Is it just me, or is there something ironic about a company, calling
themselves Far Future Enterprises, releasing a reprinted
version of a slightly anachronistic, venerably old science fiction game
for the purposes of nostalgia? Maybe I am being a little harsh here
as, to be sure, this has been one of the most interesting role-playing
books I have purchased over the last 3 years or so. You can call it
a blast from the past if you like, but there are moments of clarity
within this book that, in some ways at least, belies the notion that
gaming has come all that far since.
If you weren't aware of it, Traveller was the first ever science
fiction game, originally released in 1977 specifically to act as a mature,
generic science fiction alternative to the seminal Dungeons and Dragons
game. I say this, and it may be of note to all marketers out there,
with reference to the fact that as a role-player of some 12 years or
so, I had barely even heard of Traveller until its owner company
Game Designers Workshop went belly-up about 20 years after its
inception. There was no major advertising, nor any eye-catching reviews
that I noticed - Traveller it seems was already seen as an anachronism
within the gaming community. The release of a fourth edition shortly
after did, I feel provide some inspiration towards the glut of science
fiction games released over the last few years, perhaps as much as anything
to fill the void left by its departure. Traveller 4th Edition
failed, as did the previous edition. I hope to address some reasons
as to why in this review.
One attribution put forth towards Traveller's decline is that,
nowadays as opposed to the past, it is background that sells games rather
than systems. I am not so sure. I believe that it is presentation that
sells books, background that sell more books, and systems that sell
games. Classic Traveller is arguably the most innovative set
of rules and systems ever to see print within the role-playing industry.
You may, of course, wish to argue with this but before you do be prepared
to burn any game that includes a skill system, technology levels, a
single dice-type mechanic with calculated probabilities, star-ship template
design, star-ship combat and manoeuvring using vectors, world template
design, animal design based on their ecological niche, robot design,
career-based character design, a computer system and an economics system.
Traveller did it first. There is also a system for psionics too,
although I myself question the validity of them within the context of
real science. Overall this book oozes with, what would have been at
the time, completely fresh ideas, breathtaking innovation, and elegant
style.
To cap this off, we get an introduction chapter that, in my view, provides
an introduction to role-playing and refereeing that is so well done
that the RPGA ought to be issuing it to all households in the
known world. All terms are neutral, there is no excessive use of jargon
and a glossary; all aspects are written and explained from the perspective
of someone who has never heard of role-playing before. It even gives
effective advice on how and where a neophyte player can get involved
in the game, and most importantly reasons as to why people actually
want to play role-playing games, which means that we are not left fighting
against the image that we game because we are social outcasts.
The rules themselves are interesting, as the core mechanic is surprisingly
loose. Rather than providing a set system of task determination
it explains dice rolling conventions and provides a table of probabilities
for rolling target scores on various numbers of six-sided dice. The
impression is that referees are simply invited to determine appropriate
probability scores for any given situation. Specific systems, however,
are given specific target scores as do the individual skills listed
after character generation. It is also of note that difficulty modifiers
(abbreviated like practically everything else to DM) which adjust
the target numbers are not standardised outside of specific systems.
I do not necessarily see any major flaw in this approach (flexibility
can be a virtue after all) although a standardised task resolution
(with a related nominal scale) and standardised DM's for characteristics
in particular, does aid gaming by allowing the system to become intuitive.
(I believe that this issue was addressed in later editions). The importance
of having calculated probabilities and realistic simulations also seems
to come to the forefront in this game, in a similar vein to that of
GURPS. It seems to me that for every gamer who looked at the
bell-curve distribution table of 3d6 in the Dungeons Masters Guide
and thought "why the hell did they put that in!" there must have been
another who thought "ooh, this is really cool!". This approach certainly
aids the feel of it being scientific (calculators are encouraged within
the book). However, if you are a gamer who is used to modern "storytelling"
game systems you might find the whole approach exhausting.
The character generation establishes the pattern of the task resolution
system, being the first specific system detailed. Firstly, characters
are required to randomly generate (using 2d6) six characteristic
scores (strength, dexterity, endurance, intelligence,
education, social standing), and then proceed to take
the character step by step through a career process, using dice rolls
to determine success at getting employed, to determine if they get promoted
and what skills are learned along the way. Some might find this randomised
approach off-putting although I found it to be fun. I did need to read
through the text, several times first, however. The careers are largely
centred on military professions, although merchants are also detailed.
More advanced systems for character generation, specific to these careers,
are given in the supplementary chapters in the back. I noted with amusement
that all other professions are listed together as "Other" and described
as following "unproductive careers". I guess that includes doctors,
lawyers, teachers and social workers too! What this does emphasise,
in my mind is that Traveller, as in much sci-fi writing does
seem to have a vaguely military-centric outlook, which provides something
of a contrast to the vaguely left of centre outlook in other games I
could mention. Not that I feel that this is a bad thing for a game,
but it would be nice to have a few more character options. Again this
was an issue that was addressed to an extent in later editions.
The characteristics are derived from the Dungeons & Dragons
abilities scores, but with Wisdom and Charisma replaced
by the suitably modern Education and Social Standing ratings.
Constitution is also replaced by Endurance subtly allowing
for use as a measure of willpower also. The choice of characteristics
is good, balanced and comprehensive in their applications. They are
measured on a hexadecimal scale (ranging 0-9 then A-F for numbers 10-15
)and presented in a defined order as a string of six digits called the
Universal Personality Profile (UPP). For example, an average
person would be listed as 777777, with a high intelligence they would
be 777A77, etc. It is a pattern that is utilised throughout the game
whether it is Universal Planetary Profiles (UPP again), Universal
Ship Profiles (USP), Universal Robot Profiles (UBP), and
so on. This approach is elegant as it allows a lot of information to
be stored in a neat way without taking up a lot of room in its presentation.
The personality profile is however, something of a misnomer, as there
is no personality in it. I see no reason why a four digit personality
scale (simply convert a Myers-Briggs system to hexadecimal ratings)
cannot be bolted on to the end, thus: 777777-7777, whereby the last
four digits would be personality scales of introvert/extrovert, sensation/intuition,
etc. This I think, along with the skills obtained would be all that
would be needed to flesh out the character to a level as good as any
other, whilst retaining the charm of the presentation. It must be noted
that there is a sense of repetitiveness within the chapters at the back
as they provide more detailed character generation; these require more
careful reading to understand and it can be frustrating for first timers.
For those of you hoping to get a comprehensive guide to Traveller's
much admired extensive background will be disappointed with this book;
there is barely any here (although it doesn't stop them from casually
referring to aspects of it in the later chapters without defining what
they are talking about). There may very well be another re-release book
to catalogue this supplemental material, however. What you get in this
book is fundamentally rules and systems, and yet because of this its
use goes beyond just the narrow focus of simulating the one game. Each
system mentioned above still works, and they are written with an approach
that makes them suitably versatile. Traveller is Hard science
fiction. It is not Hard because of the background it presents, the style
of play or even the stories that can be told with it. Its Hard because
it written with a genuine appreciation and understanding of scientific
principles and procedures. It is the type of game with which you can
utilise scientific journals and magazines for inspiration. It makes
you feel like a scientist, and because of this it differs from games
such as Star Trek and Star Wars, which I would classify
as Hardly Hard science fiction (no doubt to howls of protest in the
case of some trekkers). The material may, however, work well with game
worlds such as Blue Planet, perhaps.
The presentation of the game comes across almost as if it is a technical
manual, and in many ways it is. The original version, we are told, was
organised into separate little black books and stored in a box. Indeed
the last chapters books included in this book were merely supplements.
I would have preferred them to retain this design feature in the reprints,
although I recognise there may have been practical reasons as to why
it couldn't. You will not find within this book extensive numbers of
illustrations and artwork - I counted three drawings in all which are
well done but basically irrelevant towards the layout of the text. You
will not find an index. The text is however, very cleanly presented
and well written (unlike 4th edition), there are numerous tables/charts
presented and a good map. The boldness in the execution of this simple
layout is a source of inspiration for any new game company, as well
as any science fiction fan. Simple can be beautiful as well as inexpensive.
And yet I am filled with apprehension at the possibilities of a Traveller
5th edition, hinted at within the book. You see, I am of the opinion
that Traveller did not fail because of any issues of meta-plot,
complexity or any specific rule changes that occurred throughout newer
editions. I believe it failed because it ceased to be seen as being
innovative ; the new editions ceased to want to be bold, different and
new . In the light of this view, I fail to see the point of releasing
yet another version of the same game with a few bits tidied up here
and there. By the end of this year we will have on the market no less
than 3 Star Trek games, Dream Pod 9's Heavy Gear and
(underrated) Jovian Chronicles, Dune, Fading Suns,
Trinity, re-releases for Star Wars, Blue Planet
and SLA Industries (for cyberpunk fans; ostensibly Bladerunner
meets A Clockwork Orange) There will also be a GURPS
Traveller for those with a fixation on its background, as well as
the superlative GURPS Space (for real Hard Sci-fi fans). Perhaps
this is Traveller's legacy but somewhere amongst all of these
will be a game to satisfy most Sci-fi tastes.
If Traveller wants to serve a purpose beyond nostalgia, it has
got to be innovative again. There has been some talk of games being
presented in a disk format in the future, along with links to on-line
games on the Internet . Traveller is positively crying out for
this, for aesthetic reasons as much as anything else. In a game which
is discernibly not a "storytelling" book, there is no reason why 90%
of the game couldn't presented in this format, leaving just an introduction
and background booklet to go along with it. Indeed, I would suggest
that the major bulk of people who would fit the targeted market of the
game would have access to a computer. Also, by directly immersing people
into game systems for character generation and the like, it will avoid
the difficulties of attempting to communicate them with abstract