Michael has already shed some light on the various incarnations of the Traveller rules. The sheer number of different versions can be somewhat overwhelming.
But once you settled for a given ruleset you face an even more daunting task: making yourself and your players familiar with the vast setting of Traveller.
To my experience this is one possible point of failure when the scope of the setting encounters the expecations of the players for the first time.
The official Traveller universe
The official “Third Imperium” setting for Traveller encompasses 11000 star systems, at least six major polities and a plethora of human and alien cultures. Most of those features are deeply rooted in classical science fiction literature of the 60ies to 80ies – but where this might be very rewarding to me – a SciFi nut for more than forty years – there is little to nothing to relate to for a younger prospective player.
Neither Star Wars features strongly in the original Traveller setting nor does Star Trek and those are probably the most popular SciFi franchises around. And who even remembers Firefly or Battlestar Galactica any more? Coming from the “mainstream of pop culture” the sheer bulk of background “stuff” of the Original Traveller Universe (OTU) without easily recognizable features like a mystical knightly order or a benevolent planetary federation often leads to dismissive reactions (tl;dr).
So how to make this game your own?
There is – as always – more than one answer to this question.
Michael asked me to take a look into a couple of Third Party Settings but there are also a couple of DIY approaches like “Proto-Traveller” (Michael already mentioned it before) to adapt Traveller for your own science fiction gaming needs.
The Traveller rules where originally meant to be generic RPG rules for contemporary or futuristic settings and Mongoose themselves willingly provided a handful.
One of the more successful attempts was 2300 AD (meaning it is still around in 2016) which is probably sufficiently known. But since 2300 AD is Mongoose’s in-house Alternate Traveller Universe (ATU) setting these days I won’t cover it here.
As mentioned above there are also a couple of DIY methods but those were not part of Michael’s request und would be beyond the scope of this post.
Then there are those by third party publishers (3PP) like Spica Publishing (Outer Veil), Terra/Sol Games (Twilight Sector), Zozer Games (Orbital 2100) and Gypsy Knights Games (Clement Sector).
This list is neither representative nor complete those are merely the settings that caught my eye one way or another while I was looking for something new since the Spinward Marches and the Solomani Rim as well as the classic era had somehow lost their appeal.
Except for Twilight Sector they all have in common that they are well below the techological level of the “Third Imperium” setting, that there are no (playable) aliens and that Earth and its neighbourhood feature more prominently.
Continue reading Traveller: 3rd Party Settings
My current series of Traveller-related posts would not be complete without having a look at the Cepheus Engine SRD. Many people have called “Traveller with the serial numbers filed off” and from what I’ve seen this is pretty close to the truth. The Cepheus Engine was obviously born out of necessity. But let’s start at the beginning.
Mongoose, Traveller and the OGL
When Mongoose got the license to produce a new edition of the venerable scifi RPG Traveller they did something unexpected: they released the game under WotC’s Open Game License. There was also a Traveller Logo License, which allowed third party publishers to claim compatibility to Mongoose’s Traveller system. I guess Mongoose went that route in the hopes that many publishers would jump onto the bandwagon and produce settings for Traveller, which would all need their core rulebooks.
Then earlier this year, they released a new edition of Traveller and nixed the Traveller Logo License. This means that you can still use the OGL, but you can’t claim compatibility anymore. If you ever read something like “compatible with the 2d6 SF OGL game”, then it means it is probably compatible to MgT 1st Edition.
As you can imagine a lot of small publishers who have created Traveller supplements were not happy about this change.
Continue reading A Look at the Cepheus Engine
Contact is one of the few roleplaying games created in Germany who eventually were released in English language. I have to admit I totally missed the release of the English PDF on DriveThruRPG probably because I had owned a hardcopy of the German version for quite a while now. The PDF on which this first look post is based on, was provided by the publisher. Thanks again, Patric!
So, what is Contact about?
Contact is a roleplaying game set into a near future, where aliens have started invading Earth. The players are part of OMEGA – an organization tasked with fighting the alien threat. Yes, this sounds a lot like the premise of the XCOM computer game series, and no, it’s not a coincidence. The author of Contact, Robert Hamberger, is a huge fan of the XCOM games and an avid role-playing gamer, who worked for many years to bring his vision to life: an XCOM-inspired pen & paper RPG.
A beautiful book!
The result is a 290-paged PDF (or book – the Kickstarter to fund the printing of hardbound books is still running) with gorgeous artwork and a percentile dice-based rules system which feels a lot like the mechanics ripped straight from a computer game. These mechanics may very well be what makes or breaks the game depending on what you prefer. I have to admit that especially combat in CONTACT has way too many fiddly bits for my tastes, but I might not be among the game’s target audience. If you love complex tactical combat in your RPGs you might love Contact.
The first 33 pages of the book contain background information about the world in the 2040s, OMEGA, and what kind of characters you can play in the game. The next 70 pages or so are the rules needed to play the game (including normal and Advanced Combat rules, Vehicle Combat, Character Creation, etc.). The remaining pages contain the Gamemaster section, an extensive equipment list, a bestiary, and a Base Management Simulation. Yes, CONTACT even let’s you customize your OMEGA bases.
Continue reading First Look: CONTACT – Tactical Alien Defense RPG