material helps determine
how many and what type of skills you receive (see following
section).
When all
this is said and done, it's taken time for your PC to get to where
she is in life. So, your background will also help determine your
age.
Last up on
the PC generation process? Skills. You don't wanna be out there
toolin' around the universe without a worthwhile talent to your
name, do you, my little wookiee wanna-be? Hell, no! You'll get
replaced by a droid that way.
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Each
character receives 36 starting skills. (Yes, that's correct.
Thirty-frickin'-six skills.) The skills list won't surprise
anyone who's played a modern or sci-fi rpg before. Lots of choices,
from Administration, Biology, Computer, Equestrian, Gunnery, even
Jack-Of-All-Trades, down to such things as Perception, Streetwise,
Vac Suit, Watercraft, and Fast Talk. Many skills are "cascade"
skills, meaning there are several branches under them in which you
need to choose a specialty. ("Technical" is a cascade skill, under
which you may specialize in such technical things as Armory,
Robotics, or Sensors.)
Skill scores
are based on associated Primary Characteristic scores, plus however
many levels of that skill you have. (The First Aid skill score, for
example, equals your Education or Intelligence score, whichever is
higher, plus however many levels you have in First Aid.)
Finally, buy
some space stuff like tents, multi-scanners, tool kits, a robot, or
a grav belt, strap on a laser pistol, and hit the skyways! |
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MECHANICS
For just
about everything, a Difficulty rating is assigned by the GM.
Difficulties are rated in "Dice"; this is the number of six-siders
you need to roll when attempting that action. An Easy task
doesn't even require a roll, an Average task will make you
roll 2d6, a Formidable task requires 3d6, and something
Impossible will have you chucking 4d6. Half dice can be rolled,
meaning you roll a die, halve it, and round up.
The object
is to roll your Target Number or less to succeed in any task.
Now, your Target number is determined by your skill or ability
scores. Obviously, the higher your skill scores, the better chance
you have of rolling under those scores to succeed at doing stuff.
Example:
Biff is a former Navy officer with the
Astrogation skill. His Astrogation
score, based on his Education characteristic, is "C", or 12, so
that's also his Target number. He's trying to plot an interstellar
course for planet Delta Delta Delta in the Sorority Quadrant. The GM
figures this is a difficulty level of "Difficult", since Biff got
the directions to this planet from a drunk in a spaceport bar.
"Difficult" tasks require a roll of 2.5 dice. What this means is
that Biff has to roll 2.5d6, and get lower than his Astrogation
Target number of 12 to succeed.
Combat works
the same, with different fight options having varying difficulties.
Brawling, for example, has a higher difficulty for you if your
opponent also has the Brawl skill. Ranged combat has a higher
difficulty than hand to hand. Special jiu-jitsu maneuvers have a
higher difficulty than a simple punch, that kind of thing.
Damage
affects your Primary Characteristics of Endurance, Strength, and
Dexterity, which are used as hit points in Traveller. When
someone gets punched, lasered, or run over by a hovercar, the dice
are rolled for damage, and the points done are subtracted from the
target's three characteristics mentioned above, as the target's
player desires. Whenever one of your Endurance, Strength, or
Dexterity scores is reduced to zero, you're unconscious. Two stats
at zero will leave you seriously wounded, and all three scores
reduced to zero leaves you a dead spacer.
For examples of combat deadliness, a
dagger does 1d6 damage, and a Laser pistol does 4d6. However, with
few exceptions, no character actually takes more than 3d6 damage
from any one injury; the extra dice that some weapons roll just
compensate for damage dice removed from the roll due to armor,
cover, etc.
There are
other goodies scattered throughout the book, including psionics (for
those who like to use The Force), examples of vehicles from cars to
speeder bikes to spaceships, and charts to indicate the "tech level"
of various worlds.
The GOOD
All in all,
I like this game. This edition is very thorough, with sections for
the Game Master on topics like interstellar economy, history
timelines, complete spaceship design and combat rules, random charts
and tables for planetary system design, info on aliens races (didn't
think there'd be a sci-fi game without aliens, did you?) and lots of
ideas for adventures in the limitless campaign worlds.
There are
wonderful sections detailing encounter tables, cargo tables, etc.,
that would be awesome to use in any other sci-fi game even if you
don't care for this rpg. While I won't use Traveller as an
rpg in and of itself, there's enough spacey goodness in this book to
make it useful as a handy sourcebook for other game systems.
Plus, the book is illustrated beautifully! The cover and many color
interior full-page drawings are done by Chris Foss, who does spacey
stuff very well, and the other artwork a-plenty inside is
compliments of Larry Elmore, one of the gaming art-industry giants.
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The NEUTRAL
While being
very complete as an rpg system, the tone of the game is very
realistic. (This is called "hard science" in the parlance of geeks
who know.) This is science fiction with emphasis on the science, as
opposed to the more light-hearted Flash Gordon type fantasy sci-fi.
Getting shot hurts, flying spacecraft requires skill and training,
and having the high score on Pac Man won't let you crack into
computer systems. This isn't "space opera", but it is a solid game
system nonetheless. Just be aware of what you're getting into when
looking for a space romp rpg. If you want more action, less science,
try West End Games'
Star Wars.
The EVIL
That UPP
skill notation has to go. What's wrong with putting a space between
your Primary Characteristic scores? Or better yet, labeling them
instead of just having random numbers scrawled across your paper? A
Dexterity score of "C"; what the hell?... Do that yourself if you
like it, sure, but why bother writing it into the rules?
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And what
is up with that crazy long character gen system?! The whole
thing is a series of rolls and rolls, with the player's actual
desires mostly ignored. I think if I'm playing a game, and I want a
former space marine for a character, I should be able to make a
former space marine. I don't wanna roll 20 times to see if he made
it into the marine corps, then to see how far he got, roll to see if
he was injured, to see if he was discharged, if it was honorable, if
he saw combat… I mean, basically, everything about my PC is decided
randomly by the chuck of a die. While there are a few meager choices
on the player's behalf, I think I'd skip this entire char gen system
and tell my players to roll up a dude they want, pick his
background, and give him some skills. Leave the rolling for the game
itself.
IS IT WARP
SPEED AHEAD, THEN?
I say, if you're looking for a decent sci-fi system, this will
energize your warp coils nicely. Much like the
Star Trek: Next Generation
role playing game this kobold reviewed earlier,
there's an awful lot of emphasis on skills in this game, but that's
not a big drawback. Traveller definitely has the feel of
space adventure on a grand scale, with a rich background and simple
game mechanics. Heck, it wouldn't have been around for over a
quarter century if it weren't good, eh?
Addendum,
January 2012:
Since this
review was originally written many years ago, Mongoose Publishing has
produced yet
another version of the game, which is the most current incarnation
of the Traveller title. This
kobold had a chance to read the Mongoose edition of Traveller,
although I did not review it, since the similarities between this
version and the newer made another write-up not worth my incredibly
valuable time. (Even now, I have raw fish heads in the den I could
be smashing into a lovely dinner pâté. Ssshhhhlurp!) While
there's nothing inherently wrong with the 4th Edition, I would
recommend the Mongoose version over Marc Miller's. It's just a tad
more streamlined and updated, and of course Mongoose has plans to
support it with further books.
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