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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller-alien-modules-1984_11.html
Alien Module 7 - Hiver
PDF. 52 pages, color cover, black and white interior art.
Back to another very alien species and one I knew nothing about till I bought this.
Where the other books typically opened with a comparative anatomy/physiology this one opens with just an overview of the hiver physiology as there are no reference points for comparison.
They are called Hivers due to their hive-looking cities, but they are not really hive-mind creatures (say like bees), they are cooperative and work together well but respect the individual (otherwise we could not have characteristics of them).
This book follows the outline of the other Alien Modules, with details on the Hiver's homeworlds, their government, and technology. Likewise, there is detail about their starships and the world they inhabit.
As expected there is a bit more on their psychology as a completely alien species. The rules for character creation are present for both "Basic" Traveller (LBB and such) and "Advanced" (High Guard, Mercenary, and beyond). Special attention is given to their unique physical and psychological differences.
There is an adventure included at the end to introduce these aliens to players.
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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller-alien-modules-1984_11.html
Alien Module 6 - Solomani
PDF. 52 pages, color cover, black and white interior art.
This "alien" species has a familiar name and a familiar look. The Solomani are space-adapted humans. Maybe "space-adopted" humans is a better term. Like the Vargr and the Zhodani, the Solomani were from Terran stock, human in the case of the Zhodani and Solomani. While the Zhodani (and other humans) developed on other worlds, the Solomani or Terrans stayed on Earth and then went out to the stars on their own.
This book has much more history and background details than all the other Alien Modules. It also gives us some starting insight to the various other human races in the galaxy (45 total according to the internet). There is also quite a lot on the Solomani Rim Sector of space.
Like the other Alien Modules, this covers some new character creation details, but is not too different than the Traveller standard which assumed human.
We end with an adventure about a lost colony and the deaths of thousands.
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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller-alien-modules-1984_11.html
Alien Module 5 - Droyne
PDF. 52 pages, color cover, black and white interior art.
We are getting into very unfamiliar territory for me. The Droyne are an ancient race that had Jump Drive technology long before (at least 50,000 years before) the other major races. Though they tend to placid lives on pastoral planets. They don't seem to have the desire to get out to other worlds like the races covered so far.
They are a smaller race, standing under a meter tall, reptile/bird-like, with small wings. The original homeworld of the Droyne is believed to have been a low gravity one to allow their relatively small wings to work. Droyne are divided into six main castes and this affects their psychology and their physiology. In one example the Droyne have three genders and all three are needed to gestate a clutch of fertilized eggs. Certain genders belong to certain castes and rarely are there exceptions. Droyne can also be high psionic.
There are the typical sections on worlds, there is no longer a Droyne "homeworld", starships and service. This includes a character creation section that also differs from Traveller standard to cover the unique qualities of the Droyne species.
The biggest "Feature" to alien is where did they come from? How did they develop jump drive technology and why are they not spread out over known space more given their 50,000 year head start?
I can see where playing a Droyne character would be an interesting challenge.
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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller-alien-modules-1984_11.html
Alien Module 4 - Zhodani
PDF. 52 pages, color cover, black and white interior art.
Ok, I have heard of this one, it just, at the time, didn't grab my attention as much as the first three. The Zhodani are a race of psionic humans that established themselves on their homeworld about 300,000 years ago. That is the same time period as the Vargr. No idea if there is a connection yet.
This Module is much like the first three save there is no comparative anatomy section. The psychology is expanded and the character creation section is altered from the Traveller standard to deal with a race of psionic humans.
There is a small section on the Zhodani "Thought Police" that I thought could have been larger, given their role in Zhodani society. Still though, an interesting take on an "Alien" for Traveller.
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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller-alien-modules-1984.html
I thought it behooves me to spend some time with the major Alien races we encounter in Traveller. Indeed, it was the aliens and the ads for the first three books in Dragon Magazine that made me want to go back and check out Traveller some more.
Alien Module 3 - Vargr
PDF. 50 pages, color cover, black and white interior art.
While I knew about the Vargr, they were the big three alien races GDW was advertising back in the day, my first real interaction with them was way back in the early 2010s when I was looking for new ideas for Ghosts of Albion adventures. I stumbled on one from White Dwarf #62, "An Alien Werewolf in London" about a Vargr in Victorian London. It was an odd adventure, but I gave it go for Ghosts and always wanted to try it again with Doctor Who Adventures in Time and Space.
This book is a bit larger than the previous two, largely because there is a lot you can do with these guys. Also they are the most fun in terms of history.
Vargr look like Terran wolves because generally speaking that is what they are. They were transplanted from Terra (Earth) to their homeworld by the Ancients over 300,000 years ago. Now 300k years is not enough to evolve any stock into something like the Vargr so they had been artificially engineered for intelligence and survivability. They share a number of physical characteristics of both humans and canine stock but have some minor differences as well. They still have the psychology of pack hunters following a charismatic leader and working in small, but somewhat unstable, groups. Pack membership can change and leaders can be followed or discarded at any time. This has had two effects on the Vargr. One their history is a confusing affair with no one narrative of what happened. Most of their 300,000-year history is largely unknown to them. Also it leaves them with no central government nor even any type of government that could be considered "typically Vargr." See why these aliens can be fun!
We get the now usual sections on character creation along with a brief language update for names. Some basics on the Vargr worlds and space travel.
We also get a section called "Gvurrdon's Story" which is given to us from the point of view of a Vargr.
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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller-alien-modules-1984.html
I thought it behooves me to spend some time with the major Alien races we encounter in Traveller. Indeed, it was the aliens and the ads for the first three books in Dragon Magazine that made me want to go back and check out Traveller some more.
Alien Module 2 - K'kree
PDF. 44 pages, color cover, black and white interior art.
These aliens were very alien to me. While I could relate to the Aslan and the Vargr, these centaur-like aliens were very different and thus pushed a lot lower on my "wish list." I don't even think I had read any of this book until I picked up the PDF ten years ago.
This book is set up much the same as the Aslan book and the future books in the line. I found the bits on K'kree psychology most interesting. As herbivores, they tend to be peaceful. This combined with the race's inherent claustrophobia goes to explain that while they had Jump technology they had not expanded as fast as other races.
We do get the sections on history, politics and governments, space travel and starship design, and the language section on creating K'kree names. There is a section on character creation as well.
This Alien Module also gives a few pages on adventures with or about the K'kree. So a little bit more background here than on the Aslan, but I think needed since this species is so different.
Reading this 10 years ago I was not overly impressed I think. Today I am of a completely different mind and would like to see these guys used more.
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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller-alien-modules-1984.html
I thought it behooves me to spend some time with the major Alien races we encounter in Traveller. Indeed, it was the aliens and the ads for the first three books in Dragon Magazine that made me want to go back and check out Traveller some more.
Alien Module 1 - Aslan
PDF. 44 pages, color cover, black and white interior art.
While not the first Traveller alien I encountered, this is the first module or data file for the various aliens Traveller has to offer. This one seemed like a no-brainer to me at the time. I had read Joan D. Vinge's "psion" earlier that year and between the Caitian and Kzinti (introduced to me by Star Trek) I was primed to want a Cat-like race in space.
The book covers the basics. Aslan physiognomy, which includes some evolutionary details and how it plays into their current civilization. Their political structure (or almost lack thereof) is also discussed. While the Aslan (named such by the first human explorers to make first contact) are described as proud warrior race, they are not really a unified one.
We are given a bit of their history and their forays into space and their encounters with the Imperium. We get a bit on their psychology, which includes the territorial nature of the males (explained the loose confederacy) and their ritual duels.
The next large section is Aslan character creation. This covers the basic character creation going back to the 3 LBBs and "Expanded" character creation for other types of characters.
We are also given background on the Aslan homeworld, worlds within the Imperium, and a bit on starship design. There is even some detail on the Aslan language, at least in terms of names.
For 44 pages it is pretty well packed. There is not a lot of "fluff" here, mostly all "crunch." So no fiction from the point of view of an Aslan mercenary or a human living on an Aslan world. Just the basics and enough to get you going on to your own adventures. Honestly, it is all you need.
This was the Alien Module I wanted the most back in the day. Researching it now I see that a lot of people did what I was going to do with it; mix in liberal amounts of Kzinti and some Caitian as well. Plus I was going to have psionic ability be a bit stronger in Aslan women. A nod to a lot of the scifi I was reading at the time. I also noticed just as many people complaining about others doing exactly what I wanted and described! Yes, the Aslan are fine just as they are but I also like my ideas too. Thankfully this book lets me do all of that.
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Note. This review has been updated.
Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller-starter-edition-1983.html
If there was a "Golden Year" of classic RPGs then I am willing to put my nomination in for 1983.
By now what I considered to be the "Big 3" were well established; AD&D/D&D, Call of Cthulhu, and Traveller. Indeed there were even alternatives to these that were very good games in their own right; Runequest, Chill, and Star Frontiers respectively. While Edition and System Wars have always been with us, it was a great time to be a gamer.
1983 also gave us a "new" version of Traveller. Well, not really new at all, but certainly reorganized and edited again. To keep up my analogy of Classic Traveller = Original D&D and The Traveller Book = Holmes Basic D&D (although with the inclusion of The Traveller Adventure a better one is Moldvay Basic/Cook & Marsh Expert D&D) then the 1983 Traveller Starter Edition is Mentzer BECMI D&D.
The Traveller Starter Edition was the version I saw the most in the pages of Dragon Magazine. No surprise. My prime Dragon reading years were 1982 to roughly 1991 and then not again until the 2000s. Until Mega Traveller came onto the scene this was the Traveller book that GDW was pushing. Easy to see why. The cover of the Traveller Book, despite how much I love it, was always more "sci-fi novel" cover. The new cover? That's Star Wars meets Dune meets Battlestar Galactica. This was a cinematic cover, even if the rules were the same. I could not tell then, and in fact it was only today I noticed, but that ship looks like the Azhanti High Lightning from below. Or maybe it isn't. Either way that cover says Space Adventure. The Traveller Book says "Space is Dangerous and I got bills to pay!" to me. Both are perfect.
Traveller Starter Edition (1983)
For this review, I am considering the PDF I bought from DriveThruRPG split into three separate files. The front cover and the back cover of the original book are not preserved here.
Book 1: Core Rules
This PDF is 68 pages and features black & white interior art with black & white covers with red accents. They look very much like the classic Traveller covers.
This book features all the rules from the Classic Traveller system. It is largely the Traveller Book but reorganized and edited for clarity. Some sections read a little differently, but for the most part, it felt the same. There is some new art here, but a lot of art from previous editions remains. The new art is, as expected, better and gives more detail. The red accents to some of the art have been removed. Character creation reads faster, but it could also be that I have read this section many times now in one form or one book or another that I am "getting it."
A trained or expert eye could spot the rule differences, but that is not me. This largely feels the same. This is not a bad thing mind you. The difference feels the same as that between Moldvay Basic and BECMI Basic. Two books for the same game are designed to do the same thing only in slightly different ways.
Book 2: Charts and Tables
This 28-page PDF covers all the charts and tables. References to the charts are in Book 1.
Book 3: Adventures
This is a 23-page PDF with two adventures; Mission on Mithril (from Double Adventure 2) and Shadows (Double Adventure 1).
Thoughts
When it comes to learning how to play Classic Traveller then either this version or the Traveller Book would be fine since they cover the same ground. The analogy of The Traveller Book = B/X D&D and Traveller Starter Set = BECMI D&D extends here. The trade dress of all future Traveller books will follow the Start Set design. This will hold until Mega Traveller and 2300 later in 1987.
Which one should YOU buy? That is entirely up to you. The Traveller Book has the advantage of also being out in POD format and this one does not. But this version is a little more friendly to newcomers.
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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-retrospective-traveller-board.html
I can't really talk about Traveller without mentioning my history with the game, or more to the point, my non-existent history with at least one aspect of the game. The Traveller Boardgames.
I remember reading ads for Traveller in Dragon and White Dwarf Magazines and among the RPG books and very cool looking minis, there were the board games. I remember reading about Azhanti High Lightning in particular. This was a board game and yet it could be used WITH the Traveller RPG. It even included material that could be added to your Traveller RPG OR played completely on its own. Then imagine my surprise that this was not the only one.
Long-time readers will know this was the start of something I call my "Traveller Envy." Even then in the early 80s, I was blown away by the amount of material for this game. RPGs, Boardgames, starship minis. It was enough to make a die-hard D&D player like me jealous. Sure, I had Dungeon! but that is not quite the same is it?
Sadly, and long-time readers know this too, I never got the chance to play any of them.
Fast forward to, well, last week. I picked up three of the board games from DriveThruRPG. These are PDFs, but they are, as far as I can tell, complete. They are PDFs though.
I want to review them, but I really have no context for them save they are, to me, worth everything I paid. Honestly just to see what they are all about was worth it even if I never get to play them.
General Overview
I picked up three games, Imperium, Mayday, and Azhanti High Lightning. All three share similarities. There is s set of printed rules that are easy to read. There is a board game that really doubles as an awesome map. And there are counters. If anything is the weakest link here it is the counters. I have, with other games, tried printing and gluing to cardstock (gotta wait for the ink to dry), but that is time-consuming. I have been considering a completely futuristic plan. I would use my HDMI projector to project down on a table and use 3D printed starships. I have found a few online and I am 100% certain there are more. It would be far more time-consuming than laser printing and gluing, but it would be 1000x so much cooler. Thankfully the ships would not need to be huge so I could do a few at a time. I wouldn't even need to spend a lot of time painting them, just a solid color the same as the counter.
Imperium (1977)
This PDF features a 16 page rulebook, 3 pages of rule summaries, a turn tracker, 7 pages of background on the Imperium which may or may not reflect the same history as Traveller*. There are also 3 pages of color maps/boards, 2 pages of counters, and an additional page of a counter manifest that looks like a page from Excel. Missing is the d6. Bet I can dig one up.
This is a game of interstellar war. It actually predates Traveller by a bit, but obviously has similar DNA. While the original 1977 RPG lacked an explicit setting, this one involves the Imperium (natch) and the forces of Terra (Earth). The phases in the players' turns can include buying equipment, moving, and attacking.
This was published the same year as Traveller and the ideas of the Imperium had not been added to the RPG yet, so there are differences between the events of this game and future Traveller products.
My issue with this set is I have no idea how big the map needs to be. I can assume it is some multiple of the box size, but this is not a big issue.
--
It is hard to give these a proper review since the only proper proof is playing them. One day maybe, but for now I can honestly say my curiosity has been satisfied.
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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-retrospective-traveller-board.html
I can't really talk about Traveller without mentioning my history with the game, or more to the point, my non-existent history with at least one aspect of the game. The Traveller Boardgames.
I remember reading ads for Traveller in Dragon and White Dwarf Magazines and among the RPG books and very cool looking minis, there were the board games. I remember reading about Azhanti High Lightning in particular. This was a board game and yet it could be used WITH the Traveller RPG. It even included material that could be added to your Traveller RPG OR played completely on its own. Then imagine my surprise that this was not the only one.
Long-time readers will know this was the start of something I call my "Traveller Envy." Even then in the early 80s, I was blown away by the amount of material for this game. RPGs, Boardgames, starship minis. It was enough to make a die-hard D&D player like me jealous. Sure, I had Dungeon! but that is not quite the same is it?
Sadly, and long-time readers know this too, I never got the chance to play any of them.
Fast forward to, well, last week. I picked up three of the board games from DriveThruRPG. These are PDFs, but they are, as far as I can tell, complete. They are PDFs though.
I want to review them, but I really have no context for them save they are, to me, worth everything I paid. Honestly just to see what they are all about was worth it even if I never get to play them.
General Overview
I picked up three games, Imperium, Mayday, and Azhanti High Lightning. All three share similarities. There is s set of printed rules that are easy to read. There is a board game that really doubles as an awesome map. And there are counters. If anything is the weakest link here it is the counters. I have, with other games, tried printing and gluing to cardstock (gotta wait for the ink to dry), but that is time-consuming. I have been considering a completely futuristic plan. I would use my HDMI projector to project down on a table and use 3D printed starships. I have found a few online and I am 100% certain there are more. It would be far more time-consuming than laser printing and gluing, but it would be 1000x so much cooler. Thankfully the ships would not need to be huge so I could do a few at a time. I wouldn't even need to spend a lot of time painting them, just a solid color the same as the counter.
Mayday (1978)
This one seems to be more explicitly linked to Traveller and is in fact Game 1. The Mayday in question is the infamous "mayday" of the Free Trader Beowulf. This is a game of ship-to-ship combat. It was part of GDW's Series 120 games. These were designed to play in two-hours or less.
The Mayday is presented as a single PDF. Thre are 15 pages of rules. 1 page of counters. And a counter manifest/inventory (Excel printout). A board/map of a space hex-grid, and a scan of the box cover.
In general, this scan feels much more useful than Imperium did. I can get a blank hex grid like this from my favorite local game store and I can print out all the counters I need, as I need, or use the 3D printing idea I have.
While this game is more explicitly linked to Traveller, I see it could be used for any sort of ship-to-ship combat. I could even try my MCRN Barkeith vs. the USS Protector. Might take some work, but the Barkeith would be a lot easier to do in the Traveller universe.
--
It is hard to give these a proper review since the only proper proof is playing them. One day maybe, but for now I can honestly say my curiosity has been satisfied.
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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-retrospective-traveller-board.html
I can't really talk about Traveller without mentioning my history with the game, or more to the point, my non-existent history with at least one aspect of the game. The Traveller Boardgames.
I remember reading ads for Traveller in Dragon and White Dwarf Magazines and among the RPG books and very cool looking minis, there were the board games. I remember reading about Azhanti High Lightning in particular. This was a board game and yet it could be used WITH the Traveller RPG. It even included material that could be added to your Traveller RPG OR played completely on its own. Then imagine my surprise that this was not the only one.
Long-time readers will know this was the start of something I call my "Traveller Envy." Even then in the early 80s, I was blown away by the amount of material for this game. RPGs, Boardgames, starship minis. It was enough to make a die-hard D&D player like me jealous. Sure, I had Dungeon! but that is not quite the same is it?
Sadly, and long-time readers know this too, I never got the chance to play any of them.
Fast forward to, well, last week. I picked up three of the board games from DriveThruRPG. These are PDFs, but they are, as far as I can tell, complete. They are PDFs though.
I want to review them, but I really have no context for them save they are, to me, worth everything I paid. Honestly just to see what they are all about was worth it even if I never get to play them.
General Overview
I picked up three games, Imperium, Mayday, and Azhanti High Lightning. All three share similarities. There is s set of printed rules that are easy to read. There is a board game that really doubles as an awesome map. And there are counters. If anything is the weakest link here it is the counters. I have, with other games, tried printing and gluing to cardstock (gotta wait for the ink to dry), but that is time-consuming. I have been considering a completely futuristic plan. I would use my HDMI projector to project down on a table and use 3D printed starships. I have found a few online and I am 100% certain there are more. It would be far more time-consuming than laser printing and gluing, but it would be 1000x so much cooler. Thankfully the ships would not need to be huge so I could do a few at a time. I wouldn't even need to spend a lot of time painting them, just a solid color the same as the counter.
Azhanti High Lightning (1980)
This is where it all began for me. Well. At least my Traveller Envy began here. This is Traveller Boardgame 3 and it is a companion to the S05 Supplement Lightning Class Cruiser.
This game is personal combat on a starship. This PDF package includes 3 PDFs. The first is the complete game of 118 pages. This includes 40 pages of rules which includes six different sorts of "Incidents" (read Scenarios). The next section (40+ pages) of this PDF is S05 Supplement Lightning Class Cruiser. So if you are looking for this supplement for Classic Traveller, then here it is.
The next 16 or so pages include the counters and the deck plans for the Azhanti. Again these counters are good, but I would like to use minis or something like that.
I have been told this game is a lot of fun. I'll have to endeavor to get it all printed out into a playable shape.
--
It is hard to give these a proper review since the only proper proof is playing them. One day maybe, but for now I can honestly say my curiosity has been satisfied.
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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller-adventure-1983.html
The Traveller Adventure is the companion piece to The Traveller Book I reviewed earlier.
I always wanted this book. It would have looked so great next to my Traveller Book. But more importantly it would have given me some more ideas of what to do with Traveller. At least Traveller was better for me than Star Frontiers, which tended to be D&D in Space.
I did pick this up on DriveThruRPG as a PDF almost as soon as it came out.
This book (well. the cover) was my first experience with the Vargr.
The Traveller Adventure (1983)
For this review, I am using the PDF from DriveThruRPG. 154 pages, color cover, black and white interior art with red ink accents.
This book is a collection of connected adventures which today would be called an Adventure Path. See I told you Traveller was ahead of its time.
The conceit of the adventures is the player characters are all members of the merchant vessel, the March Harrier, where they befriend a Vargr (a fantastic way to introduce an alien species btw) and leads them on a series of adventures. Additionally, we (or me rather, it could have shown up earlier in another book) were introduced to the Spinward Marches, the frontier of the Imperium. Even someone only tangentially familiar with Traveller has heard of the Spinward Marches.
So yeah already a lot in this book.
The book begins with all this information as well as background on the Aramis Subsector and some Referee notes. These notes include details on the overall plot and what all the major NPCs want. There are even some Pre-Gen characters to use. Seriously. This thing is so much better than I expected it to be.
There are about a dozen and a half or so adventures here of various sizes and types. Each moves the plot forward in a different way and each can have an effect on the other. They did not appear to be overtly linear to me, so there is a lot freedom of how these can be used.
There are also deck plans for the March Harrier and a bit on using Vargr as player characters.
There is just so much information here and just so much of value that I am really kicking myself for not getting this back then. It really would have changed my Traveller experience.
Reading through this now I also really get an appreciation for how deep and rich the Traveller lore is.
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Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-classic-basic-traveller.html
It's May and I want to spend the entire month talking about Sci-Fi RPGs, and most of this month talking about Traveller. Traveller has a long and storied history in both the RPG world and for me personally. It is the second (or the third, more on that) RPG I ever owned after D&D.
I say second but my memory is foggy and it could have been Traveller or it could have been Chill. I think for my horror cred I like to claim it was Chill, but in the early 80s, I was all about Science Fiction. So really it was most likely to be Traveller. I picked up the Traveller Book and tried to teach to it to myself, but my groups were very D&D focused and no one wanted to play it. The groups that did play it were all older than I was and they did not want some "D&D kid" in their "Serious Sci-Fi" groups. I was able to more traction on Star Frontiers a few years later. Must have been the TSR bias of the time. I do wish I still had my original Traveller Book though. I did manage to score an Original Traveller boxed set of the "Little Black Books" so I guess that is even better.
Today I am going to review Traveller and start at the very beginning. There is just no way I could through everything for Traveller. I'd need more than a month, I'd need a whole new blog, so instead, I was going to going to concentrate on some core products to get people into the game and a few choice ones that have meaning to me.
I will admit right up front that I am no Traveller expert. So it is very, very likely I will miss a few a things. Just let me, and others, know in the comments.
Classic Traveller
For this review, I am going to be referring to my 1977 Game Designers' Workshop edition of the boxed set of Traveller. I am also joining to be comparing them the PDFs of the Classic Traveller Facsimile Edition from Game Designers' Workshop / Far Future Enterprises on DriveThruRPG.
Side Note: Far Future Enterprises bought the rights to various GDW games a while back and published this pdf as far back as 2001. They own the rights to republish Traveller, 2300 AD, Twilight: 2000, and Dark Conspiracy. They also work with Mongoose and other publishers of Traveller material. But more on that in future posts. Suffice to say that from my point of view they have been carrying the torch of Traveller high since 2000. Among other things they publish a full CD-ROM of Traveller material that I would love to grab someday.
The Boxed Set
The Traveller Boxed Set from GDW was released in 1977. GDW was located in Normal, IL which is along what I learned was a trail the lead from Lake Geneva, WI, and Chicago, IL all the way down to the University of Illinois in Urbana, IL, Illinois State in Normal, IL down to Southern Illinois Univerity in Carbondale, IL. Tim Kask was an SIU grad, GDW was in Normal, Mayfair would later be founded in Skokie just outside of Chicago, and Judges Guild was founded in Decatur, IL. I basically grew up surrounded by the growing Table Top RPG scene.
Much like Dungeons & Dragons of the time, Traveller came in a digest-sized box with three books. Instead of there being "3 Little Brown Books" there are "3 Little Black Books." Also, like D&D future printings would combine these books though in different ways.
PDF Note: The Classic Traveller Facsimile Edition also includes a preface for the whole set of books and gives a brief history of their publications. This is a great value-add for the PDF. According to it what I am reviewing today is "Basic Traveller" and published in 1981. Basic Revised was published in 1981 and the Traveller Book (my first purchase) was in 1982.
Book 1: Characters and Combat
This is the character generation book and maybe one of the most famous bit of RPG lore ever. Yes. In Traveller you can die in Character creation!
I should also point out that very, very often in my conversations with people over the years that Character Creation for Travelller was very much in line with what we would call "Session 0" today. Everyone worked on their character, developed a back story (yes in 1977) and then got together. Even the starting character example is a 42-year-old with a pension (and a cutlass it seems). Trust me, at 42 I already had backstory (and a wife, kids, a mortgage, bills...)
Character creation is largely a random affair, but not wholly so. There are choices to be made along the way. How a character acquires skills and expertise largely depends on which service they were in and how they got there. You can enlist or you can be drafted. At this point, all characters were assumed to have served in some form of the service. Citizens don't mortgage their pension on a beat second-hand starship to go galavanting across known space.
As you work through character creation you can go for a few terms of service. This gives you more skill, more experience, more credits, and makes you older. As in real life, there are benefits and detriments to age.
Skills are detailed next. This is going to come up again and again, but let's talk about it here first. The Computers of Traveller are the computers of 1977. Not very advanced and require special expertise to use them. Today of course I am writing this post in one window, monitoring email and chat in another, watching the weather in another, and reading the PDF in yet another. I have dozens of active programs running that I am paying attention to and who knows how many more running in the background. I am not going to apply 21st-century biases though to these rules. Let's just leave them as-is for now and see how future versions of this game treat it. For me I am going to assume there are computers (with a lower case c) that do all the work we think of today and anyone can use and then there are specialized Computers (with an upper case C) that do specialized work, like today's supercomputers.
Side Note: The best super-computer of 1977 was the 80mhz, 64 bit Cray-1. It cost $8M and was capable of 160 MFLOPS. For comparison, my three-year-old smartphone runs at 130ghz and is capable of 658 GFLOPS. Newer phones are more than double that. 4000x's the power at 1/10,000th of the cost. And I can put it into my pocket.
After your terms of service are figured out along with your skills then comes the time to learn combat. Combat always gets more ink than say hacking a computer since there are so many things going on and a failure usually means death. Also, as an aside, there are a lot of bladed weapons in Traveller. I attribute this to two different elements. The first and obvious is Star Wars, though Traveller obviously draws more from Dune than Star Wars which only came out in May of 77. The other and likely more important source is D&D. For the obvious reasons. The end effect is that officers in Traveller often carry swords in my mind.
Combat gives us our basic roll for the game and the introduction of the Traveller basic mechanic. The PDF is a little clearer on this than my print book. Roll 2d6 and beat a roll of 8. This is modified by various skills and experiences.
Wounds affect the character's Strength, Dexterity, and Endurance. The more wounds you get, the worse those stats are. D&D would not do this in earnest until 4th Edition.
PDF Notes: My copy is dedicated "To Mary Beth" and the PDF (and I think the Traveller Book) are dedicated "To Darlene." There are other minor differences as well. The PDF for example has a "Personal Data and History" aka a Character Sheet on page 28 (36 for the PDF).
Book 2: Starships
This is what makes Traveller, well, Traveller. There are two types of travel dealt with here, Interplanetary (worlds within the same star system) and Interstellar (different star systems). Also if you are afraid of math this book is going to give you a bad day.
The main focus of this book in my mind is buying a starship and keeping it running. Starships are expensive and in Traveller, those expenses are more keenly felt than say keeping up a castle in D&D. If your castle runs out of food you can leave to go buy some. In a starship, in space, your options are more limited. In space, no one can hear your stomach grumble.
I have no idea if the economies of Traveller work. I mean is 2 tons of fuel really worth the year's salary of a gunner? No idea. I am going to handwave that and say it works.
There is also a lot on Starship construction here too. Before I could get anyone to play I would write up sheets of starships and their costs based on what I thought was cool. Kinda wish I had a couple of those. The only one I can remember was the FTL Lucifer. It was designed to be small, but fast. It would later make it's way into Star Frontiers, but that is another tale.
We get some details on starship combat and some basic world data.
Book 2 also covers experience and various drugs. I get the feeling these were put here to pad out Book 2 so all three books were the same size; 44 pages.
PDF Notes: The PDF has more art, in particular how to orbit a planet and the necessary equations made more clear. Like Book 1 for Characters, this volume has sheets for ships. The PDF also adds a Trade and Commerce section.
Book 3: Worlds and Adventures
This book covers worlds. And if there was one thing I did more than creating starships that never traveled to other worlds, it was to create worlds that starships would never travel to. World creation was fun.
This book also covers various personal equipment and various encounter types.
Note at this point there are no aliens, no Imperiums, and really nothing other than the most basic adventuring outline. Very much like OD&D in that respect. I like the psionic system in Traveller and maybe I should explore the differences between it and the one in Eldritch Wizardry for D&D.
The last part of this book covers Psionics. Maybe one of the reasons I like to draw a pretty hard line between Magic and Psionics is that one is for Fantasy (and D&D) and the other is for Sci-Fi (and Traveller).
PDF Notes: The PDF again has more art (vehicles) as well as hex maps for working out star systems.
Final Notes
How does one review a classic like Traveller? How does one compare an RPG from 1977 to the standards of 2022? It's not easy under normal circumstances, but with Traveller it is easier. Why? Because so much of this game was ahead of its time you could brush it off, get some d6s and play it out of the box as is today. More so than OD&D is I think.
But both games are classics, no, Classics. With that capital C. It is no wonder that now, 45 years later, Traveller is still the goto science-fiction game.
As I move through the editions and versions I'll also talk about all the other materials that have been used with Traveller (board games for example) and how these "3LBBs" expanded to cover an entire universe.
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Updated 5/5/2022
Originally posted here: https://theotherside.timsbrannan.com/2022/05/review-traveller-book-1982.html
This was MY Traveller. In 1982 I could not get enough Science Fiction. All the books I read were sci-fi, I was eagerly anticipating the third Star Wars movie that we had heard was called "Revenge of the Jedi" and video games were all the rage. When I saw this book in the Mail Order Hobby Shop catalog (or maybe it was Games Plus) I thought I had to try it out. In my recollections, I had ordered both Traveller and Pacesetter Chill at this time, but logically with my paper route money at the time I am sure I only got one at a time.
It came in the mail, it was summer I recall, likely near my birthday, and I jumped right in.
It was not what I expected.
By this point, I had been playing D&D for nearly three years, and in earnest (every weekend) for the last two. There were no classes here, no levels, just skills. It was a shift, but it was a lot of fun. I recall I had more fun making planetary systems than characters really. I even wrote some BASIC programs for the TRS-80 to do some of the math.
Sadly like those cassette tapes I stored my BASIC programs on, my Traveller book was lost to the sands of time. I can't even really recall what happened to it. Sad because today it goes for so much on eBay!
Thankfully for me, and everyone else, you can get the PDF and Print on Demand (POD) of the book from DriveThruRPG. I grabbed it as soon as the PDF was out. I wish I had gotten the original POD though. The newer PDF and POD has been replaced with a far better scan, but the cover is the Black and Red of the earlier Traveller books and not the "blue book" I came to know.
Much like Holmes' Basic D&D "Blue Book" combined the Original D&D "Little Brown Books" and other material into a single volume, this Traveller "Blue Book" combined the three "Little Black Books" into a single volume with new material. This new material included Book 0 "An Introduction to Traveller," some of "Double Adventure 1," and more material.
The Traveller Book (1982)
160 pages, PDF (Hardcover PoD; original softcover) Color cover art, black & white interior art with red accents.
The Traveller Book was published in 1982 and was the follow-up to the highly successful Traveller boxed set. Since the boxed set printing and reprints there had been a number of well-received supplements, in particular, Supplement 0 An Introduction to Traveller, DA1 Double Adventure (Shadows), Book 04 Mercenary, and Book 05 High Guard. These made up what I largely felt was the core of Classic Traveller (or Original Traveller as I thought of it then). Much like how D&D combined their Original game with many supplements to make Holmes' Basic D&D (and later AD&D) these materials were re-edited and re-combined into a new book/game. This became the Traveller Book.
At the time nearly everyone claimed it was not just a step up in terms of learning Traveller, it was an advanced leap in playing Traveller.
The Traveller Book contains everything from the Little Black Books of the Classic Traveller boxed set as well as new introductory material from Book 0.
You can read my review of the Classic Traveller boxed set here, https://theotherside.timsbrannan.com/2022/05/review-classic-basic-traveller.html. Today I want to talk about what makes this book new and special.
For starters, there is a lot of text here that is familiar, but not exactly the same. The editors took some time to clean up the text and make things a lot clearer. Additionally, there is more art; both of the decorative sort (Captain Alexander Jamison now has a ponytail) and of the help sort (images of weapons and starships).
Among other improvements in text, there are also plenty of redesigned tables and charts. While the LBBs had charm they did not have a lot of space formatted for digest-size (5½" x 8½"). The Traveller book is a full-sized 8½" x 11". At the time people even commented that it was a proper sized RPG now to go with the likes of AD&D.
The sections on worlds and encounters are also expanded. Animals in particular get more text and even more examples. Trade and Commerce also get more text. My Classic Traveller boxed set had very little on this. This is closer to the 1980s reprint. The one the new Facsimile Edition is based on. It also looks like the Psionics section is more detailed.
There is a "new" (new to anyone coming from the boxed set) section on the Referee's Guide to Adventuring. Since this is really pre-Traveller as a system AND a setting, there is some good advice here on running any sort of Sci-Fi/Space Adventure game. There are hints of Star Trek, Star Wars and lots and lots of Classic "Hard" Sci-Fi like you would see from Clarke or Asimov. But it is also none of the things entirely. I did say "Pre-" but in reality, Traveller was building its universe right before our eyes. Again, much like D&D did.
Also reprinted here is the adventure Shadows from Double Adventure 01.
The last section, The Traveller's Guide to the Universe introduces us to The Imperium. This is the important setting for Traveller and what sets it apart from other Sci-Fi RPGs. The history, both in-game and real-world, of the Imperium is impressive and much like that of Dune, Star Wars, or Star Trek, absolutely daunting. I will admit I read this section many, many times and wondered what would fiction set in any period of this history be like? Back in 1981-2 I did not have much other than this book, some friends that had played (but were not looking for new players), and a growing case of what I call "Traveller Envy". Today there are wikis and blogs and entire websites devoted to Traveller and the Imperium. My cup is full, running over and there are still more cups on the table waiting for me to pick them up.
Recommendations
For ANYONE who is interested in the Classic Traveller, I would say get this book first before looking into the vast catalog of older Classic Traveller books. There is so much out there and I am going to only scratch the surface this month. In fact "The Traveller Series" in this book (page 159) covers everything published to this point and where they all fit in. Including all the board games. I am going to need to spend some time talking about those as well.
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Originally posted here: https://theotherside.timsbrannan.com/2022/03/monstrous-mondays-ad-2nd-ed-monstrous_28.html
The Monstrous Compendiums would eventually move over to an annual format of perfect-bound soft-cover books. These followed on the footsteps of the combined, hardcover Monstrous Manual, which people liked much better. The idea was to publish a collection of all the published monsters from other products in a Monstrous Compendium style format. But the days of perforated and loose-leaf pages was over and the Annuals and the other books that followed were all bound collections.
To my knowledge, there were four of these in total. I never owned the print copies, at this time I was getting married and moving into a new house, though I have been able to get the PDFs from DriveThruRPG. Curiously, Annual Vol. 2 has not made it to PDF yet.
Monstrous Compendium Annual - Volume 4
PDF 98 pages, Color cover art, color interior art, $4.95. 104 monsters, Ammonite to Zombie, Mud.
This fourth and last Monstrous Compendium Annual was published in 1998 by Wizards of the Coast, though the TSR brand is still on the books. Additionally, this book also indicated where each monster came from whether Forgotten Realms or the pages of Dragon Magazine. There are some that I think are original to this volume. There is even a monster from Alternity here, which is a big surprise!
I would also like to point out that this is the first of these Annuals that acknowledges that it is based on the original D&D rules created by E. Gary Gygax and Dave Arneson.
There are quite a few new-to-me monsters here and few I have seen in other places before. It is nice to get them all into one place.
These annuals certainly represent the widest variety in monsters I have sen in any of the other compendiums. If I were to play AD&D 2nd Ed again, I think I would start with these as my sources for new and different sorts of creatures. I am sure that people that were still playing at this time (I had gone on an AD&D sabbatical from 1996/7 to 2000) might be more familiar with these books and these monsters, but it is a joy to open a book, even one 20-25 years old, and see something new.
I am now at the point if I print these out I am going to need a third 3-Ring binder.
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