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Traveller (role-playing game)

Tabletop science fiction role-playing game

  • 18 min read
  • 8 chapters

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Traveller is a tabletop game where characters journey through star systems, engaging in exploration, ground and space battles, and interstellar trading. The game is influenced by various literary works and emphasizes commerce, sociological stratification, and a mix of low and high technology. The setting is centered around the human-dominated Third Imperium, a feudalistic interstellar empire. Despite the focus on humans, the Traveller universe is cosmopolitan and features various other sophont peoples. The game's history also features the Ancients, a highly advanced race that left behind ruins and artifacts scattered throughout the universe.

Traveller has been published in various editions since 1977. The original version, known as Classic Traveller, was published by GDW. Throughout the years, the game has evolved, with notable editions including MegaTraveller, Traveller: The New Era, Marc Miller's Traveller, GURPS Traveller, Traveller20, Traveller Hero, Mongoose Traveller, and Traveller5. The current rulesets are Traveller5 and Mongoose Traveller 2nd Ed., both of which draw from the original Traveller rules and rely on six-sided dice. Each edition presents different settings, timelines, and mechanics, showcasing the game's adaptability and enduring popularity.

Traveller has received consistently positive reviews across various editions, won multiple Origins Awards, and was inducted into the Origins Hall of Fame in 1996. While the game has faced some criticism, such as slow character growth and anachronistic weapons, it remains a classic in the role-playing hobby. Some video games and software have been based on the Traveller universe, including The Imperial Data Recovery System, MegaTraveller 1: The Zhodani Conspiracy, and MegaTraveller 2: Quest for the Ancients.

Design

Characters typically journey between star systems, engaging in exploration, ground and space battles, and interstellar trading. Characters are defined not by the need to increase native skill and ability but by achievements, discoveries, wealth, and so on.

Influences and inspiration

Marc Miller has listed works that influenced Traveller and provided its key features:

  • Dorsai - Gordon R. Dickson, 1960
  • Dumarest of Terra series - E.C. Tubb, 1967–2008
  • Envoy to New Worlds - Keith Laumer, 1963
  • Hammer's Slammers - David Drake, 1979
  • Retief's Peace - William H. Keith (based on the titular character created by Keith Laumer), 2005
  • Space Viking - H. Beam Piper, 1963
  • The Cosmic Computer - H. Beam Piper, 1963

Key features

  • Commerce: This the major driving force of civilization.
  • Human-centric but cosmopolitan: Core rules focus on human player characters and NPCs. There is support for using and playing aliens.
  • Limited communication: There is no such things as Faster-than-light communication (ansible, subspace radio, etc.) Communication is limited to the speed of travel. Decisions are made on the local level rather than by a remote authority.
  • Morals and mortality: People remain people and continue to exhibit human virtues and flaws.
  • Sociological: Interstellar society is socially stratified. SOC (Social Status) is a attribute. Affairs are often managed by independent nobility, who make use of established titles such as Baron, Duke and Archduke.

Characters

Traveller uses a lifepath-style system for character generation. Characters get skills and experience in a mini-game where the player makes career choices determining the character's life up to the point before adventuring begins.

A character can be human, robot, alien, or of a genetically engineered species. A character can be civilian, military, or noble, a young cadet, or a tried-and-true veteran, each with strengths and weaknesses. Death during character generation is possible in some editions, a mechanic that became infamous.

Characters have six primary characteristics, generated by a roll of two six-sided dice. Other characteristics also exist to add nuance to alien characters. PCs may have telepathy, telekinesis and other psychic abilities. These are organized and standardized into "psionics".

Equipment

Equipment emphasizes wilderness exploration, hazardous environments, and combat. As a result, equipment lists are heavy on vehicles, sensor equipment, communicators, rations, personal armor, and weapons.

Low-technology
Since primitive worlds exist near technological worlds, primitive weapons such as swords, shields, pikes, and bows are included. Characters often have some sort of blade skill for close combat.
High-technology
Cybernetics and non-sentient robots also show up in equipment lists, as do artifacts from ancient civilizations.
Hard Sci-fi Flavor
Along with energy weapons, there is also a strong presence of slug-throwing weapons such as rifles and pistols. The prevailing theory is that (usually) the most efficient way to stop someone is with kinetic energy (e.g. bullets).

Starships

Starships range from small one-person scouts, to giant planetoid colony ships. Design rules balance power, life support, and defenses for consistent ships. GDW published several board games allowing Traveller space battles to be played out as games in their own right - Mayday, Brilliant Lances and Battle Rider for example.

Worlds

Worlds range from barren planetoid moons to large gas giant worlds, from uncolonized territories to planets with billions of people. The world generation rules produce a random mix of worlds.

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