Working on a Traveller Game

Now that I have the three core books, a bunch of supplements (all from eBay), and a CD-ROM that contains everything they ever published for Classic Traveller, I thought I’d start working up some campaign materials. At this point, I’ve decided to use the Spinward Marches supplement at the overall setting for the game. I purchased some inexpensive Traveller game scenarios written by Michael Brown to give me some ideas, and decided to use one of them as the core of Game 1. I’m about 75% done with writing for this session.

I have no idea how this will go. There are a number of reasons. First, well, it’s a big galaxy. Not totally sure I am good enough at GMing to handle it. But we haven’t even rolled up the PCs yet, so once we do that and have some backstories for them I should be able to come up with some additional material for the game.

Also – how will my players react to the game? One of the things I like about CT is the very simple and efficient character stats. There’s not that much there to keep track of. A line of six numbers/letters describes the characteristics. A few very general skills with a number next to them describe that character’s professional skills. The game pays no attention to things like languages spoken, etc. There will no doubt be some areas where I have to use my Referee Power to just say “OK, you speak Aslan” or whatever. That’s fine, but let’s face it, GURPS details everything your character can do, so this is way different. And of course, there is pretty much no character progression system. PCs are generated as experienced characters.

The first time I tried to ref a Traveller game here’s how it went (I was in highschool). The PCs were hired by some colonists to come and kill a massive beast that was terrorizing them on a remote planet. The PCs rented a helicopter gunship, took it to the planet, and killed the monster from the air. Game over. Yeah – good thinking on their part, not so good on mine, and not all that much fun. Hopefully as a 52 year old man who thinks a bit more clearly about these things, I can make Game 1 of this new campaign will be more engaging.

There are some other issues to deal with as well. Classic Traveller was created in the late 1970s. There are lots of technological developments and ideas it simply doesn’t account for that well. Computers, for one. There’s just a lot of stuff that those little black books, despite their elegance, don’t really address. If I were a true “rules lite” kind of guy that wouldn’t bother me, but I’m not. I like a little more detail in the system, but there are lots of resources to use beyond the LBB, so I think it’s cool.

I’ve noticed this same kind of issue with my Cyberpunk campaign. Older science fiction – pretty much anything pre-internet – simply doesn’t account much for networked computing, mobile devices, the development of nanotechnology, etc. I am fine with simply saying that stuff doesn’t exist. We’re playing Traveller as if we were living in 1977, as if we were in the novels of that era.

The nice thing about this is that I can try my hand at a space campaign without spending lots of time creating detailed character sheets for NPCs. It’s great being able to pick up the Citizens of the Imperium supplement, saying ” I need a scientist”, and finding plenty of easy to use stats right there.

I have to admit though that if the players end up enjoying this I may convert to GURPS so their characters can progress a bit during the campaign.

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