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Traveller (role-playing game)

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Traveller
Traveller Books 0 8.jpg
Designer Marc Miller
Publisher Game Designers' Workshop
Imperium Games (Marc Miller's Traveller)
Steve Jackson Games (GURPS Traveller)
QLI/RPGRealms Publishing (Traveller 20)
Mongoose Publishing
Far Future Enterprises
Publication date 1977 (Classic Traveller)
1987 (MegaTraveller)
1993 (Traveller: The New Era)
1996 (Marc Miller's Traveller)
1998,2006 (GURPS Traveller)
2002 (Traveller 20)
2007 (Traveller Hero)
2008 (Mongoose Traveller)
2009 (Traveller5)
Genre(s) Science fiction space opera
System Custom, GURPS, d20 System

Traveller is a series of related science fiction role-playing games, the first published in 1977 by Game Designers' Workshop and subsequent editions by various companies remaining in print to this day. The game was inspired from such classic science fiction stories as the Dumarest saga series by E.C. Tubb, the Foundation stories of Isaac Asimov, H. Beam Piper's Space Viking, Larry Niven's Known Space, Jerry Pournelle's CoDominium, Poul Anderson's Polesotechnic League and several other works of science fiction literature.

Characters typically journey between various star systems and engage in activities such as exploration, ground and space battles, and interstellar trading. Traveller characters are defined less by the need to increase native skill and ability and more by achievements, discoveries, or obtaining wealth, gadgets, titles and political power.

Originally Traveller was intended to be a system for playing generic space opera-themed science fiction adventures in much the same sense that Dungeons & Dragons was a system intended for generic fantasy adventures.

Most published supplements for Traveller deal in some way with the "Third Imperium", (sometimes referred to as the Official Traveller Universe (OTU), but the main rules are generic enough so that a campaign can be played in any setting the referee (as the game master is referred to) chooses.

Official Traveller Universe

Several key features OTU were derived from the literary sources described above. From these features grew the detailed specific background of the stellar governments and alien races of the Traveller Universe.

Human-centric

Though there are many non-human races in the OTU, the core rules primarily represent a human-dominated universe.

Interstellar travel

Interstellar travel is facilitated, and limited, by the use of a technology called the jump drive. These drives are capable of propelling a spacecraft between one to six parsecs depending on the individual drive's specifications. Regardless of the distance of a jump, the duration required for the trip is approximately one week, thereby recreating an "age of sail" feel to the game.

Limited communication

Communications are limited to the speed of travel – there is no "sub-space" or other form of FTL information transfer.

This leads to a central principle of Traveller's original setting:

The new feudalism

The restraint on the speed of information leads to decentralization and the vestment of significant power in the hands of local officials. This isolation causes entire wars to be fought, won, or lost on the frontiers before a message gets to any remote administrative capitals to let them know the war has even begun. This means that all kinds of agents, from merchants to generals, must show initiative and be reasonably independent from their corporate or political overlords.

Since local rulers cannot be directly controlled by central authority, the OTU rules assume that affairs are managed by a class of independent nobility, who even make use of classic titles such as Baron, Duke and Archduke. This decentralization of authority is one means of coping with the difficulties imposed by size and limits of speed of transportation technology.

Non-utopian future

In the OTU, the human race never evolves into a a superior state. People remain people and continue to steal, lie, cheat and fight wars. Pre-setting support material is fully aware of these baser human tendencies and suggests that they must be vented regularly in small outbursts before they have a chance to reach galaxy-shattering proportions. Thus, planets are allowed to fight out internal conflicts and capitalism is the major driving force of civilization.

No prime directive

There is no prohibition on contact or interference with other races protecting them from advanced technology. Economics and other factors that applied to exploration and colonization on Earth are the same factors that shape the Traveller Universe. However, governments may interdict planets with native primitive intelligent species. These interdicted worlds are commonly known as "Red Zones" based on the Imperial designation for such a world. 'Red' (or the less restrictive 'Amber') zones are often to protect the interest of an interstellar government, not the native population.

Overview of game mechanics

Character creation

Classic Traveller introduced a unique character generation system which helped it to stand out from other role-playing games of the time. Whereas most characters start their adventuring career as inexperienced youngsters who acquire skills and abilities as the game progresses, Traveller characters get all their skills and experience up front, before play begins. This represents a character who is starting life anew and now seeks adventure wherever the stars take them. Commonly, a group of characters may be a mix of wet-behind-the-ear cadets and tried-and-true veterans, each with their strengths and weaknesses who have to work together as a team.

To accomplish this, players take their characters through a career development (typically military) where the player rolled randomly on various tables that provided different assignments and life events from which new skills, ranks and benefits are gained. There was also a risk that a character suffered possible injury (or even death) during the course of their career. Leaving a character in service for longer before the game would lead to more skills and beginning cash but could also mean that basic attributes (such as strength and dexterity) would begin to degrade with old age.

Characteristics and skills

In versions of Traveller, based on the Classic rules, characters have six primary characteristics which range in level from 0 to 15. The higher the number, the better the ability. The characteristics are:

Players roll randomly for these characteristics on 2d6 during character creation. The scores can be raised or lowered by choosing a particular race (if playing non-humans) and through events during the course of their careers. When rolling for a task check, the player may be able to add a die modifier (DM) provided by a particular characteristic (in tandem with one provided by a relevant skill) to their die roll which may increase their chance at success. Particularly low scores may provide a penalty DM to the roll.

Skills are also a vital part of the game and can provide modifiers to dice rolls. Skills are rated by number; if a skill is untrained it has no number at all. Familiar skills begin at "0" (providing no bonus nor penalty). From there they can be increased in level, usually 1 or 2 at the most (which indicates advanced training), but technically there is no upper limit. When rolling for a task check, the player may be able to add a DM from a particular skill (in tandem with one provided by a relevant characteristic) to their die roll which may increase their chance at success. Using untrained skills may provide a penalty DM to the roll (usually at -3).

Universal Personality Profile (UPP)

Another original of Traveller is the "Universal Personality Profile" code (or UPP) which was a series of hexadecimal numbers used as a shorthand way of gauging a character's primary characteristics at a glance. The characteristics range from 0 to 15, with numbers 0 to 9, and the letters A thru F used for 10 and above (A=10, B=11, C=12 and so on). The numbers are arranged in the order of Strength (STR), Dexterity (DEX), Endurance (END), Intelligence (INT), Education (EDU) and Social Standing (SOC). Thus, a person with the UPP code 675AB6 would have STR 6, DEX 7, END 5, INT 10, EDU 11 and SOC 6. This would indicate a person who is smart and educated, but lacking in physical conditioning and has a below average place in society. The "average" is considered 777777.

Task systems

The various incarnations of Traveller each have a task system which was used whenever a character encountered a task that needed to be resolved randomly (to determine whether they succeeded or failed).

In the original, or Classic Traveller (CT), two six-sided dice (2d6) are rolled against a target number set by the referee. Target Numbers vary by situation and some skills had a default Target Number when being used. If a number is followed by a plus (such as 8+) the roll on 2d6 must be equal to or greater than 8 to succeed. If it is followed by a minus (such as 6–) then the roll must be equal to or less than 6. A stand alone number means it must be rolled exactly. Dice Modifiers (DMs) either provide a bonus or penalty to a roll (the + and – sign precede the number in such cases (+2 means add 2 to the roll, –4 means subtract 4 from the roll). DMs are determined by situation and vary per skill and attribute score. There is no standardized table of DMs. For instance a character might get a +2 bonus on an Acrobatic skill check if their Dexterity was 10 or more.

MegaTraveller (MT) expanded upon the original Classic Traveller and introduced the UTP (Universal Task Profile) which allowed the referee to codify tasks into a shorthand formula for how hard the task was, what skill and characteristic were crucial to the task, how long the task took to perform, and what the risks of failure were. 2d6 are rolled for all checks vs. a Target Number which were standardized by difficulty; Simple tasks were 3+, Routine tasks were 7+, Difficult tasks were 11+ and Formidable tasks were 15+ (success only possible with DMs). The relevant skill levels are added directly as a DM. Characteristic levels are divided by 5 (dropping fractions) and the result added as a DM also. A roll of 2 is a fumble.

Traveller: The New Era (TNE) used a modified version of the Twilight 2000 rules. The six characteristics (now called abilities) were changed to Strength, Agility, Constitution, Intelligence, Education, Charisma. Social Standing was a separate ability that only indicated the character's place in society and wasn't used for social skill checks. 2d6-1 are rolled to randomly generate characteristic scores (range is from 1 to 11). Average characteristic score is considered 6. Target Numbers were determined by adding Ability level + Skill level and multiplying or dividing that number by a factor determined by the task's difficulty; if the task is Easy multiply Target Number result by 4, Average multiply by 2, Difficult use the number as normal, Formidable halves the number (drop fractions), and Impossible quarters the number (drop fractions). The player then rolled a twenty-sided die (d20) (or ten-sided die (d10) and a d6 [with 4,5,6 meaning add 10 to the d10 result] to simulate a d20 roll) to equal to or less than the target number to succeed.

Mongoose Traveller (MGT) standardized the DMs provided by the characteristics and skills being used for the task. 2d6 is rolled vs. a Target Number (usually 8+) with the rolls modified by conditional DMs set by the referee. Ability scores also provide DMs with low scores penalizing with negative DMs (0 = –3, 1-2 = –2 etc.) while high scores provide bonuses (9-11 = +1, 12-14 = +2 etc). The relevant skill level is also counted directly as a DM.

Traveller, version 4 (T4), published by Imperium Games, used multiple six-sided dice to achieve a result equal to or lower than target number. Characteristic level + Skill level = Target Number and DMs either provide a bonus or penalty to a roll. The more difficult the task, the more six-sided dice the player has to roll to achieve success; for instance, "Average" is 2 dice, "Formidable" is 3 dice, and so fourth. Game play is (theoretically) sped up by representing difficulty by the number of dice to roll. However, some intermediate levels of difficulty call for "half-dice" to be used; for example "Difficult" is 2.5 dice and one die result (rolled as a different color die from the rest) must be halved when counted. Critical rolls were also added to the game; Spectacular Success: roll the minimum possible on the dice (i.e. 2 on 2d6, 3 on 3d6, 4 on 4d6). Spectacular Failure: roll at least two 6's on any combination of two dice or more.

Traveller, version 5 (T5), retains the multiple six-sided dice system to represent difficulty, (Easy is 1 die, Average is 2 dice, Difficult 3 dice, etc), but gets rid of half-dies. The scores of the relevant Characteristic + Skill make up the Target Number. For example if the task was Difficult, and characteristic being tested was 9 with the relevant skill being 2, the player needs to roll 11 or less on three dice to succeed.

GURPS Traveller (GT) uses the GURPS character creation and task resolution system developed by Steve Jackson Games. GURPS utilizes three six-sided dice (3d6) which are rolled equal to, or below a target number. The target numbers are usually set by the character's relevant skill they are using (+/- any conditional modifiers); (for instance if the skill the character was using was rated at "10", then they have to roll a 10 or less on 3d6 to succeed). GURPS characters are built with a point system and can follow a career template. With GURPS being a multi-genre role-playing game, Traveller is considered a campaign universe that can be played as part of GURPS Space.

Traveller HERO (TH) uses the HERO System developed by HERO Games for character creation and task resolution. The conversion rules were published in two books developed by ComStar Games. For tasks, three six-sided dice (3d6) are rolled equal to or below a target number, (which is similar to GURPS). HERO characters are built using character points and careers can be taken as part of a character template, (once referred to in past editions of the game as "package deals"). HERO is a multi-genre role-playing game and Traveller can be played as a campaign universe for Star HERO.

Traveller20 (or T20) is the d20 System-version of Traveller, developed by Quicklink Interactive. The d20 System was developed by Wizards of the Coast originally for the 3rd Edition of Dungeons & Dragons and allowed royalty-free publishing of the basic system mechanics for other games under the Open Gaming License (OGL). In T20, characters are built using a class and level system (like most other d20 games). The established classes are based on popular career paths in other versions of Traveller. Characteristics (called Abilities) are the usual six from most other d20 games; Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma, plus Education and Social Standing are added as extra attributes. Education is used for Knowledge-based skill checks (instead of Intelligence), and Social Standing simply indicates a character's place in society. A twenty-sided die (d20) is rolled for task checks, such as attack rolls, saving throws, ability and skill checks. Modifiers may be added or subtracted from the roll to achieve a result equal to or greater than a target number (referred to in d20 games as a "Difficulty Class" or DC). T20 games use a standard difficulty class table.

Starships

Traveller's rules for starship design and combat are like games unto themselves, with a complex balance of ship components fitting within certain hull volumes, technology levels, and modifiers based upon characters skills. It is complex enough that computer programs have been created to more effectively model and predict starship combat, with one such program named Eurisko winning Traveller TCS national championship in 1981 and 1982, the program's maker retiring it from the game only after the officials threatened to abolish the competition.

Setting

Originally, Traveller had no established setting, and was promoted as a rules system for running general science fiction role-playing games. It was published at a time when role-playing games did not typically feature a well-defined fictional universe, but instead offered rules appropriate to the conventions of a particular genre. Each role-playing group used and altered published rules to suit their setting and play style.

Within a short time, however, a default setting was crafted to take advantage of all aspects of those rules, which has come to be known as the Official Traveller Universe (OTU), also known by the primary political entity in the setting, The Third Imperium. The starting point for this appears to be the board game "Imperium".

Prehistory: The Legacy of the Ancients

About 300,000 years ago the galaxy was dominated by the Ancients, who wielded fantastic technology. The Ancients destroyed themselves in a 2,000-year period of massive internecine warfare. Though long gone, the effects of the Ancients' reign are still evident, from the seeding of humanity (and creatures genetically engineered from Terran animals) across scores of worlds to the incomprehensible ruins and artifacts which are occasionally discovered.

Interim millennia show indications of occasional interstellar activity, but nothing on the scale of the Ancients or any vast empires.

Human history

Due to the Ancient race that scattered humanity across the stars, there are many worlds on which Human civilizations developed other than Earth. Two major space-faring races, the Vilani and the Zhodani, arose from such transplants. Solomani (humans of Earth) also eventually rose into interstellar dominance. Humans are the most populous species in known space and thus rule or heavily influence most worlds. The result of 300,000 years of individual evolution on such widely divergent worlds (or, in some cases, deliberate genetic engineering by the Ancients) has resulted in broad speciation within the human genotype, however.

Between the time of the Ancients and that of the default Third Imperium setting, Interstellar society had risen, fallen and risen again in a cycle comparable to the history of the Roman Empire, but more directly inspired by the Foundation Trilogy of Isaac Asimov.

The first human interstellar empire, called The First Imperium or the Ziru Sirka, was established from -4045 (Imperial reckoning) to -2204. It was administered by a major human race called the Vilani, who militarily dominated 15,000 star systems. Their empire was incapable of managing so many worlds, and became brittle long before being conquered by the Terran-born "Solomani" humans.

The Second Imperium, also called the "Rule of Man" or the "Ramshackle Empire", lasted from -2204 to -1776. It was the Solomani-controlled, crumbling remains of the First Imperium. Its demise inevitably leads into the Long Night where interstellar travel largely ceases, and individual worlds are left to fend for themselves.

The years from -1776 to 0 were a period of interstellar decline and anarchy, called The Long Night. Worlds were cut off from one another, technology was lost and the population on many worlds simply failed to survive.

Despite the dominance of the human race, the Traveller universe is cosmopolitan, having several major races and dozens of detailed minor races.

Year 0-1115: The Third Imperium

The primary galactic society is the Third Imperium, a monolithic, human-dominated feudalistic union of over eleven thousand worlds currently (as described in GURPS Traveller) ruled by its 43rd emperor, Strephon Aella Alkhalikoi. The Imperium is the most powerful interstellar polity, but it is surrounded on all sides by potentially hostile neighbors. Local nobility operate largely free from oversight, restricted by convention, feudal obligations, and the fear of being caught.

The Third Imperium is conservative, and prefers what is traditional and established to what is new and different. Technology and social institutions are not much different from those of twentieth century Earth. Psionics, though known, are feared by most and have been outlawed and brutally repressed. Artificial Intelligence is extremely rare and is not trusted when it exists. The writers of the setting have admitted that this implied conservatism is a direct result of a desire to maintain Traveller's feel as a classic Space Opera. Previous editions of Traveller have clearly stated that the Third Imperium has both Solomani and Vilani cultural roots. The implication is that much of the Third Imperium's social and technological conservatism stems from those roots.

Mongoose Traveller supports the 1105 setting, to a point where many key events in the classic Traveller timeline have yet to unfold.

Year 1116:The Rebellion

Characters could work within "the system" in the Third Imperium, but were considered too insignificant to affect matters on a galactic scale. However, the publication of MegaTraveller shook up the status-quo by introducing the great Rebellion, begun when Archduke Dulinor assassinated Emperor Strephon in a bid for the Imperial throne. The death of Strephon touched off a terrible conflict involving imperial dynastic struggle, violent secession of large regions of the Imperium and the advance of foreign powers into the empire's territory. In other words, the sort of "interesting times" that gave characters a better chance at being involved in dramatic, important events.

Year 1120-1130:Hard Times/Virus

The Rebellion was finally ended, at the conclusion of the MegaTraveller game line, by the inadvertent release of Virus, an electronic superweapon that invested any computerized hardware it infected with intelligence and a malevolence toward biological lifeforms. Unfortunately, this also reduced great numbers of worlds to a pre-technological state.

Year 1200:The New Era

The following game, Traveller: The New Era, presented the period seventy years after Virus during which the first attempts at reestablishing Interstellar commerce are made.

GURPS Traveller held to an alternate timeline in which the assassination and subsequent apocalypse never happened, while the established canon line has recently enjoyed additional development with two sourcebooks published by Avenger Enterprises/Comstar Games.

Year 1248:The New Era, continued

Comstar/Avenger published material in the 1248 New Era setting, where the 4th Imperium, a polity far smaller than its predecessors, has been created in 1248. This setting is published by Comstar Games and Avenger Enterprises. Other small polities have sprung up in this setting, including the Terran Commonwealth, Solomani Imperium, New Ziru Sirka, the League of Spinward States, The K'kree Dominate, Vargr Splinters, Zhodani Concord and many others.

The Far Far Future

A future timeframe in which there is more stability than the New Era period, yet not the perceived statism or conservatism marked by the Third Imperium.

Intelligent species

Major races

A major race is defined as one that developed jump technology independently, and thus got an early start on establishing itself in interstellar society. In the setting it is generally agreed there are 6 major races, but how they are defined varies a little. The standard list includes:

Minor races

Any species which was contacted before it could independently develop Jump Drive is considered minor. Such species wield much less power than the Major Races, and most are subject to the whims of the established interstellar powers. Numerous minor races exist, some have been fully developed, some only briefly mentioned in the Traveller background material. Listed here are only a few of the minor races.

Minor human races

As well as the three human races that are considered Major, there are at least 22 additional ones that are classified as minor races. Most human races are interbreedable and thus physically increasingly indistinguishable from each other, though a few have unique physiologies due to development in a harsh environment, a period that restricted the available gene pool or other uncommon factors.

Notable minor human races include:

Other minor races

Some of the minor races with a significant amount of background material include:

Publishing history

Box, rule books and supplemental books.

Overview

The original Traveller gamebooks were distinctive half-size black pamphlets (the so-called "Little Black Books" or "LBBs") produced by Game Designers Workshop (GDW). The main rules were detailed in three such booklets, sold as a boxed set while the same format was used for early support material, such as the Adventures, Supplements and further Books. Currently these LBBs are available in collected reprints from Far Future Enterprises. Later supplements and updated versions of the main game system introduced full sized booklets, complete re-writes of the game system and significant changes to the Third Imperium. The second edition of the game, titled MegaTraveller, was published in 1986 and attempted to collect and collate the various rules of the system and offer new political twists in the Third Imperium, such as the assassination of the emperor and the rebellion which followed. The last GDW produced version of Traveller was the third, Traveller: The New Era, which broke completely with the previous rules system and presented a setting in which interstellar civilization had been completely destroyed by the rebellion. GDW went out of business before this iteration was completed.

Subsequently, in 1997 Imperium Games published Marc Miller's Traveller, often referred to as T4, which returned to the classic setting and game system, though not without some major alterations. For instance the default setting was "Milieu 0", set about 1200 years previous to the time period laid out in the original Traveller. It was intended that other "Milieux" would be described in following supplements, but T4 proved to be a failure both critically and financially before this could happen. The game was left briefly idle until the publication of GURPS Traveller. Once again the system was replaced, this time with the GURPS system from Steve Jackson Games, but the setting was returned to the present laid out in the original Traveller, albeit as an alternate history in which the assassination and subsequent fall of the Third Imperium never happened. To confuse matters further there is another version of the game being published simultaneously with the GURPS edition, Traveller 20 or T20, which uses the same setting but integrates into the popular D20 roleplaying system and is set a century earlier than Classic Traveller or GURPS Traveller.

Editions

Traveller or Classic Traveller

(1977-1986) Published by GDW. The first rulebooks and supplements were printed in the distinctive "Little Black Book" format of 8 1/2" by 5 1/2" booklets. Rather than cover art each rule book, supplement, and adventure had a black cover with the title Book X, Supplement Y or Adventure Z each in a distinct color, numbered in the order in which they were produced. The system is often referred to as CT.

The core rules were available as three booklets in a boxed set (cf the original Dungeons & Dragons format). Subsequent rulebooks added "advanced" character generation for Army and Marine characters (Mercenary), Navy characters (High Guard), Scouts (Scouts), and Merchants (Merchant Prince). Mercenary also added rules for fleshing out ground battles; High Guard introduced rules for large starships and big naval battles; Scouts added rules for detailing star systems; and Merchant Prince added a new set of trade & commerce rules.

Eight separate boxed games were released as tie-in products: Striker, a game of tabletop miniature warfare, added very complex rules for vehicle design & combat, "Mayday" concentrated on small ship vs ship space combat, Snapshot and Azhanti High Lightning featured small-unit battles on board spacecraft, while Fifth Frontier War, Invasion Earth and Dark Nebula were wargames based on selected interstellar conflicts from the Classic Traveller (though in the case of the later this was not the case on its publication, but they were used as the basis of parts of the 'imperial' background) future history.

Most of the Classic Traveller books are available in compendium volumes from Far Future Enterprises, which is the current copyright and trademark holder of all forms of the Traveller game. Far Future Enterprises also sells a CD-ROM containing scans of all the canonical Classic Traveller material in PDF format, including the rules, counters and maps from the boxed games.

Traveller was inducted into the Origins Adventure Gaming Hall of Fame in 1997.

MegaTraveller

MegaTraveller (1987-1992) was published by GDW but designed by Digest Group Publications which published the popular Traveller's Digest (later the MegaTraveller Journal) Traveller support magazine. The game system used revised versions of the Classic Traveller mechanics with ideas first developed in the Traveller's Digest (and later also adapted to Traveller: 2300). The system is often referred to as "MT".

The game was set during the Rebellion era which shattered the Imperium. Supplements and magazines produced during this era detailed the progression of the Rebellion from the initial assassination of the Emperor in 1116 to the collapse of large-scale interstellar trade in roughly 1124 (the beginning of the supplement Hard Times).

Digest Group Publications also produced a number of top-quality MegaTraveller supplements, including alien modules detailing the Aslan, Vargr, Vilani and Solomani for MegaTraveller and the World Builder's Handbook, which expanded greatly on the world-building system found in the main rulebooks.

Traveller: The New Era

Traveller: The New Era (1993-1995) was published by GDW. The game mechanics were changed to GDW's house rules system, derived from Twilight: 2000, 2nd ed. It introduced the Virus and described the former area of the Third Imperium after interstellar society had completely collapsed. The game is often referred to as "TNE".

Where MegaTraveller left the Third Imperium in its death throes, The New Era let the Imperium die, effectively "rebooting" the setting. The TNE setting is one in which players make the difference between the survival and destruction of their worlds. And for those who wish to keep a vestige of the old setting, a pocket of the original Third Imperium was partially preserved. The rest of the galaxy is essentially a wild frontier, with dead or regressed worlds, worlds run by dictators controlling caches of high technology, self-aware but insane spacecraft and computers, unanswered engimas, etc.

TNE used a more realism-centered approach to science fiction, doing away with reactionless thrusters, shortening laser ranges to a reasonable distance, etc. This changed the "feel" of the game to some degree. The starship combat resolution system was fairly well detailed, supported by two published modules: Brilliant Lances for small battles and Battle Rider for large battles. Additionally, Striker made a comeback as Striker 2 for miniatures. With the addition of Fire, Fusion, and Steel, it became possible to design not just ships and vehicles, but also weapons themselves.

Several supplements were published for TNE covering most if not all of what the year 1201 was like, but before any of the meta-events could start to advance the timeline, GDW fell on a string of bad luck and finally was forced to close its doors, after publishing a new product an average of every 22 days, for 22 years (not counting magazines).

In 1994, Traveller: The New Era won the Origins Award for Best Roleplaying Rules of 1993.

Marc Miller's Traveller

Marc Miller's Traveller (1996-1998) was published by Imperium Games after GDW dissolved and the rights to Traveller reverted to Marc Miller, the creator of the original game. It returned to a heavily modified version of the original rules and was set in the early days of the Third Imperium (Milieu 0). It is often referred to as T4. This edition is currently available on Marc Miller's website.

GURPS Traveller

GURPS Traveller (1998–present) was "Created on a handshake with Steve Jackson of Steve Jackson Games." The game uses the GURPS (Third Edition) system and takes place in an alternate timeline in which no Rebellion occurred and the Virus was never released. Steve Jackson Games produced numerous high-quality supplements for the line, including details for all of the major races, many of the minor races, interstellar trade, expanded world generation, the military forces of the Third Imperium, and starships. The game is often referred to as "GT".

GURPS Traveller: Interstellar Wars is the second GURPS-driven version of Traveller. It concentrates on the 22nd and 23rd centuries, much earlier than the usual Traveller setting, at the time when Earth first started to send out interstellar ships and had just encountered the Vilani Imperium. This setting book uses the 4th Edition of the GURPS rules, and hence is referred to by some as "G4T" or "GTIW." The Interstellar Wars book features extensive notes on period Earth society, Vilani culture and values, and updated spaceship construction and combat rules.

Traveller 20

Traveller 20 (2002–present) was published by QLI/RPGRealms Publishing. The D20 system version is set at the time of the Solomani Rim War around year Imperial year 990, about a century before the era depicted in the original game. The preferred setting is the Gateway Domain region of the Imperium.

Traveller Hero

Traveller Hero is a port of the Traveller setting to the Hero System, produced under license by Comstar Games.

Mongoose Traveller

Mongoose Publishing produced a major revision of the original Traveller game, offering it both in a traditional format and as an open-source SRD around which other games may be built. The core rule book was released in April 2008, with a regular series of supplements following, including setting-related resources for the classic Third Imperium, Babylon 5, Hammer's Slammers, Judge Dredd, and others. Mongoose Publishing holds the license for ten years. .

Traveller5

Traveller5 or "T5" is the fifth edition of Traveller. The playtest release was made available in February 2009, and revisions incorporating playtested errata are made available to playtesters on a chapter by chapter basis. T5 is intended by designer Marc Miller to achieve advances in both playability and consistency. The system consists of a Core Rules Set, with chapters arranged in sections reminiscent of the original three Traveller rules booklets (Characters and Combat, Starships, Worlds and Adventures), and separate, supporting materials.

Support for the system centers on Sourcebooks (each on a specific topic – a world, a milieu, an important thread in history) with integrated adventures. Sourcebooks are rule-independent so they can be used with any edition of Traveller

Traveller 5 contributed some core material to Mongoose Traveller's development; however, the two rules systems are independent of each other.

Traveller: 2300

Main article: 2300 AD

This GDW roleplaying game is a clear rules-descendent of Twilight: 2000 and Striker, using ten-sided dice. It was a hard science fiction alternative to the looser space opera of Classic Traveller. Presented as a future extrapolation of the speculative World War III of GDW's popular military role-playing game Twilight: 2000, in which the various nations of Earth were only just beginning to explore and colonize the 50 light year sphere of surrounding space. Some buyers mistakenly thought the game was intended to depict the year 2300 in the standard Traveller universe using Traveller rules; to disambiguate it from Traveller, the 2nd edition of the game was retitled to 2300 AD and this second edition introduced some cyberpunk rules and adventures. Recently a third version of the setting, 2320 AD was released as a supplement to the Traveller T20 ruleset.

Traveller in other media

GDW licensee Paragon produced two computer games based on the Traveller universe: MegaTraveller 1: The Zhodani Conspiracy (1990) for Amiga, Atari ST and MS-DOS operating environments, and MegaTraveller 2: Quest for the Ancients (1991) for Amiga and MS-DOS.

Several novels have been specifically set in the various Traveller universes:

  1. Death of Wisdom Book 1 of 3 by Paul Brunette.
  2. To Dream of Chaos Book 2 of 3 by Paul Brunette.
  3. Marc Miller's Traveller: Gateway to the Stars by Pierce Askegren. ISBN 0-671-01188-X
  4. The Force of Destiny by Dale Kemper
  5. Diaspora Phoenix by Martin J. Dougherty [1]
  6. Tales of the New Era 1: Yesterday’s Hero by Martin J. Dougherty [2]
  7. The Road Less Travelled by Marc Miller

In addition, Jefferson Swycaffer has written several novels set in the "Concordat" fictional universe he originally developed for his Traveller campaign.

Heavy metal band The Lord Weird Slough Feg issued a Traveller based concept album, appropriately titled Traveller in 2003.

Gaming magazine White Dwarf ran a comic strip called The Travellers by Mark Harrison from 1983 to 1986. The strip blatantly spoofed Traveller and other space opera settings.

Copyright infringement lawsuit

In 1982 Game Designers Workshop sued software publisher Edu-Ware Services for infringing upon Traveller's copyright. Edu-Ware admitted to using Traveller as the basis of its computer role-playing game Space, and in an out-of-court settlement, removed the computer game from the market.

References

  1. ^ Johnson, George (1984). "Eurisko, The Computer With A Mind Of Its Own". the APF Reporter (Washington, D.C.: The Alicia Patterson Foundation) 7 (4). http://www.aliciapatterson.org/APF0704/Johnson/Johnson.html. 
  2. ^ Wiseman, Loren K. (1999) GURPS Traveller 2nd edition, Steve Jackson Games, ISBN 1-55634-408-2, p.21
  3. ^ Traveller Alien module 3 Droyne, GDW, 1985
  4. ^ Darrians: The Secret of the Star Trigger – Alien Module 8, GDW, (CT)
  5. ^ Journal of the Travellers Aid Society (JTAS) No. 15
  6. ^ a b c d e GURPS Traveller: Alien Races 4, Steve Jackson Games (GT)
  7. ^ a b c d Aliens Archive, Imperium Games (T4)
  8. ^ a b c d Marc Miller's Traveller, Imperium Games (T4)
  9. ^ Journal of the Travellers Aid Society (JTAS) No. 11
  10. ^ Aliens of the Rim, GDW (TNE)
  11. ^ The Mahkahraik, QuikLink Interactive (T20)
  12. ^ Planetary Survey 2 - Denuli, Steve Jackson Games (GT)
  13. ^ a b The Traveller's Handbook, QuikLink Interactive (T20)
  14. ^ GURPS Traveller: Interstellar Wars, Steve Jackson Games (GT)
  15. ^ Miller, Marc W. (1987). MegaTraveller Players' Manual. Game Designers' Workshop. ISBN 0-943580-38-2. OCLC 29757224. 
  16. ^ "Players’ Guide to MegaTraveller" (PDF). Far Future Enterprises. 2005. http://www.farfuture.net/MTGuide.pdf. Retrieved 2007-03-17. 
  17. ^ Traveller
  18. ^ Miller, Marc (2007-03-17). "Traveller5" (PDF on CD-ROM). Far Future Enterprises. http://www.farfuture.net/cdroms.html. Retrieved 2007-03-17. 
  19. ^ Traveller5 at the Internet Archive(2006-01-26). Retrieved on 2007-03-17.
  20. ^ "RPGNet RPG Gaming Index: White Dwarf articles". 2008-02-12. http://index.rpg.net/display-article.phtml?articleid=4148. Retrieved 2008-02-12. 
  21. ^ Journal of the Travellers' Aid Society 13. 1982. http://members.aol.com/wergames/travjourn.htm. Retrieved 2006-09-25. 
  22. ^ "Tea Leaves: David Mullich: The Interview". August 16 2005. http://www.tleaves.com/weblog/archives/000431.html. Retrieved 2006-09-25. 

External links

Retrieved from "http://en.wikipedia.org/wiki/Traveller_(role-playing_game)"


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