The Other Side

Review: Xanathar's Guide to Everything (D&D 5e)

Xanathar's Guide to Everything (D&D 5e)Less of a full review but more along the lines of reveiw/my thoughts on what was essentially the Unearthed Arcana of D&D 5th Edition.

Why this particular book now?  There are a few of the classes that I am considering back-porting over to B/X era D&D that my kids have expressed an interest in playing.  I may or may not post those.  They are not OGC and I have no plans to even "file the serial numbers off" to try an post them.  Sometime I do things just for me or for fun.

Xanathar's Guide to Everything

2017, Hardcover. 192 pages. Full-color covers and interior art. 

I called this book the "Unearthed Arcana" of D&D 5 and that is more or less on point. Much of the material here appeared in the pages of the online version of Unearthed Arcana.

The book has a wide variety of tools for Players and the DM and all are listed as being optional. This was published in 2017 so there is no hint here of anything that might be "5.5" or "5r" related.

The book is divided into an introduction, three chapters and two appendices.

Introduction

This covers what the book is about, and its origins from the online Unearthed Arcana. Wizards of the Coast has worked to get the layout of their D&D 5th ed books to be one of clean efficiency.  Maybe not as much as say Necrotic Gnome has with OSE, but still really nice.  For example their Table of Contents fits on a single page.

We get a (tiny) bit of background on who Xanathar is. Not being a huge FR fan I did not know but figured it had to be the same beholder from the 1st Edition AD&D Waterdeep and the North.

Xanathar's Guide to Everything pages


There is a page on "The Core Rules" which is really nice to have. There are ten rules that cover most situations.  These are all from the PHB and DMG, but nice to have them repeated here.

Chapter 1: Character Options

We start with a listing of the 31 new subclasses for the twelve base character classes.  Now before someone start screaming "rules bloat" these are not subclasses in the way that AD&D 1st Ed meant them.  These are archetypes of the main twelve classes. So for example the Cleric has the Life and War domains (among others) in the PHB now gains the Forge and Grave domains here.  Each subclass is tailored to the main class. So with Clerics they are "Domains" for Bards they are "Colleges" and Warlocks have "Pacts."   So they are more like the AD&D 2nd Edition Kits.  Both in good and bad ways. There is not much power creep yet. 

This chapter covers about 65 or so pages, so a third of the book. Each main class gets some details that worked for any subclass of that class (Bards get more instruments, clerics have more details on their temples for example). There are a lot of classes in this book. I am not going to get into every subclass here. But I would like to point out a few.

The Bard College of Swords is the spiritual descendent of the AD&D 2nd Bard kit known as the Blade; aka the moment I knew 2nd Ed Power Creep was happening.  The Blade Kit sucked. The fiction for it sucked and the NPC they used as their iconic Blade REALLY sucked. The College of Swords Bards are also called Blades. Their AD&D 2nd ed origins are very plain, BUT there is none of the power creep and thankfully the edgy NPC "Dark" is also gone.

Grave Domain Clerics are the other side of the coin of the Life Domain Clerics.  Where the Life Cleric (PHB) tries to preserve life, the Grave Domain Clerics make sure the dead stay at rest. They are the "good" option of the Death Domain Clerics (DMG).  Cleric Domains have their origin in 2nd Ed and were expanded greatly in 3rd Ed.

Fighters now have an Arcane Archer subclass (known as a Martial Archetype here). This is the 5e update of the 3rd Edition Prestige Class.   Monks (Monastic Traditions) get a Way of the Drunken Master and a Way of the Kensei. Paladins get new Oaths. Rangers get new Archetypes including the Gloom Stalker, a Ranger adept at working in dark places but my favorite is the Monster Slayer.  Rogues get the Mastermind and Scout Archetypes.

The Sorcerers are next.  Their subclasses are known as Arcane Origins, or essentially how you became a sorcerer. In addition to these are some tables on various supernatural marks (think witch mark) and other weirdness due to your bloodline. The one I wanted to convert is the Divine Soul. You have a bit of divinity in your blood.  I would convert these as a B/X Magic-user and allow them to have some free cleric spells based on their divine blood. Cure Light Wounds and Bless for Lawful for example.  Their Charisma would need to be high, like 14 and that would be their Prime Requisite ability too.  While they get the spell for free, they can only still cast it once per day. At the 14th level, they gain their Otherworldly Wings.  There is also the Shadow Magic Sorcerer. This feel like it is from the Shadowfell Player's book from 4e. 

Xanathar's Guide to Everything pages


Warlocks also get new marks and new invocations. There is a Celestial Pact for people that want to play "good" warlocks.  Before anyone dismisses this idea remember that Aleister Crowley had a pact with an angel he called Aiwass and believed was his personal guardian angel to who he made invocations to every day. 

Wizards have Arcane Traditions that more or less equated to "Schools of Magic."

The next section of this chapter covers a variety of character background ideas such as origins and life events with lots of random tables. Like an Old-School collection of random tables.  ALL of them are also perfectly adaptable for use in ANY version of D&D.  They remind me a lot of the tables from the 1st Ed AD&D Unearthed Arcana.  

There are some new racial feats, but unlike 3e or even 4e, 5e is not feat centric. You can even have a character that never takes a feat at all.  These are largely mechanical rule manifestations of possible background ideas.  Have weird eyes? Ok, you have weird eyes, jot it down on your sheet. Do these weird eyes do something special? Well, you might need to take a feat for that then.

Honestly, I did not see anything in this chapter that I could not easily convert to an earlier edition of and D&D. 

Chapter 2: Dungeon Master's Tools

This chapter covers a wide variety of topics but mostly expands on material already in the DMG. Topics like Falling, Sleep, Tying Knots, Adamantine Weapons, and Tool Proficiencies are all discussed. Lots of tools. 

Spellcasting gets a bit of special treatment here. The area of effects on a grid is detailed. d6s are used as visual aids to show how to set up on a grid. 

Some more detail on building monster encounters is also discussed, including single and multiple different types of monsters. There is an eye towards balance, but there is no requirement to do so. The only real advice is "avoid monsters that can drop a character in a single hit."  I have seen more than a few TPKs in D&D 5e. 

Again we are treated to what I can only describe as pages of old-school-style random encounter tables. 

Xanathar's Guide to Everything pages

There is also a section on Traps that while not quite as gleeful as a Grimtooth product, will still make that Chaotic Evil DM smile. How much?  One trap has a save DC of 20 and does 24d10 damage.

There is a discussion on downtime and the reason why my youngest bought this book, magic item creation rules. More magic items are also detailed.

Chapter 3: Spells

This last full chapter covers new spells. About 30 pages worth. The spell economy of 5e is different. There are no Cure Light Wounds, Cure Moderate Wounds, and Cure Serious Wounds spells for example. There is only Cure Wounds and it is a low-level spell for Bards, Clerics, Druids, Paladins, and Rangers.  IF you want a more powerful version you cast it at a higher spell level. So instead of a 1st level spell, it is treated as a 5th level spell for example. This means less print space is needed for spells. 

Xanathar's Guide to Everything pages

Appendix A: Shared Campaign

This covers working on interlinked campaigns and working details out.  Not everything you need to know is here, some more could have been written, but it is a great start.

Appendix B: Character Names
This section is just tables and tables of names. Various cultures (English, French, Egyptian, and more) as well as other nonhuman ones ( Elf, Dwarf, Dragonborn, and more).  The nonhuman includes a personal name and a family or clan name as well.  I did notice that two Tieflings from "Brimstone Angels," Farideh and Havilar, are listed under the Dragonborn names.  Why? Well their adoptive father Mehen (51-52 on a d100) was a Dragonborn so he gave them Dragonborn names. 

So. I picked up this book for the various subclasses, but found a wealth here for many of my other D&D games.

I would say that most of this book is easily adaptable to any version of D&D you choose to try it with.  The exception might be 4e. There are some seriously interlinked mechanics there.

Xanathar's did quite well for a splat book and was even listed as one of Publisher's Weekly best-selling books for December of 2017

Despite his name and picture on the cover there is not a lot of material on Xanathar himself outside of the sidebars.  Wizards would later do a much better job with Tasha in her book.

Xanathar's Guide to Everything covers

The art is amazing as to be expected.  The layout is a step up from the Core Rules and shows what the design team has learned in the last few years.

You can see bits and pieces of D&D's DNA from all editions here, though this is largely true for 5th edition in general. 

D&D Edition Wars: Why CAN'T I Play a B/X Paladin?

All D&DIt's June and I have mentioned that it is D&D month around here. 

The natural question then is, "Which D&D?" All of them! "Even that one?" Yes. Even that one.

I was going through a bunch of material I need to review and Review (reading for my own benefit vs. a full review) and it got me thinking about a bunch of topics.  Should I play more Castles & Crusades? What should I do with all this Pathfinder stuff? Where did my copies of Dungeoneer's and Wilderness Survival Guides go? (seriously. where are they??).

This got me thinking about the various editions and edition wars.  I want to share the story of my first skirmish in the never-ending edition wars, but first I want to talk about the latest side battle in it and my point of view on this in general.

D&D Edition Wars

I am not sure if this will be a regular feature or not.  Typically I avoid edition wars and find them remarkably pedantic to be of any actual use. Don't like a particular edition? Fine. Don't play it.   BUT every so often something bubbles up that takes my notice and I want to comment on it.  The latest one comes to us courtesy of Stranger Things.

If you have not seen the new Season 4 of Stranger Things, please do. It is back to form and good drama.  Sure there are a LOT of characters now and no one is getting the spotlight for very long, but the last episode of Part 1 did a great job of tying together many of the seasonal arcs to set us up for the epic finale.  

They also get to play some D&D.  There is a bit where they deal with the Satanic Panic of the 80s.  I would talk about that now, but I have done that already and most recently back in April. So no real need for me to do that. But in the same milieu of edition wars we are getting some nagging from older gamers like myself complaining that Erica Sinclair's character should have been a Thief and not a Rogue. Well. That is technically correct yes. It was supposed to 1986 and the Rogue does not come into play until 1989. Lots of people are claiming this is a mistake.  Here is my point of view on that.

The Duffer Brothers did not make a mistake. 

Look in the very next scene of their game Dustin (played by the wonderful Gaten Matarazzo; seriously this kid is going to be a hell of an actor someday) drops lines about Vecna (the focus of their game and the season) having been destroyed by Kas. They already mentioned the lack of an eye and hand.  This is not deep lore to us, but to the causal viewer, it is.  And that's the thing. This show has to appeal to all viewers. Those that know D&D but mostly the vast majority that do not.  Here is her line.

"My name is Lady Applejack, and I'm a chaotic good, half-elf rogue, Level 14. And I will sneak behind any monster you throw my way, and stab them in the back with my poison-soaked kukri."

Remember the character is Chaotic Good (which we all understand) and supposed to be a heroic character.  IF she had said "Thief" it would not have the same level of understanding to the causal viewer as "Rogue" does.  Han Solo was a rogue. Robin Hood was a rogue. The normies get what a rogue is. A thief is someone who steals. Yes, yes, it has a different connotation in D&D but that is not the majority of the audience.  I posit that the Duffers knew exactly what they were doing. 

It reminds me of when my main character at the time was a Paladin.  I'd explain to others, who I was trying to get into the game, that my character was a Lawful Good Paladin. Which would ALWAYS be followed by "what's a Paladin?"  Eventually, I gave up and just started saying "Knight."  This is the same thing.  Also it is a nice segue into my next section.

Why CAN'T I Play a B/X Paladin?

The 80s were an amazing time for a lot of reasons. Even in my small home town there were multiple independent D&D groups and clubs happening all the time.  I got invited to a game by a friend one evening. This had to have been either very late in Jr. High I am guessing summer of 82 or 83.  In any case, I was going with my regular DM, he got to play for a change, and a bunch of people I never met. The DM called me ahead of time and asked if I would be willing to play a Lawful Good Paladin. I said sure! I was already playing a Lawful Cleric in my other game so this seemed like a good fit (and it was, but more on this).  Now is the time to be pedantic.  See I was playing a "Lawful Cleric" as in B/X D&D. My regular DM played AD&D and we ran our games as an unholy mix of the two. Not uncommon from what I know now and we had a lot of fun. My first experience with D&D was Holmes Basic and the AD&D Monster Manual.  My new DM just told me to bring my Expert book.

D&D Expert vs AD&D

Well...that was a mistake. I brought my Expert D&D book to an Advanced D&D game and you would have thought I had brought a D&D Coloring book instead with the reactions I got.  Thankfully my DM was still cool about it, even if the other players held their noses in disgust.  

Nowadays of course people talk about their B/X days with pride and fond memories. Especially me.  But that was a contributing factor to me not picking up the BECMI sets when they came out soon after.  I was all in on AD&D from that point on.  No "kiddie" D&D for me! 

That was the first salvo in what I would later come to know as "The Edition Wars." There were many skirmishes between the Basic and Advanced folks back then. Nothing major, I can recall though.  The next battle was fought over the fields of "Unearthed Arcana" and then the "Proficiency Battles" connected with Dungeoneer's and Wilderness Survival Guides (seriously, where the hell are mine??) 

I still have my Paladin from that game. He went on to great glory in the Bloodstone series. I would also roll up my own paladin later, he was the son of my B/X Cleric. 

Now thanks to the OSR scene I have a lot of options to play a B/X Paladin.

B/X Paladin

If Johan II was my Advanced D&D Paladin and son of D&D Cleric Johan I. Then maybe I need to make a Kara Foke II as an OSE Paladin, son of Kara Foke that AD&D Paladin I played so long ago. 

Monstrous Mondays: Faerie Lord, Scáthaithe, The Umbral Lord

Scáthaithe, The Knight of SwordsI have been in a bit of a creative slump here lately. By "lately" I mean the last few months.  I do want to get my various monster books done though.  So here is a guy been rattling around in my brain now for a while.  I am combining a couple of different ideas here that I have wanted to explore for a bit.

Faerie Lords

I have been working on a number of Faerie Lords for the Basic Bestiaries and the High Witch book.  These lords provide a number of interesting background NPCs and are also the various Powers that both Faerie Tradition Witches and Fey Pact Warlocks can honor/serve.   I have already detailed a few here, Titania, Queen of FaerieNicnevin, Faerie Queen of Witches, the Queen of Lies, and the Prince of Beasts.

My focus lately has been building the court of Nicnevin (also known as Nic an Neachneohain).  Hers is not a court of deep intrigues like Mab's or Titania's, but a powerful court all the same. Since those Courts are typically (if somewhat incorrectly) described as the Dark and Light courts (more properly Winter and Summer) I need a few independent "Shadow" Courts.  Nicnevin is the Queen of the Autumn Court.  Not a major court to be sure, but still powerful.  

Shadow Elves

There are more than one "Shadow Courts."  Last year I did a big series on Shadow Elves and various other shadow fey.  I was trying to come up with a good idea for Shadow Elves in my world and I looked to the Shadow Elves of Mystara and the Shadow Fey from Kobold Press and even into the ideas of the Shadowfell from D&D 4th Edition.   This lead me to do an adaptation of Kobold Press' The Dusk Queen.  But she is PI so I won't be using her in my books, save for maybe as a special guest in my home games. 

While reading more about the Shadowfell, the mortal world, and the Feywild for D&D 4 and 5 I came up with an idea of my own.

Just as the Mortal World (the Prime Material) intersects with the Shadow World (Shadowfell) and the World of Faerie (Feywild) they also intersect with each other.

So less this:

Planes according to D&D 4th Edition

And more this: 

The Three Worlds

Excuse my lack of artistic ability here.

All three worlds intersect.  The intersection point of the Mortal and the Faerie is already detailed in many D&D books as the Feywild.  The intersection of the Mortal and Shadow is the Shadowfell.  The Shadowfey is the intersection of the Realms of Shadow and the Faerie Realms independent of the mortal world.  This is the area I am working on.  This is the home of the Umbral Elves.

Last Bits

Among other things I also needed a Faerie Lord, or at the very least a high level Faerie/Elf to be the father of a particular character.  I needed to have that character spend 13 years "stuck" in the faerie realms while she was getting instruction by her "faerie godmother" (Nicnevin).  And finally, I needed to develop a group of Elven Cavaliers for various reasons.  This particular group of Cavaliers is linked to witches and witchcraft.  Essentially they are the Elven Cavaliers from Dragon Magazine #114 tied more closely to the witch class that appears in the same issue. 

I also wanted a character that recalled the B/X Elf class that used sword and spell with equal proficiencies. 

Putting all of this together a new Faerie Lord emerges.

Scáthaithe, The Umbral Lord
Faerie Lord

Frequency: Unique
Number Appearing: 1 (1)
Alignment: Neutral [Chaotic Neutral]
Movement: 120' (40') [12"]
  Fly: 240' (80') [24"]
Armor Class: 2 [17]
Hit Dice: 13d8+52*** (111 hp)
To Hit AC0: 6 (+13)
Attacks: Sword +2 x3 or by spell
Damage: 1d8 +2 x3 or by spell
Special: Attacks three times per round, darkvision, harmed only by cold iron and magic weapons, 30% magic resistance, Wizard spells (12th level) 
Languages: Common, Elven, Sylvan, Giant, Abyssal
Size: Medium
Save: Magic-user 13
Morale: 12 (NA)
Treasure Hoard Class: U (VI) x10, See below
XP: 5,150 (OSE) 5,300 (LL)

Str: 16 (+2) Dex: 18 (+3) Con: 20 (+4) Int: 20 (+4) Wis: 16 (+2) Cha: 24 (+5)

The Faerie Court of Autumn is ruled very loosely by Nicnevin the Faerie Queen of Witches.  Her sometimes consort and Cowan is a being known in court as the Knight of Swords. He is also known as Scáthaithe ("skaw-he"), the Umbral Lord.  He is the melancholy lord of the Shadow Elves. 

Scáthaithe appears as a tall (7') tall elf-lord.  His skin is pale with an almost bluish tint to it. His hair is long and black and often tied back.  His eyes are bright green and his pupils are slitted like that of a cat's.  He wears the armor of a knight and carries a long darkened sword he calls "Moonblade."  He is often astride a black warhorse with large black wings.  The barding of this warhorse makes it at first appear to be some dark unicorn but is more akin to the pegasus.

When not in the court of the Witch Queen he will be found with his six sons, the Umbral Knights, patrolling the lands of the Shadowfey.  His sons act as 8-10 HD versions of their father. Their role is to patrol the Shadowfey and keep intruders out. This includes mortals and creatures of the outer planes.  Elementals can be found here if they have the leave of the local lords or ladies. 

Scáthaithe will attack intruders to the Shadowfey with both sword and spell.  He will use a long-range spell, such as magic missile to start with and then switch to his sword which he can attack three times per round.  He can cast spells as a 12th level magic-user.

The Umbral Lord has a keep deep in the Shadowfey, Scáthchoimeád where he resides with his sons. He had a Lady, his sons' mother, but that was long ago and he never speaks of her.  Presently he has taken up with a young human witch. It is also rumored that he is the son of a great lord of the Summer Court and a great lady of the Winter Court, possibly even Oberon and Mab. 

Scáthaithe as a Witch/Warlock Patron:  By agreement with his Queen Nicnevin, Scáthaithe does not take on witches as part of the Faerie Tradition. Though he can be invoked by these witches through Nicnevin.  He does however work as a Patron for warlocks. He can be used as a Fey Pact Patron and is particularly well suited as a Pact of the Blade warlock.  His warlock can manifest a dark sword similar to his one Moonblade.  He is also favored by half-elf warlocks who see themselves as being a member of two different worlds and also being of neither; like a shadow.

Scáthaithe, The Umbral Lord
Scáthaithe and an impressionable young witch


It's STILL June!

 I know. Redundant.  A few things.

1. I was spending some time going through old posts and I have a bunch of dead links, more or less dead pages, and the like.  So I was thinking a site redesign might be in order.  Nothing confirmed yet.

2. Have you been OUTSIDE yet?  I don't about where you are, but here in Chicagoland it is GLORIOUS! I am thinking of moving my work laptop out to my patio and working there the rest of the summer.

OUTSIDEHardening a few more plants

3. I have an Itch.io profile now.  No idea what I am going to do there.

4. Stranger Things. Watch it. Now.

5. I promise this will get back to D&D.

6. Seriously. Go outside.

It's June!

The last couple of months has been really busy here at the ole' Other Side. I went from the "April A to Z"  right into SciFi month.  I think June is a great time to get back to the bread and butter of this blog; D&D.  Plus watching Season 4 of Stranger Things has really put me back into the mood.

June was always a great D&D month for me.  While in school it meant summer break. After I got married and had a house it was the month when the planting season was mostly over.  My wife has always had a huge garden (+2,000 ft2, that's a lot for the burbs) so in April and May, every weekend is spent outside working.

I have to admit that of late I have been in a sort of creative lull.  Oh I am still picking at the various Basic Bestiaries and I am collecting art for them. My goal/plan/desire is NOT to do a Kickstarter for it. So I am collecting and buying art as I can.  I have not done much if anything on the High Witchcraft book. I have been sorting through the 800+ spells I have written over the years and trying to figure out which ones need to be used.  Both of these projects will be generic OSR, so not tied to any one rule system. I will use my own Compatibility Logos on them.  But the ideas have not been flowing really at all.  Oh I have picked some Fey Lords and a few different types of Angels (both are also discussed in the High Witchcraft book) but that is about it really.   You may have noticed that outside of NIGHT SHIFT I have not produced anything during Covid-Times. You also may have noticed the uptick in reviews here vs. new content.

My friend and day-job co-worker Richard Ruane pointed me in the direction of something going on on Itch.io.  Itch.io is an RPG PDF storefront similar to DriveThruRPG but catering more to the Indie crowd.  All I know about it is the prices of the PDFs are usually twice to three times what I expect to pay on DriveThru, but whatever.  The thing he pointed out to me was the OSR June Jam

OSR June Jamhttps://itch.io/jam/osr-june-jam

I have never participated in a Design Jam for RPGs before. I have done plenty at my day job. So I thought I should give it a go.  

This sounds like a fun idea really, and I do have two completely brand new ideas I could do with this. I will talk about them later since I am looking into some details now. But a hint for one is "Halfling Folk Horror."

It is hosted on Itch.io but I have to look at my contract with DriveThruRPG since I think I signed exclusivity. I don't know yet.  Submissions are due at the end of the month so that gives me 28.5 days to get it all in.

I will also use my Compatibility Logos above for these, but my target system is likely to be Old School Essentials Advanced Fantasy and/or Advanced Labyrinth Lord.   Though there are some logos on the site they recommend.

Maybe this is something I need to shake off the cobwebs in my brain.

In the meantime check out all the empty space on my Itich.io profile: https://timsbrannan.itch.io/

Sci-Fi / Traveller Month Wrap-up

I can't believe we are at the end of May now.  My plans had been to do a Sci-Fi month featuring Traveller but also doing some other games as well.  The month got away from me and as I started my deep dive I decided to focus more and more attention on Traveller alone. And that is ok. This is something I have been wanting to do for a long time.

My Traveller set

I do feel bad I did not get to Starfinder or the Expanse RPGs. I also wanted to review The Lucanii Drift adventure.  I am sure I will get to those sooner or later.

Here is a list of all the Traveller posts I made in May.

There is much, much more I could have done. There is 45 years worth of Traveller materials out there and I only scratched the surface.

I do want to thank everyone that came by and commented, shared their own interactions with the various rule systems, gave me advice and corrections.  You helped make this a better series.

I suppose the natural question to ask is "Which edition(s) will I be playing?"  I think it is a toss-up between the Classic 1977 Traveller and the new Mongoose Traveller.  Both seem like they will do everything I want. 

Next May I am thinking of doing Star Trek RPGs. Focusing on the FASA and Mōdiphiüs versions but also looking into the Last Unicorn Games and Decipher versions as well as the various versions of Starfleet Battles.  It would have been great to do that one this year given all the Star Trek we have had on TV of late, but Traveller really had to come first.  Maybe one day I'll do Star Wars.

Moving into June where I want to get back to some D&D!  (Stranger Things is back!) I also want to get more monster book reviews in.  

Soon after that, I have something special planned I am calling "100 Days till Halloween."  So keep an eye out for that.

Monstrous Mondays: Spelljammer Monstrous Compendium for 5e

 Spelljamer CreaturesGetting back to my Monstrous Mondays with a review of a Monstrous Compendium, but this is a new Monstrous Compendium for 5th Edition D&D. 

This might very well be the new format for monsters for D&D 5.5/5r.  

Monstrous Compendium Vol One: Spelljamer Creatures

Wizards of the Coast released this free in PDF format and on DnDBeyond.  

Inside are 10 new (to D&D 5) monsters.  They are,:Asteroid Spider, Clockwork Horror, Eldritch Lich, Fractine, Gadabout, Goon Balloon, Nightmare Beast, Puppeteer Parasite, Star Lancer, and Yggdrasti.  They range from CR 1/8 to 15. 

It is a fun little sampling, a nice appetizer till we get some proper Spelljamer materials later this year.

What I find interesting is the switch from Wildspace to the Astral Sea. Personally, that is what I wanted to do back in the 2nd ed days, but the point became moot when I never got my Spelljammer game off the ground, literally and figuratively. 

So I am really looking forward to the new setting this summer.

--

This is my, rather late, contribution to this month's RPG Blog Carnival.  This month hosted by Rising Phoenix Games. Check out all the posts about Spelljammer from this month.


Review: Traveller and Cepheus SRDs

Cepheus Engine RPGOk. I will be honest this is much less of a review than it is an overview/analysis of the various Traveller and Traveller like SRDs and OGLs. 

Mongoose SRD

Mongoose, back in 2008 released the first version of their Traveller RPG and a version of a Traveller SRD with an Open Gaming License. This covered their First Edition game.  Later they updated it 2nd Edition.  At some point (I am not sure when really) they also created the High Guard System Reference Document and Mercenary System Reference Document.  This covers an awful lot of Traveller. 

My understanding is there is a Compatibility License though I did not find any details on it, but that is fine.

Much like the d20 SRD there are a few different copies out there.  These are the ones I have referenced the most often.

Cepheus DeluxeCepheus SRD / Engine

Back in 2016 Jason Kemp released the Cepheus SRD which emulated Traveller. Personally, from a game design point of view, I rather like it.  He took the Mongoose Traveller SRD and then did something I really like, he took other SRDs to get the desired effect.  Here are the various SRDs from his Section 15 of the OGL of the Cepheus Engine RPG:

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

High Guard System Reference Document Copyright ©2008, Mongoose Publishing. Mercenary System Reference Document Copyright © 2008, Mongoose Publishing.

Modern System Reference Document Copyright 2002- 2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch

System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

T20 - The Traveller’s Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is a trademark of Far Future Enterprises and is used under license.

Traveller System Reference Document Copyright © 2008, Mongoose Publishing. Traveller is © 2008 Mongoose Publishing. Traveller and related logos, character, names, and distinctive likenesses thereof are trademarks of Far Future Enterprises unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorized User.

Cepheus Engine System Reference Document, Copyright ©2016 Samardan Press; Author Jason “Flynn” Kemp

He also used the T20 and Modern d20 OGC for this. Very clever.

This was released as the Cepheus Engine RPG in 2017. It is a complete RPG, but still mostly an SRD in an RPG cover. That is fine since it's goal is not to be a game but to be a resource to make material for other games.  To continue my rather awkward D&D analogy this is all 100% OSRIC; both in form and function.

In 2021 Stellagama Publishing released the Cepheus Deluxe RPG.  Which is an RPG based on the Cepheus Engine.  Extending the analogy further to point of self-referencing, this is the Swords & Wizardry of Traveller. At least in function.  

Of these, I have the Cepheus Deluxe in POD and it compares favorably to the OSR offerings for the D&D clones. It also compares well to the Classic Traveller line.

Cepheus and Traveller Print on Demand


Review: Mongoose Traveller 2nd Edition (2016, 2022)

Traveller 2022 EditionWe are coming to the end of my journey with the Traveller rule system. Not 100% at the end, but getting there.   Today I want to talk about the newest, 2nd Edition of Mongoose Traveller.  This edition is an update to the Mongoose Traveller from 2008. Again it coexists with the T5 Traveller from Far Future Enterprises I reviewed yesterday.  The only thing I can liken it to is the coexistence of D&D 4e and Pathfinder 1st Edition. Though which one is which is a matter of opinion.

Traveller 2nd Edition was first released in 2016.  A revised update was released in 2021 and called the "2022 Edition."  Both are the same rules though the 2022 update has a few improvements in layout and editing.  For this review I am just going to consider the 2022 version and notes from the 2016 version. 

Traveller Core Rulebook Update 2022

PDF. 266 pages. Full-color covers and interior art. Bookmarked and hyperlinks table of contents. 

Traveller is experiencing a renaissance of sorts. We live in time where old-school games are really popular, sci-fi is having a new golden age (have you seen all the Star Treks we now have?) and Traveller is riding that wave.  The new Traveller is best seller on DriveThru with the 2016 version a Mithral bestseller and the 2022 version a Platinum bestseller as of this writing.  I also know my FLGS sells the books hand over fist. One of the reasons I wanted to do my deep dive into Traveller now was because of all of this.

So how is the 2022 Edition?

In a word it is gorgeous.  

Mongoose, back in the early d20 boom, earned a bit of a reputation of a "spaghetti publisher" as in "throw a plate of spaghetti against the wall and see what sticks."  As time went on their reputation improved. These days they get a lot of credit for not just having solid books, but also serving the d20 bust.  Though some less than perfect editing sneaks in. The 2016 edition seemed to have this problem; at least that is what I have read online.  Both books had high-quality color art, there are some pieces in the 2016 edition I actually like a little better, but in general, I am pretty happy with what I see.  Happy enough to wish I had grabbed the physical books when I was last at my FLGS. 

What about the rules?

The book is similar in many ways to Mongoose 1st Edition, but enough differences in layout and organization.  For the first time, the designer did NOT try to invoke the feeling of old Classic Traveller.  This is a GOOD thing.  To attract new players they needed to make this a new game.

Introduction

This covers the various reasons why you might want to play Traveller and the different ways to play. I was hoping that among the examples of Star Trek and Starship Trooper they would include the most British of all Traveller shows, "Blake's 7." Which always was my goto example. 

There are some suggested books to read such as Traveller Companion, High Guard, The Third Imperium, and more.  I don't have those so I can't comment on them here.  What it does tell me that this version of Traveller is set in the Third Imperium. So that is something to look forward too. 

We get some game and dice conventions and descriptions of the Tech Levels.

Traveller Creation

Character creation is next as expected. This follows much along the lines of all Traveller versions. You roll your six abilities/characteristics.  We are back to our standard six from Classic Traveller with the same point spread and averages. The CCP is still here too.

You pick your background skills and then move to the next phase. There are good flow charts for character creation and the character sheet is annotated.  You go into your pre-career (aka school) and then move to your career. 

Like the first edition, careers are laid out with face pages so everything you need for a career is at a glance.

Traveller Navy

This is quite helpful really.  The careers supported in this core rules are Agent, Army, Citizen, Drifter, Entertainer, Marine, Merchant, Navy, Noble, Rouge, Scholar, and Scout.  There is an extra "career" that of Prisoner. Possibly to do that epic Stainless Steel Rat or Farscape adventure.

Various benefits and of course mishaps occur, leaving you with extra cash, some property or medical debt. 

There are some Skill Packages now.  There is a push here to get all the players and characters working to gether to make sure there is cohesion. 

We then get some examples of Alien species. The Aslan and the Vargr. 

Skills and Tasks

This chapter is combined as it really should be.  The system is basic which is what you want.  The character rolls a 2d6 and need to get greater than an 8 to succeed.  There are various Die Modifiers added and the Target number (the "8") can be be altered depending on the task difficulty. There are example throughout which works well.  An "Impossible Task" for example would require 16 or more rolled on the check.  There are also levels of success and failure. So if the roll is missed by -6 that is an "Exceptional Failure."  A roll of 6+ over the target number is an "Exceptional Success."

The amount of time spent on a skill check can alter the results and there are opposed checks as well. 

The rest of the chapter covers all the skills, their specialities and descriptions.

Combat

Combat is a always separate and it is a special case of a skill check.  What I do like about this system is that combat can rely on STR or DEX as appropriate and is not hard-coded like say D&D. For example Initiative can be modified by DEX or INT.

The combat phase is broken down into Significant, Minor, and Free actions.  You can do one Significant and one minor action per round or three minor actions.  You can perform anynumber of Reactions or Free Actions as permitted. What can be done in these actions is detailed. Attacking an opponent is Significant action, as is giving orders (Leadership). Minor actions are things like aiming, reloading, changing stance. 

Damage is discussed and it is very deadly.  

Encounters and Dangers

This combined the old Encounters and Animal Encounters chapters of Classic-era Travellers. There are all sorts of environmental dangers, diseases, high and low gravity situations, radiation, falling and so much more. Hmmm. Maybe best just to stay on your homeworld.  To quote Leonard McCoy from the 2009 Star Trek movie "Space is disease and danger wrapped in darkness and silence."

Animals are discussed and even a few examples are given. 

NPCs are also presented with the ubiquitous d66 tables of quirks, motivations and more that Traveller fans love. 

Equipment

Covers the economy briefly and plenty of things to spend your precious few credits on. The list here is not highly different.  What is different here is the new level of art added to the lists.  Descriptions of arms and armor are paired with great color art of these items.  More than that there are tech items, medical equipment, computers, and survival gear.  Various toolkits are also described such as Planetary Sciences and Psionicology Toolkits.

And of course guns.

Freaking Lasers

Each bit of equipment comes with a TL rating.

Vehicles

Cover most moveable craft that are not Starships. Each one gets a TL rating, an associated skill needed to operate, speed factors, crew/pilot and of course cost. Nothing is free in the Imperium. 

Spacecraft Operations

A mostly alphabetical listing of everything (mostly everything) that can go on in a ship. 

Space Combat

Similar to other versions and the combat chapter above. This details how ships can fight including movement, targeting, and firing phases. Along with damage and reactions.  The chapter is not large but remarkably detailed.

Spacecraft Construction

I think I would have put this chapter before combat.  Mayb put combat after Common Spacecraft.

Distinctions are made between interplanetary and interstellar spacecraft.  Like character creation, there is a helpful flowchart. 

Common Spacecraft

I rather love this chapter. This lists all sorts of spaceships with their details and a full color picture and some deck plans. This is also laid out so many of the ships have all their details on the facing pages. 

Free Trader

Many of these ships are found in previous versions of Traveller too. So it adds a nice bit of continuity to it all. 

Psionics

Stuck near the end is psionics again. There are talents and powers and the Psion Career.  I have always liked the Psionic powers section in Traveller, but this one really makes me want to play one.  The Careers are all numbered 1 through 12 with the "Prisoner" at 13 (Navy for example is 8).  The Psion career is appropriately numbered "X."

Trade

Covers basic trade between the worlds/systems/colonies.  There is a huge d66 list of Trade Goods to be used by Referees. 

World and Universe Creation

This chapter feels more like Classic Traveller than the others. Sadly no equations to apease the math geek in me but a lot of information all the same. The section is not huge and I a sure there are additional books for more worlds out there.  But there is enough here to get you started.

Index

The index is comprehensive and hyperlinked.

Unlike previous versions of Traveller there is no included adventure here.

--

Ok. What can we say here at the end?  Or in other words who should buy this Traveller and what does it have over other Editions/Versions?

Who Should Buy This?

Much like D&D is synomous with Fantasy Roleplaying, Traveller is synomous with SciFi Roleplaying.  IF you want to try science fiction out then for me the obvious first step is to see what Traveller is doing.

Traveller 2nd Ed 2016 vs. 2022

Both corebooks are still on the market now.  They are the same system.  I have both and while the rules are largely the same the organization of the 2022 version is much better.

Classic Traveller vs. Mongoose Traveller 2nd Edition

Ah. The old-school vs. new-school debate. We live in a time where not only you can get new Traveller in print you can get old Traveller in print as well.  Which one should you play?  I think the choice comes down to experiences.  Both games really let you play the same game. Both games are fun. Both games take on some basic assumptions but largely leave the rest of the universe to your imaginations.

IF you started with any version of Traveller and enjoy that, then stick with that, but certainly check this one out.  IF you have never played any version of Traveller before then the Mongoose 2nd Edition, 2022 version is the one to get.  You can buy it at DriveThruRPG or your FLGS.

Mongoose Traveller vs. FFE Traveller

We owe a lot to Far Future Enterprises for getting all the Traveller books from 1977 up to today scanned and added as a PDF to both their website and to DriveThruRPG.  That is a huge debt we owe them.  However, I can't exactly recommend Traveller 5 over Mongoose's version. There might be content in the FFE Traveller 5 that I could port over. But I think to show my appreciation for what they have done, I'll keep buying the older Traveller materials.

In the end, for me, Mongoose Traveller 2nd Edition is, right now, the best Traveller I can buy. 

I'll make an effort to grab a print version the next time I am at my FLGS.  Right now there is no Print on Demand version for the 2022 edition.

This would be the nominal end of my Traveller reviews, but not so fast. There is still a THIRD way to play "Traveller" that is active and in print today.  

Review: T5 Traveller5 Core Rules 3-Book Set (2015)

T5 Traveller5 Core Rules 3-Book SetWe are entering a strange time now. There are now two editions of Traveller on the market, the Mongoose version and now, in 2015, a new version from Far Future Enterprises, the inheritor of Game Designers' Workshop intellectual properties.  This one is designed to be a new edition of the Traveller 4 edition and thus an "unbroken line" from Classic Traveller.

I have the Traveller 5.09 version I grabbed from Far Future Enterprises and the 5.10 version from DriveThruRPG.  For the purposes of this review, I am going to be considering the 5.10 version.

T5 Traveller5 Core Rules 3-Book Set

As with Classic Traveller, this version is split up into three books.  They are not little, and the covers are not included, but they do have the same names.  So that is fine.

Each book has a comprehensive table of contents of all three books.  

Book 1: Characters and Combat

PDF. 208 pages, black & white and color interior art. 

Starting out this has a different feel than other versions.   We start with the the typical "What is a Roleplaying Game" bits and "What is Traveller" under the Traveller is a Role-Playing Game section with an example of play. What follows is a bit on the Galaxy (weird to see how little of it is charted in Traveller), A Brief History of the Universe, and The Foundations of the Universe.  The feel here is one of situating the characters in the Traveller Universe first as opposed to having the character operating in the universe as Classic Traveller does.  Thematically (not rule-wise) this makes it a bit closer to MegaTraveller.  

Traveller Uses Dice takes us back to the real world.  There seems to be some new dice mechanics being introduced here in the form of "Flux Rolls." We get bits on Money, Ranges, and Humanity.  I have to admit I admit I am not liking the organization so far.  The topics seem to come at random. 

Ok. We finally get to a chapter Characters are the Central Focus of Traveller, but not till page 46. 

Characters still have the same six basic characteristics/abilities but there are an additional two added, Psions (Psi) and Sanity. Then there are another eight that are also used that are combinations of the regular six. I can't help but feel that something that was elegant is not needlessly complicated. 

Eleven pages later we get to Characters and Careers. This covers the careers that we see in many versions of Traveller.  I do like the art on the various medals a character can get while in the service, nice touch.  The careers are comparable to previous versions.  Each carrier gets a single page of detail which is nice really, print it out and staple it to your character sheet card. There are also many tables for backgrounds.

There is a new section on Genetics. There are some lists and diagrams for family trees (genetic trees) but I am not seeing the in-game application to this yet.  I guess if your character is genetically modified this would be good. Sections on Chimeras, Synthetic Lifeforms, and Clones follow. 

Tasks are next and deal with how you do things in Traveller.  We are back to a Roll Under task resolution.  A few pages discussing how tasks are determined with an example of three character with low, medium and high dexterity. 

Skills is introduced with a Master Skill list, though "Massive Skill List" would also be appropriate. There are a lot of skills here.  Skills and their descriptions take up the next 40 pages.

Equipment is given the acronym QREBS for Quality, Reliability, Ease, Bulk/Burden, and Safety. 

We jump back to character focus with Intuitions, Personals, and The Senses. 

We get to the second half of the title 2/3 of the way into the book. Combat. Up first is Personal Combat. This covers all sorts of types of combat, conditions, environment, movement, and more. There is even an example of combat between two groups of five combatants. This is good, because I still have no real good notion of how combat works in this system. This follows by a list of weapons.

Dice is next and covers all the rolls for 1D to 10D and the Flux die.  Look I have a Master's degree in Stats, I like math, I like numbers. But this feels needlessly complicated to me. 

The book ends in an Index (but hyperlinks and the PDF is not bookmarked).

Book 2: Starships

PDF. 304 pages, black & white and color interior art. 

One of the things I love about Traveller has been their starship-building rules. It's like character building and I don't feel bad about min-maxing or even meta-gaming it.  

We start out with the basic anatomy of a stellar hex grid. Ok, that is useful. This introduced us to the section on Star Systems. We get some brief overviews of systems and some helpful charts and tables to describe them.  This is followed by Star Ports (places to go in the system) where the adventures usually begin.

Starships are next and cover all sorts of starships. The same sorts of details are here as in other versions of Traveller. I would need the rules side by side to see the differences, but it feels more like Traveller T4 than anything.  Lots of color art for the various types of ships are a nice touch.  Our old friend the Beowulf-class Free Trader is present. 

Starship Design and Construction covers how to build and pay for these ships.   All of this is recorded on the Ship Card, like a character sheet for ships. This is a feature that goes back to the beginning. 

Maneuvering is next, or how your ship is a ship and not a space station. This includes interplanetary travel.  Jump covers interstellar travel. 

Plenty of sections on how Power, Sensors, Weapons, Defenses, Fuel, and Space Combat work. Far more detail than I recall in any version of Traveller so far.

Trade and Commerce Between the Stars section is next. Traveller is built on the reality that goods and people need to move between the starts and there is an economy based on that. 

Technology and Tech Levels are discussed in detail. Followed by Lifespans of intelligent species (why wasn't this in Book 1?), Interstellar Communities, Computers, and Robots.

This book was a bit better organized than Book 1, up till the end that is.

Book 3: Worlds and Adventures

PDF. 304 pages, black & white and color interior art. 

This covers Worlds and Systems.  It seems that some of the System material from Book2 would have been better here. 

If Book 1 creates characters, and Book 2 creates Starships, then Book 3 creates worlds and systems. Again pretty detailed with charts and graphs galore. This covers the first 94 pages or so.

Makers or building things run the next 80 odd pages.  Seems like this should have been in book 2. 

Special Circumstances are next for the next 70 pages.  This includes Psionics. This covers psionic characters and their powers. This also covers the Zhodani.  

There is an interesting sub-section on Sophonts, or intelligent non-humans.  Again, this would have been better served in Book 1 I think, but I do see why it is here. 

We don't get to Adventuring until page 270 and then it is only 10 pages. Very underserved in my mind.

Each book ends with book specific Appendicies and Indexes.

--

So. 816 pages of PDF rules for Traveller 5.10.  (FYI my Traveller 5.09 weighs in at 760 pages).

What do I know?  Well. This version of Traveller is an interesting view of divergent evolution.  In 2015 to 2019 (and still) there are two in print, live versions of Traveller out there. Traveller 5 and Mongoose Traveller.  Both have the same ancestor, Classic Traveller, but each went on a different path.

Classic Traveller Mongoose Traveller Traveller 5

We also live in a world now where ALL versions of Traveller are easily available in PDF, Print, and POD versions. 

Given all of this, I just can't see myself playing Traveller 5. There is a LOT here I can see myself using though.  I do not regret buying it at all. Far from it. I think my goal here is to grab anything I can find that is useful that is still roughly compatible with the Classic Traveller Core.  

My issues with Traveller 5 are largely from the organization of the material and the over-complication of the rules.  I am not a fan of roll-under systems, but I can get over that for the right game. 

I give Far Future Enterprises credit for trying to expand the game in a new direction, it's just a direction I am interested in going in these days. At nearly $45 for three (four if you count the "Read me" pdf, which I don't) PDFs and no POD option is a bit rich for most people's blood. 

Still, I am a perpetual sucker for the sunk cost fallacy, so I am always looking for an excuse to use all my books. 

BTW: This is also my 5,000th post here at the Other Side!

Review: Traveller Main Rulebook (2008)

Traveller Main Rulebook (2008)We are getting to the end of our journey into the various editions and versions of Traveller.  Today I am bringing us to the modern era and will spend some time with the various Open Gaming editions of Traveller.  That's right. Traveller has hit the retro-clone stage of development.

2008 was not all that long ago.  This blog was up and running at this point and I was beginning work on a lot of the projects you know me well for. So consequently I was not really paying all that much attention to what was going on in the world of Traveller. 

While I mentioned that we are hitting the "retro-clone" phase of Traveller's development, it was not (as far as I can tell) Mongoose that released the Traveller SRD. That was the work of Jason Kemp.  But I will get to all of that in a bit when I review the Cepheus Engine.

Traveller Main Rulebook (2008)

PDF. 192 pages (plus covers). Black & White art with a red accent.

Traveller has had a long history. This new version from Mongoose celebrates that history by essentially going back to the beginning with the look and feel of Classic Traveller. 

How much does this feel like Classic Traveller?  So much so that I am kinda struggling with what to say other than "wow this is like Classic Traveller!"  Not in a "they copied The Traveller Book" way but more in a "These are people that began playing this game 30 years ago and now want to introduce new gamers to that game" way.

Everything about this book is a serious nostalgia trip.  And given that I have been spending all this time with all versions of Traveller, a serious case of déjà vu.  

Introduction

Our introduction to the Traveller game.  There are some minor references to "The Third Imperium" but much like the LBBs this game is largely setting-free.  Some examples of play are given and the various Technology Levels (TL 0 to 15) are given.

Character Creation

This is very, very similar to the Classic Traveller Character Creation even down to our good friend Alexander Jamison returning.

Side note: I have decided that once a character musters out of one of the services (Army, Marines, Merchant Marines, Navy) they are gifted a sword. Seems like something that should happen and explain why Jamison here has a cutlass in a universe full of lasers.

The big changes here (and see throughout this book) are better layout for looking at options and checklists and guides.  This version does an amazing job of getting a new player up and going fast. 

improved layout

You can't die in character creation, but there is still a lot going on.  Also there is a point-buy feature for assigning your points to your six abilities.  We are again back at an average of 7 for abilities and the UPP is back. 

There are still a lot of careers to choose from, more than in The Traveller Book.  Life events follow. Someone close to your character can die, but not your character.  Though you can muster out and be in medical debt.  

There is a section on aliens. Here we get the Aslan, Droyne, Hivers, K'kree, Vargr, and the Zhodani.  Given the way the rules of this version are written, I can't see why the older Alien Modules couldn't still be used here. 

Skills and Tasks

Skills are very familiar but seemed to be pared down a little. Die Modifiers (DM) are discussed as well as how to do a task check right away.  Each skill is detailed along with any specialties under that skill. 

Combat

This chapter gets an upgrade in my mind and shows the familiarity Mongoose has had with d20 and other modern systems.  Actions are divided into Minor and Significant Actions along with Reactions and any number of Free actions. These are made very clear.  Combat actions (a significant action) is detailed on what needs to be rolled.  All of this was in previous versions, but now they are more upfront and bolded.  

Encounters and Dangers

This is the analog to the older Encounters and Animals sections. Plenty of charts and boxed text to help a referee out when building encounters.  Encounters are more than just strange new animals on weird worlds. There are rivals, other humans, and corporate actions just to give some examples. Quite a lot really.  True to Traveller there are plenty of d66 tables for all these encounters.

Equipment

Your characters' shopping lists. It looks like this is very similar to other equipment lists of other editions.  I will note (because this is me) that computers finally feel right.  They, and a lot of the other equipment here feel like futuristic equipment.  Computers are tiny and powerful. There are "smart guns" that help you hit your target, holographic displays, and robots and drones in their own sub-section.

Each bit of equipment comes with a TL rating.

Spacecraft Design

Distinctions are made between interplanetary and interstellar spacecraft.  Like character creation, there is a helpful checklist. 

Common Spacecraft. This is less of a chapter section and more of a sub-section of Design.  This list of common ships with their details, some maps, and a picture. 

Spacecraft Operations

An alphabetical listing of everything (mostly everything) that can go on in a ship. 

Space Combat

Similar to other versions and the combat chapter above. This details how ships can fight including movement, targeting, and firing phases. Along with damage and reactions.  The chapter is not large but remarkably detailed.

Psionics

Ah. Psionics.  Stuck out into the back half of the book again. Psions are given a "career" write-up as the other character types. 

Trade

Covers basic trade between the worlds/systems/colonies.

World Creation

This chapter feels more like Classic Traveller than the others. Sadly no equations to apease the math geek in me but a lot of information all the same. 

Index

A pretty good index (not hyperlinked), a character sheet, and a hex grid.

--

So this might be the best version of Classic Traveller to date.  Same rules more or less (I admit I could not spot any major differences), the feel of Classic Traveller and in a cleaned up and reorganized fashion.  I know there is a 2nd Edition coming up (I have already started on that) but there is a simple elegance to this edition.

There is also a Book 0 to get you started.  It is a cut down version of the Core Rules at 32 pages and is Free.  I have both in the same three ring binder I have The Traveller Book in.  

Review: Traveller20 (2002-2007)

Traveller20 (2002, 2007)We are now in another new decade. In fact a new century and a new millennium in fact. And of course another new edition of Traveller.  Interestingly enough we are now 25 years out from the Little Black Books. But we are now nearing the end height of the d20 boom.

Traveler, for the first time in its history, is now using the same system as Dungeons & Dragons.

Traveller for d20, also called Traveller 20 or even T20 used the d20 system under the OGL and d20 STL.

Since this is the 20th day of SciFi month, let's do Traveller for d20!

There are two versions of this game, one out in 2002, which I remember was a single hardcover book.  The other, available from DriveThruRPG is the 2007 edition and made up of three books (and a handbook).  I had the 2002 version briefly but ended selling it off in an auction. Why? I can't recall. I had a baby and another one on the way, I bet I needed money.

Both versions have similar cover art.

For the purposes of this review, I am going to consider the 2006-7 version from DriveThruRPG and from Far Future Enterprises where I got my copy from. 

Traveller20 Core Rules Set (2006-7)

PDF. Four files. Color cover art, black & white interior art.

Traveller20 (2006-7)
Ok. I want to start with this. I like d20. I do. My favorite version of the Star Wards RPG is Wizard's Revised d20 version. I know that sounds like blasphemy to so many, but I don't care.  Star Wars and D&D are so wrapped up into my childhood that bringing them together under one system was a no-brainer for me.  Now if I can add some Traveller bits?  Well I don't know if I can just yet, but the idea is so tempting, so tantalizing I just can't help it.  Seriously what could be more Summer of 1977 than Star Wars + D&D + Traveller?   What does that mean for you?  Well.  I am likely to cut this edition a lot of slack. Maybe even to the point of excusing some things I shouldn't.  Forewarned is forearmed.

The Traveller's GuidebookThe Traveller's Guidebook

PDF. 234 Pages, Color cover, black & white interior art with blue accents.

This is the "Book 0" OR the Book 4 of the 2006-7 Traveller d20 line.  This book covers all the basics for the Traveller Player. 

We get out Introduction which tells us what we are in for here.  It is written for the point of view of anyone new to RPGs or new to Traveller (any version). 

We get brief overviews of the d20 mechanic. How to set your Difficulty Levels (DCs) and even a little on success levels.

Character Creation is next.  What follows is pretty standard for all d20 games.  Roll abilities, choose races, select classes, set skills, add feats, roll up hitpoints.  This is Traveller so there is a bit more added on.

D&D/d20 has six Character Abilities. Traveller has six.  T20 has nine. These are Strength, Dexterity, Constitution, Intelligence, Education, Wisdom, Charisma, Social Standing, and Psionic Strength.  Ok a mix of both systems.  Not exactly what I would have done, but hey.  Ability scores are d20 standard, modifiers are as well.   

Hitpoints are split between Stamina and Lifeblood. Or what other games might call wound points and health points.  One slows you down the other represents how much you have till you die. Loosing either is not good.

Races are discussed and the standard humans are given with variations. You can also choose Vargr, Aslan, Ursa, and Virushi. 

Since this is Traveller you have your homeworld to consider.  There are plenty of random tables to help you figure this all out.  Tech Levels from previous editions remain here. It's a nice touch of course.  Also you have your prior history, or what you did before you decided to live the glamorous life of a Traveller.  Turns of service enter here with various paths and what that all means in terms of your character (background, credit earned, and skills).   I am not sure but it seems like there are a lot of careers here. More than other editions.

Once that is figured out you can choose a class. XP values are the same as D&D 3.x so that is easy enough. There are 12 core classes: Academic, Athlete, Barbarian, Belter, Entertainer, Martial Artist, Mercenary, Merchant, Noble, Professional, Rogue, and Traveller.  Nine "Service" Classes: Army, Convict, Corsair, Flyer, Law Enforcement, Marine, Navy, Sailor, and Scout. And eight Prestige Classes: Diplomat, Engineer, Medic, Ace Pilot, Ancients Hunter, Big Game Hunter, Psionicist, and TAS Field Reporter.

Skills are covered and as expected there are a lot of them. A lot. Nearly 30 pages worth.  Same goes for Feats (this is d20 after all).  Now I prefer a smaller list of skills myself, but I see why the authors did what they did.

Equipment and Starting Funds cover the next 40 pages or so.  Imperial Credits are still good here!

Combat is the d20 system with a few twists, but nothing the average D&D 3.x+ player couldn't figure out.  The covers personal, vehicle and ship combat.

Adventuring covers quite a lot from what the characters do, living expenses, environments and their dangers, weather dangers, movement, vision, and on to Psionics (which really should be it's own chapter).

We now get into what could be reasonably called the Traveller Black Books of d20.

 Characters and CombatBook 1: Characters and Combat

PDF. 209 Pages, Color cover, black & white, and color interior art.

I will admit I am confused. This book looks older than the "Book 0" above.  No problem.  Ok. So I get the idea these textbooks are actually separate from the first one. Not sure what the logic here is, but works for me.  I'll take these three books as a group, like the Little Black Books of old.

We start out with some game fiction. Move right on to an introduction from Marc W. Miller, but I think that is all he did for this particular version.  This moves on to the Introduction to RPGs section and about Traveller in particular.  So while it is similar to the book above it also goes into far more detail.

Characters cover character creation.

There is an overview with page references to where they are detailed later in this book.  Most interestingly there are now eight (8) Abilities.  The standard d20 ones plus Education (EDU) and Social Standing (SOC).  

You generate your abilities first, examples are given of how EDU and SOC work in the game.  Determine your race/species included here are humans (with sub-types), Vargr, Aslan, Luriani, Sydites, Ursa, and Virushi.  Mentioned ar the Droyne, Hivers, and K'Kree.

As always your homeworld stats are determined and character adjusted as needed.  This also helps with skills and what classes are available to you. 

Classes are next and there are a lot of them. This time they are better explained.  We have the core classes: Academic, Barbarian, Belter, Mercenary, Merchant, Noble, Professional, Rogue, and Traveller.  The  Service Classes: Army, Marine, Navy, and Scout. And Prestige Classes: Ace Pilot, Big Game Hunter, and TAS Field Reporter.  Classes work like the d20 standard. 

I do admit I have a desire to run a game with TAS field reporters.  If nothing else this is giving me a load of ideas for my Star Trek: Mercy campaign. 

Skills are up and we also get a note that this section is Open Game Content. Nice touch.  There are quite a lot of skills here, more than the d20 standard of the time.  A lot of these are also limited to particular classes or backgrounds.  Unlike standard d20 and more like some other games, some skills can be used with more than one ability. Pilot for example can be INT or DEX.  I think my favorite addition though is the "Dealing with Bureaucrats" DC table.   As expected this section is rather large.

Feats (this is d20 after all) is also a long section.  There are also some Final Details to figure out like age, height, and weight. 

Oddly, but maybe it makes sense, Prior History is after all of this.  Reading through is does actually since it modifies what the character is like. In truth it is like a rather robust "Backgrounds" from D&D 5th Edition, just 10+ years before that.

Combat is up. The book says that combat is pretty much the same as d20 standard except in a few   cases.  Mostly Traveller universe specific examples.  Where things are different it is noted.

After combat, the Prestige Classes are covered.  And at the end as always (more or less) is Psionics.

The Appendices follow.  Their page numbers start as if all three books are combined.  Nice really. So Appendix I starts on page 426.  The last page is the OGL and Product Identity information.

 Equipment and DesignBook 2: Equipment and Design

PDF. 164 Pages, Color cover, black & white interior art.

I just want to say right now that I am loving this Classic Traveller presentation of the Traveller 20 rules.  I wish I had a POD of this. 

This book continues, page numbers and all, from Book 1. 

This book covers all the Technology and Equipment (about two dozen pages), the design of vehicles and starships, and some standard designs.  All of it is largely what you would expect it to be.

Technology and Equipment.  This discusses various TLs (Technology Levels) and the character "shopping list" so lots of weapons.  We do have sections of drugs, medical care, food and living expenses, as well as cybertechnology (somewhat that started in Traveller just a decade ago) and cloning.  Interestingly enough I did not see a lot on robots save that they can be built like vehicles.  I do appreciate the conservation of rule space here, but more might have been nice.

Computers are more advanced, but you are all sick of me harping on that.

The Appendices repeat here as well as the OGL information.

 Worlds and AdventuresBook 3: Worlds and Adventures

PDF. 107 Pages, Color cover, black & white interior art.

Ok, I have to admit I am enjoying this system. 

This is the smallest of the three. 

This book covers Travelling (Chapter 14), Starship Encounters (Chapter 15), Universe and World development (Chapter 16), Campaigns (17), and Traveller Adventures (Chapter 18).

The design here is one of characters living in a giant Galactic Imperium that is full of adventure and lite on the details of the Imperium itself.  Oh there is information here on it anyone with any knowledge of Traveller can easily fill in the blanks.  The focus of this game though is more like Classic Traveller, on the characters and what they do.  There is more here than Classic Traveller, but not as much as say MegaTraveller.

I can gather from reading that this takes place sometime prior to the timeline of the LBBs, before 1000. But not much more.

--

Ok so this bundle has two separate versions of the T20 game. For my money, I would rather the Three Books and add in details from The Traveller's Guidebook where needed. 

The Three Books cover the same material as The Traveller's Guidebook save for where the TGB goes into additions (more classes, more abilities).   I am not 100% convinced that the additions to TGB are better. 

I am not going to lie. I like the 3.x d20 system, warts and all.  I like the idea of a huge Galactic Empire.  So if I am going to play a non-Trek game then some flavor of d20 is likely going to be my choice.

Call me crazy, but I like this one. 

Part of me wants to find a copy of the Traveller d20 dead tree book online to buy another part of me wants to print out what I have to put into a binder with other d20-based SciFi games.  I know there is d20 Starfleet Battles / Prime Directive and more. 

Review: T4 Marc Miller's Traveller (1996)

T4 Marc Miller's Traveller (1996)We are now up to 1996.  Games Designer's Workshop, unfortunately, had folded at the end of February 1996. At this time the rights to Traveller reverted back to Mark Miller.  So Mark started Imperium Games to produce a new game called "Marc Miller's Traveller" but most called T4 online.

It has, as far as I can tell, the least amount of supplements for its game line but that is not a huge surprise. 

T4 Marc Miller's Traveller (1996)

PDF. 194 pages, color covers and color inserts, black & white art.

For the purposes of this review I am only considering the PDF from DriveThruRPR. There is a softcover POD that includes the color plates, but I do not have that. 

There are a lot of familiar names here including Larry Elmore doing some of the interior art.  

This game is set at the dawn of the Third Imperium, so in the opposite direction timewise the latest versions were going.  It makes it pretty clear that setting wise at least is that this is not a sequel or continuation of MegaTraveller or Traveller: The New Era.

I will note I am not coming into this one blind. Even back then I had heard how this particular edition was riddled with errors and it there is a page (or two dozen pages) of errata out there.  I am not going to consider that, nor do I even know if they are included in this file. I am going with no, but I'll check them out later. 

Chapter 1: Roleplaying in the Traveller Universe

This is the typical "what is a role-playing game" and "what is Traveller" sections.  It is all very similar to the Traveller Book.

Chapter 2: Character Generation

This feels an awful lot like Classic Traveller. In particular, again, the Traveller book.  There are more careers here and you get more skills.  It also doesn't look like you can die in character creation anymore, but you can be injured and discharged. You still go through background, homeworlds and advanced education, and more.  Very familiar I am sure to the seasoned Traveller player.  Speaking of familiar, our good friend Alexander Jamison is back.  An error, on page 24 Ranks are mentioned (ok, cool same as CT), but in the tables on 29-32 have ranks of E1 to E9 and O1 to O10, Enlisted and Officer. 

Chapter 3: Skills

For the first time, the skill list seems a bit smaller than in the last two editions.  The chapter not huge and the skills are explained well.  

Chapter 4: Task

This is a short and sweet chapter.  Only 2 chapters. BUT a couple of things. First, we are now using a "Roll under" system which I am not a fan of.  And there are all these "x.5" die rolls.  I had forgotten about all the weird-ass die mechanics the late 90s flirted with.  This is not the worse, but it is certainly no fun. I mean the task resolution is not terrible, but there are better ones. Much better ones. 

Chapter 5: Ground Combat

This is a bit larger than tasks but still smaller than other versions.  While there are changes due to the task resolution system it still reads a lot like Classic Traveller.  In fact the range bands are now back! 

Chapter 6: Equipment

The shopping chapter! One thing I notice is that computers (I know I harp on this, sorry it's my thing) seem to have really advanced.  Though I have to point out the "advanced" computers of the Dawn of the Third Imperium are on par with the one I use now to write this. Minus the holographic display.   But all in all a big improvement.

I am getting the feeling that somewhere between CT and T4 there is a great Traveller game.

What I am not getting yet is how the tech of this time differs from Classic Traveller's implied tech. This is supposed to be 1100 years before the LBBs.  

Chapter 7: Surface Vehicle

This covers vehicles that are not starships.  I do want to take a moment and comment on the improved art of this edition.  Traveller never really had what I would call inspiring art. It had functional art and it had good descriptive art, but never anything like "wow that looks awesome."  Some of the art here is of the awesome category.  

Chapter 8: Spacecraft

One of my favorite chapters of past editions.  Again starship computers are better handled.  Creating a ship is a little like creating a character.  There are even some nice photo-like pictures of starships.  This section reads a bit differently than the others. Also the tables are organized by layout space rather than how they need to be consulted.

Chapter 9: Space Travel

Guess what is back? Yes! The equations! This whole section is very reminscent of the Classic Traveller books.  Though I will admit I do not recall the grisly "Low Lottery" from previous editions.  This isn't Star Trek folks.  

Chapter 10: Space Combat

This chapter covers combat and it is a bit different. I'd like to say it looks faster, but I have not tried it out at all. Again I'll need to stat out a few ships and give them a trial run. Maybe I could run that Freetrader Beowulf rescue mission I have wanted to try.

Chapter 11: Psionics

Each edition Psionics gets a boost. The material here is again largely similar to Classic Traveller, but now there is a Psiconist service. That's new. I wonder if Babylon 5 was any influence here. 

Chapter 12: World Generation

This is also a copy (more or less) from Classic Traveller. No world forms here though.

Chapter 13: Encounters

This is a combination of both the Encounters and Animal Encounters sections. This makes sense really. This is also all word for word from The Traveller Book. The more I red the more déjà vu I am getting.

I mean, can you tell which book these two sections are from.  There is a small hint.

Encounters
Encounters

Now I am not complaining here.  In 1996 when this came out the original Classic Traveller was 20 year old. The books were long out of print and GDW was gone. For someone who say played Traveller in High School, skipped all the other editions due to college and now was, oh I don't know, sitting on the train commuting from home to Chicago and back to home every day, this had to be a very welcome sight. 

Chapter 14: Referee's Introduction

Our Game Master section.  Not word for word from the Traveller book, but close enough.  OR at least the feeling is the same. This does include some details on improving skills.

Chapter 15: Running Adventures and Campaigns

This is similar enough to the Traveller Book's "Referee's Guide to Adventuring."  I am not sure is the authors (and there is plenty of evidence that there is more than one voice here) wanted to ignore everything after MegaTraveller OR were not allowed to use anything.  I don't mean text I mean ideas. I think I wanted to see more here.

Chapter 16: Trade and Commerce

Again similar to other editions of Classic Traveller. Did text search and found it is largely the same text as Book 7, Merchant Prince. And again not a complaint here.

Chapter 17: Exit Visa (Adventure)

This is the same adventure from the Traveller Book. 

Chapter 18: Rubicon Cross (Adventure)

This one is completely new as far a I can tell. In fact my online search for it pulled up references to T4 and the errata sheets. Guess I'll grab that. 

Library Data and Index

The Library Data is pulled from Classic Traveller. Is it a copy? Yes. And sadly it preserved the focus on the current year being 1105 and Year 0.  So the entries on "Dating Systems" and "Holiday Year" only make sense from a later perspective.  Ok, I suppose it was possible that Cleon I proclaimed the current year as the Holiday year when he assumed power. 

The Index is pretty good.

What do we know?

Well. Let's extend my D&D analogy here to the breaking point.

Original LBB Traveller is OD&D's LBB.  I called the Traveller Book the "Holmes Basic" of Traveller, but in retrospect I think Moldvay Basic & Cook/Marsh Expert is a better fit.  That makes Traveller Starter Edition the Mentzer BECMI D&D.  Traveller 2300 is SPI's DragonQuest, Mega Traveller is AD&D 2nd Edition, and Traveller the New Era is 4th edition.

So what then in Marc Miller's Traveller? Since it is closest to the Classic Traveller line it is the 1991 Black Box or The Classic Dungeons & Dragons Game produced in 1994 and edited by Doug Stewart.

So who is Marc Miller's Traveller for?

In 1996 that answer was easy. It was for anyone that wanted to play Traveller that did not have access to the older Classic Traveller books and did not care for the New Era.

In 2022? Well. That is a harder one to answer. Today Classic Traveller is easily available in a variety of formats and editions.  And I have not even started with Moongoose Traveller or the Cepheus Engine materials. IF there had been more material on the start of the 3rd Imperium here then that would give it a solid reason for setting alone. If the rules had been updated more with that 20 years of Traveller experience then that would have been a solid reason.  Sadly neither of those are true enough. That added to the errors, the typos and some weird design choices make this a Traveller for the die hard fans only.  That is NOT a bad thing.  Just for my money I still prefer my Traveller Book.  

Now what I might do, since I have the PDF and this is easy. Is go through it all and just print the updated sections I like and slot them into my Traveller 3-ring binder. I have a tab for "4" I could use AND I put in, or pencil in, all the errata I want or need.

I do want to point out again that the art in this book is phenomenal. There are some seriously good pieces that look like they come right off the cover of some great sci-fi novel. I like to think that was the intent.  I am sure it makes for a gorgeous PoD book. 

Review: Traveller: The New Era (1993)

 The New Era"Don't stop thinking about tomorrow
Don't stop, it'll soon be here
It'll be better than before
Yesterday's gone, yesterday's gone."

Fleetwood Mac's 1977 hit "Don't Stop" came out the same year as Classic Traveller.  It was also, more or less, the theme that covered the intro the 1990s.  Newly elected Bill Clinton had used it as his campaign theme song and even Fleetwood Mac got back together long enough to play it at his inaugural ball in 1993.  Think about the start of the 90s for a second.  Everything seemed possible then.  I was in Grad School, working part-time (only 60 hours a week) for the Navy writing code. I was taking classes, and teaching. I had broken up with my long-time girlfriend and soon started dating someone who would in just a few more years be my wife!  So yeah the future was full of endless possibilities in 1993.

Traveller: The New Era feels like the most "1993" game ever.  Tomorrow was here and Yesterday (Classic Traveller if you will) was gone. 

For this review, I am only considering the PDF I just downloaded from DriveThruRPG.  My original one was corrupted and I was wondering if I was even going to get to do this one today.  I saw the PDF in DT was updated back 2014, so I grabbed a new one.  Glad I did.  I remember my first one was very hard to read and the text was blurry.  This new one is much clearer. I also recall that some of the pages had a green background, this one does not.

Traveller: The New Era (1993)

PDF. 386 pages, color covers, black & white interior art.  Oddly there are no PDF bookmarks in this file. The book is also available as a softcover PoD.  I have no idea which printing this is. I understand the first printing had a few errors. 

This book is a beast. I think (not 100% sure) that this was a boxed set of different books. 

One of the first things I noticed about this edition is that Frank Chadwick and Dave Nilsen are listed for Game Design and Marc Millar is only listed for Design of the previous version of Traveller.  I remember some of this back in the day, but for now, I am going to focus on just what is in the book. 

The book is divided up into various large sections. The table of contents seems to deny my guess that this pdf was separate books at one point. Ok, no problem.

Introduction (and History)

This is our introduction to the Traveller Universe. The History section is the most important for this edition since it sets up how this is different than the previous editions.  For starters, the Imperium has completely collapsed.  Classic Traveller was taking place roughly around 1110 of the Imperial Calendar. MegaTraveller dealt with the aftermath of the Emperor's assassination in 1116.  This Traveller jumps ahead by 85 or so years to the 1201 "The New Era."  Honestly from a design/edition perspective, this makes a lot of sense. 

It is a neat background and welcome (in a manner of speaking) to older players but new players likely won't care about this.  The "world" of TNE is very different than that of MegaTraveller of Classic Traveller. Even at just a few pages it is still more background than we got in the LBB of Classic. 

Characters

Character creation in TNE feels similar and different at the same time. You are still rolling 2d6, though now it is a 2d6-1. This changed the average from 7 to 6. There are still six attributes that are roughly the same. TNE has Strength, Agility, Constitution, Intelligence, Education, and Charisma. Classic Traveller had Strength, Dexterity, Endurance, Intelligence, Education, and Social. So similar.  TNE also offers a point spread of 36 to distribute if you prefer.  We are still using the UPP, only now a 666666 denotes an average character instead of 777777. Abilities are determined, then the background generation begins.  Like previous versions of Traveller, you decide on a homeworld (which can affect some abilities) and work out your starting careers.  

This version seems to have more careers than previous versions, but keep in mind I am only looking at core books for now. Character generation covers about 43 pages total. So quite a lot really.  NPCs cover about 8 pages, with a nice playing card system to determine motivations. 

The character creation rules now make no assumption of species or gender, so that is left to the player. Thre are 5 pages of alien templates to add to characters at the end of this section.  There are Hivers, Vargr, Aslan, Zhodani, and Droyne.  

The New Era

This covers what is, well, new for this version of Traveller's universe.  These are the AI Virus, the Star Vikings, and The Wilds.  I don't need to know much about Traveller or TNE to know these elements were not well received.  The Virus reads like how we looked at computer viruses in the 90s.  The flowchart looks like something you would find on a Mac Quadra 900 (btw I consider that a Feature, not a Bug).

I can see a smart AI virus attacking all sorts of computers, but even today we have good anti-virus software and still a couple of dozen operating systems (I count 7 or 8 different ones in my house alone) that do not transmit viruses to each other even when networked.

The Star Vikings seem like an inevitable addition to the game.  The Wilds, likewise.

All of this seems like an attempt to provide a little more chaos around the "edges" of the star systems.  That is, give the PCs more to do and ways to make it through or hinder them in some ways.

Referees

A little more than a quarter of the way through we hit the Referee's section.  The system seems closer to that of Traveller 2300 than it does of Classic Traveller or MegaTraveller. There are now d20 rolls added to the rules. Reading through in detail now there are a lot of d20 rolls. More details are given on how to make the rolls than I recall in MT or CT.

Skills are discussed in terms of what they can do. And the Referee gets some adventure ideas.  This section is only about 70 pages. I was expecting a bit more. 

Worlds & Travel

Now, this is a meaty section of about 100 pages. The world generation system feels similar-ish to other Traveller games, no point reinventing everything I guess. Though there is a lot more detail here.  It does look like it can create worlds much the same way as MegaTraveller.

This section also includes the Encounters and Animals sections from previous versions with some modifications.  Same with space travel. 

Interestingly enough the Psionics section, usually stuck into the back of the book, is now here. I still think it should be with Character creation, but ok. It is also expanded.  In the realm of purely new-to-a-core-rules material, there is a sections robots. Even if it tells us there are nearly no production facilities for robots still operational outside of the Spinward Marches in the New Era. 

Combat

The next nearly 100 pages deal with all forms of combat. From personal to space combat. The rules are updated and seem to cover most situations. Hard to tell without doing it. I am still thinking I need to run simulated combat for each version to see how they are.  Do something silly like a Borg Cube vs the Death Star or a Colonial Viper vs an X-Wing vs. a Buck Rogers Thunderfighter. 

Combat is different than other versions of Traveller.  

There is some advice here too on using minis in a game. Their recommendation is to paint them all white to make them easier to see.  "Step 5 Admire your Work" is something I do naturally!

USS Protector

Equipment & Technology

The section covers roughly 40 pages. I can't help but notice the effect that Star Trek: The Next Generation has seem to have had here.  Med bays and medical scanners look like they were taken from a Federation garage sale. Ok...it's not that bad. Excuse a little levity on my part here.  We still have a section on drugs. 

We are keeping the same assumptions (and rules) about Technology Levels which is still hanging out at TL 16.

Computers have fared a little better in this edition. At least the batteries of the future are closer to what we have right now. I hate to harp on this, but my phone today can do nearly everything on pages 340 to 343.  I am being unduly harsh here I know.

The section of Starships though once again fills my heart with longing for the stars.  Many of these I am familiar with.  You may not have been on the internet talking about Star Trek or starships, but I certainly was.

Crushing itFlashback to when I called the ending to S2 of Picard nearly 30 years ago.

The last few pages are worksheets for Characters, Combat charts, and the Index.

--

So. My feeling on Traveller TNE is that it was an attempt to keep Traveller moving forward.

I have gone through the TNE book more and compared them to my "Gold Standard" the Traveller Book and I am now seeing a lot more differences in terms of rules than I did on my first couple of read-throughs.  This is the issue with reading a gamebook vs. playing the game.  Further research outside of this book lets me know that other GDW games of the time were using the same rules.  This is expected really.  Game companies began to discover that using one system in-house was much cheaper in the long run.  Not only did it mean you could hire fewer people to write, but you could also lift large sections of text from one game to fill in for another.  This does create an issue though.  There are two different writing "tones" here. I have no evidence but I am going to say the older-ish material was Frank Chadwick and the newer stuff was Dave Nilsen. 

Rereading the rules prior to this post it dawned on my why I felt so much of it was familiar. It was Traveller-speak, but the rules were an old favorite of mine Dark Conspiracy.  I rather liked that game back in the later 90s when I first encountered it and was looking for a new horror game to be my "home game" (spoiler, it was CJ Carrella's WitchCraft that won that battle!)

This an interesting idea though. Dark Conspiracy + Traveller The New Era would make for an interesting BlackStar-like game.  I am sure I am not the only one who did that.   Given the post-apoc feel of TNE I am not sure that hoards of undead would not feel so out of place, to be honest. 

So we have a system that the older players don't like and newer players can't get into in a setting that the older players hate and the newer players have no investment in.  Sound about right?

Still. There are some ideas here that I might mine.  I am glad I have the PDF but I am not picking up the PoD anytime soon.

Review: MegaTraveller (1987)

MegaTraveller Players' ManualIt is 1987.  The year I graduated from High School and my first year in University.  I knew about MegaTraveller, anyone that read Dragon Magazine even as infrequently as I was then knew about it.  But again it is not a game I played.  I do recall seeing it* played at a local con (SIU had a bunch of them) but (and this is the asterix) I could not really tell if it was Classic Traveller or MegaTraveller at the time.  They had a lot of cool spaceships on a black hex map.

I would not actually read MegaTraveller until the late 1990s.  I was working on my Ph.D. and commuting all over Chicago.  I found a local library that would honor my U of I Chicago library card and they had a copy of the MegaTraveller Player's Manual.  I can't recall my impressions of the time all that much, just a memory of being on the commuter train and reading it.

Rereading it now I find the rules are largely similar to Classic Traveller.  I know some clarifications and changes have been made but I am not qualified enough to pick them out. 

The thing that is most obvious is the setting.  The Emporer has been killed along with all his heirs and his assassin is claiming the throne.  And so are about half a dozen or more people.  So the empire has fallen and this is called the "Time of Rebellion."   Does Traveller have...Star Wars envy??  I am sure that is not 100% true.  

I have NO data to back this up, but my perception is that MegaTraveller was a hit. I think it appealed to people that wanted to play but not have to get into 10 years worth of back product.  In many cases my D&D analogy extends here with MegaTraveller as AD&D 2nd Edition.  The Jim Holloway art certainly helps that along. 

My understanding is that MegaTraveller came as a boxed set. With Players's and Referee's books. Today you can get them as PDF via DriveThruRPG or from Far Future Enterprises.  I will be considering the PDFs from DriveThruRPG for these reviews.  It is nice to have these now after so many years.

In general, the scans are ok to good.  Some attempt has been made to clean them up, but they are obviously scanned from printed products and not the original files. They are OCR'ed and have bookmarks.  The scans look fine on my PC and on my iPad, but I don't think they would work well for Print on Demand yet.

MegaTraveller Players' Manual

PDF. 108 pages. Color covers, black & white interior art. 

This book covers everything the player needs to create a character, including Basic and Enhanced options, learn about the core mechanic (and the Universal Task Profile), skills, combat, and psionics. 

Reading through this I do get the feeling that this is a cleaned-up and updated version of Traveller.  While I can see the larger changes, the subtle ones are less clear to me.  My impression is that a MegaTraveller character could operate in a Classic Traveller game. 

Layout and rule-wise there are a lot of clarifications. For example, Page 9 details Task Resolution and the Universal Task Profile.  This would be called setting a difficulty level in other games.  There are the levels of difficulty and what you need to roll over (3, 7, 11, and 15) which is different (slightly) than the "just 8 or better" of Classic Traveller.  Rolls can also be altered by skills, risk, time, and other factors.  This page gives a great overview and the first place I see a real improvement.  Now my understanding is that many of the rules here came about in various publications, both books and supplements from GDW (Merchant Prince and Mercenary seem to be prime sources here) as well as periodicals.  IT IS POSSIBLE that by 1986 people were playing with rules that resembled this.  This the codification of all of those rules.

Character creation, both basic and Advanced/Enhanced are covered.  This is largely similar to what I saw in Classic Traveller (CT) except I did not see anywhere where you can die before mustering out.  The tables have been expanded to include military and non-military careers including Scouts and Merchant Princes.  Even the example is a Doctor now. 

Skills are detailed and this list seems to get larger with each new edition.  What I like about MegaTraveller is that skill advancement is right after this section and much clearer. 

Character creation and skills take up half the book.

SIDE NOTE:  A lot of the tables and other character creation details (like character flowcharts) are set to one page or two pages.  So printing out material from your PDF is easy.  I can take a page with me to know what my character needs to do to advance for example or keep a list of all the skills with me.  Page 9, the UTP is a prime example of this layout feature.

Combat comes up next.  Again not a surprise since combat is an important part of Traveller.  I don't think I expressed this before, but maybe MegaTraveller makes it more obvious, but combat looks like it is a deadly affair.  Again, no practical experience here, but going through the numbers I am surprised I did not notice it before.   There are charts of weapons and damage, but not the catalog of guns we found in Traveller 2300. 

The last dozen or so pages cover special rules, like mapping and special types of combat.

At the end, where it always is it seems, is the section on Psionics.

Throughout the book, there are little boxed texts that give some more background on the fallen Imperium.  Little bits of history and background to add flavor.  This new time period is the big deal with this edition. 

The inside cover maps of the Spinward Marches and the Third Imperium look like they were taken from a previous version of Traveller.  The Imperium map is dated 1115 and this game takes place in 1116 and beyond.

MegaTraveller Referee's ManualMegaTraveller Referee's Manual

PDF. 108 pages. Color covers, black & white interior art. 

The Referee's Manual opens with the various factions vying for control in the Imperium.  Just a page, but it really set the tone for me. I can see how this would be a great game to play with the various factions working with and against each other for ultimate control while the PCs work whatever angles they can to either get more power or just stay alive.  I was skeptical of change when I first read it, but now re-reading it many years later I am very excited about it. 

This book covers similar territory as the Players' book, save from the game master's perspective.  Again I am drawn in by the parallels of the format and layout of this game as AD&D 2nd Ed. which will hit the stands in another 2 years.  I am not suggesting TSR copied GDW but instead that this was something that was a logical extension of many 2nd Edition games released around this time. 

There is a longer breakdown of Tasks and resolutions here that makes me happy to see. I never ran a Traveller game, but with this book I think I could.

Star System and World Creation is next including a discussion on world profiles. It is detailed, without being overly so, and will get any Ref going on world creation.  It doesn't have the same feel to me as the Classic Traveller section doing the same thing, but I think that is fine.  Lots of tables here and no equations to solve.  Kinda miss that. 

Sections on Animals and Encounters are similar to their Classic Traveller counterparts.  Detailed enough to keep you going for a while  

Trade and Commerce cover the next 10 pages.  Again, brief but enough to start. I imagine that entire books can (and maybe have) been written on this topic. I also imagine that this is an area where the Imperium's fall would also be a prime place for adventures.  Smuggling cargo, protecting shipping lanes, getting something like medical supplies to another part of the system but other factions want to stop you or steal what you have?  Yeah, lots of ideas.

Craft Design and Evaluation cover the next 34 or so pages. More craft seem to be available to the MegaTraveller character/group than the Classic Traveller ones. If this review is late in posting it was because I was making starships again.  With CT I like system building more, here I like starship building more.

This is logically followed by Starship Combat

We end with a couple of stellar maps. 

Reading through these now I kind of lament not getting in on this fun back then.  Classic Traveller with all its supplements, and add-ons, and alien modules, and board games seemed like a steep hill to climb.  I erroneously felt MegaTraveller was the same way.  Just looking through was DriveThruRPG and FFE have on their sites it doesn't seem to be that much to me know.   It is still far more than want to buy right now and far more than I'll ever play, but it is nice to know it is all there. 

More Notes

It appears that MegaTraveller, in addition to being a pencil and paper RPG was also a couple of video games, as if my Traveller Envy wasn't enough already. MegaTraveller 1: The Zhodani Conspiracy and MegaTraveller 2: Quest for the Ancients were released in 1991 for the Atari ST and MS-DOS systems and in 1992 for the MS-DOS and Amiga systems respectively.  These might be fun to try and find for the retro-gaming computer I built over the winter. 

GURPS Traveller

GURPS Traveller was released in 1998 for GURPS 3rd Edition.  It covers the same time span as MegaTraveller, but there was no rebellion.  I guess the idea was to preserve the feel of Classic Traveller. 

I like GURPS well enough, but I have stated before that GURPS has no soul to it; at least not to me. IT's too bad really since I do enjoy a good Universal game.  Their supplements have always been top-notch though. I have never been so happy to spend money on game I know I won't play.

Review: 2300 AD Traveller: 2300 (1986)

 2300A new week and a new set of rules to read over.  This week I am going for a span of 20 years. Traveller, in its first 10 years, stayed pretty consistent and took me about two weeks to work through.  The next 20 years are going to be much faster.

I am going to start off with one today I only know very little about.  Traveller: 2300 also known as 2300 AD.  

Before getting into any books or research here is what I do know.  This was supposed to be the start of a new line for GDW.  It dealt with the earliest time in the Traveller Universe, specifically 2300 AD on Earth. There was a tie-in with their Twilight 2000 game line.   In 1986 I was very deep into AD&D to exclusion of all else save for college prep. 

So this one is 100% new for me.

2300 AD or Traveller: 2300

Ok. Let's do this one right from the start.  This is not really a Traveller game.  While I am sure many people worked it out so it could be the past of Traveller, my very, very limited understanding of the history of Traveller's Imperium suggests that likely isn't.  But I am sure people with better knowledge than me can say for sure.   Since I have a sci-fi game set more or less in the 2300s I figure why not pick this up to see what it is like. 

For this review, I am only considering the PDF available from DriveThruRPG.  I *thought* I had bought it from FFE years ago, but I can't find my copy.

PDF. 131 pages. Color cover, black & white interior art.  The scan is OCRed and bookmarked.  The scan of the cover is rough, but the interior looks better. 

The Introduction reads like many RPG books. "This is an RPG", "here are some expectations." And so on. 

Player's Manual

History covers the history of this setting with the horrible nuclear war in 2000.  I must have been sleeping. I am kidding of course, RPGs are great fun but they have not been great at predicting the future really. Now I have no way of telling, but I think this is basically the same history as GDW's other game Twilight 2000. It certainly feels the same. I never played the game myself.   This history section covers the fall and rise of humankind as they venture out into space by the year 2300.  Wars and geo-political rivalries are also covered and how they still affect the day-to-day lives of humans on Earth and in Space.  This flows into the next section.

Political Geography talks about Earth and beyond of 2300.  America is split up (ok that one is not so far-fetched) with Texas as its own republic (which seems to be a reoccurring theme in a lot of things I am reading right now) and other "American" nations. Mexico is split up. Europe ie, well Europe.  I think the authors overestimate the older rivalries a little.  Germany reunited long before 2000 in a largely peaceful integration and the European Union has been going pretty strong if you ignore Brexit.  

In space we colonies at L-4 and L-5 (LaGrange Points), Mercury (not likely, but I'll go with it), Mars, the Asteroids (much more likely), the moons of Jupiter, and just beyond Saturn.  No mention of Lunar colonies at all here. 

The chapter on Technology is interesting. By 1986 we had seen nearly 10 years of Moore's Law in effect for computers, so the authors of this game give computers a bit more power.  I would argue it is not really enough still, but getting there. There is a bit about AIs and psychosis that feels like something I just read in Robert A. Heinlein's Friday.  There is some detail on transportation and medical sciences as well.

Colonies cover the fifty-five colonies on twenty-nine inhabitable worlds.  Since these colonies are largely extensions of Earth-based interests they are classified by which "Arm" they are in (American, Chinese, French) or which "Finger" of the Arm (Canadian and Latin for America or the French Frontiers).   This is followed by Foundations that provide services for citizens after the collapse of the governments in 2000.

Twenty pages in we finally get to Character Generation.  If you didn't know this was "not Traveller" before then you learn it here.  There are four physical attributes: Size, Strength, Dexterity, Endurance, and four psychological ones: Determination, Intelligence, Eloquence, and Education.  You roll a 4d6-4 (generating a score between 0 and 20) and you can re-roll one physical and one psychological attribute.  Strength and Dexterity are altered by homeworld and gravity type.

Like Classic Traveller you have skills that can be determined by Background and Career.  But no hint of dying in Character Gen (is this even Traveller then???).  

This all takes us right to Skills and Careers.

The "Shopping sections" Equipment, Weapons, Vehicles, and Armor follow.  Weapons cover all sorts of guns (as expected) and a few laser-based ones. Vehicles does not cover starships.  The currency of choice is the French Livres (Lv). 

We get some star charts and tables of the nations of the systems.

Referee's Manual

While this is all one file, it was obviously once a boxed set with separate books.  Pages 54 to 105 cover what was the separate Referee's Manual.  I will also point out that the Bookmarks in my PDF stop working well at this point.  There are bookmarks, but they don't always go where they should and are indented oddly.

What would have been the back cover of the Referee's Manual has some really great insight.  It credits Marc W. Miller (Traveller) and Frank Chadwick (Twilight: 2000) as two of the "big name" designers of 2300.  The implication here is that 2300 was something of an in-house game combining elements of Traveller and Twilight:2k.  As a designer myself, I find that fascinating.  Maybe, just maybe, more fascinating than the actual game!  Internally they called it The Game. And it sounds like that played it out from 2000 to 2300 in turns of 5 or 10 years to get us where we were then.

Life on the Frontier covers the implied setting of the Traveller 2300 game. 

Tasks and Combat are largely the same sorts of sections, with combat a special case of task resolution.  Clue #2 that this is not your father's Traveller: 1d10 for task resolution and not a 2d6.  Here you need to roll higher than a 7 with every 4 points above or below that as a target number difficulty. You add your plusses from skills to your roll and if needed an attribute divided by 4 (+0 to +5) range. 

Both Tasks and Combat have charts of successes and failures and what you do with each.

Star Travel finally gets off of the Earth and out into the colonies.  The stutterwarp is travel mode of choice to get to distant stars. There are limitations.  The drives of these ships can travel great distances but have to jettison their spent radioactive fuel in the gravity well of a system.  This process takes some time.  So there is a limiting factor on how far a ship can practically travel.  There is some detail on tinkering with your starship, but not at the level I have come to associate with Traveller.  Space Combat follows right after this.  What is nice about this one is there are some photos of ships on a space hex-grid.  

Ship Listing is the "shopping list" of Starships.  It lacks the "used cars" feel of Classic Traveller. 

World Generation is next.  It covers quite a lot of detail to be honest. More than I expected.

NPCs are next, followed by World Mapping and Animal Encounters

There are some star maps, star charts, and some blank forms for Star Data, World Data, and Colony/Outpost Data.

Also included is a sample adventure, The Tricolor's Shadow.  It has maps, adventure ideas and two scenarios to run. 

Two alien species are introduced in the end, The Kafers and The Pentapods.  They are presented as NPCs only, not as playable species.

--

Traveller 2300 is not a bad game to be honest, it just isn't really Traveller is it?  I would be better with it IF I could try to figure out a way to make it work with more up-to-date history. But by that point, I could instead use it as a guide and run a Classic Traveller game and limit it to this time period and location.  

There is another issue with playing this sort of game.  Traveller 2300 suffers from our collective inability to really predict the future.  That is no slight on the designers, that is just human nature.  Compare the tech in this game to that of The Expanse RPG.  Both cover humanity's first step to the solar system and beyond.  Both cover roughly similar time periods (2300 vs. 2359) and both can play the same sorts of games.  In Traveller 2300 you have the stutterwarp to get to extra-solar planets and int he expanse has the ring gates.  The differences lie in the subtle predictions.  Computers are much more powerful in the Expanse, but FTL tech is non-existent (save for the ring gate).  Traveller 2300 has FTL (in a limited fashion by design).  Compare both to say Star Trek of the same period, neither has anything at all like the Ambassador Class Enterprise-C. 

Still this is a good game for a grittier version of Traveller, if you don't mind the system change, or for an advanced version of Twilight 2000.

Plays Well With Others: Horror in Space (BlackStar)

In space no one can hear you screamIt's Friday the 13th! Something of a holiday here at the Other Side.  

May is SciFi month and for the first two weeks here I have dedicated it all to Classic Traveller. I find myself at a bit of a crossroads.  Do I continue with the Classic Traveller OR do I go along to the progression from Classic to Mega Traveller and beyond?  Choices. Choices. 

In the mean time since today is the scariest day outside of October 31st (well, than and Walpurgis Night) let go to a discussion you all know I LOVE and that is horror in Space.  In particular, the Mythos flavored Cosmic Horror of Lovecraft AND the exploration of Space ala Star Trek.

Since I am going to look a few ways to do this I am going to put it under the banner of Plays Well With Others.

My "Star Trek meets Cthulhu" campaign is known as BlackStar and I have detailed the ideas I have had here.  

The game started out as a combination of various OSR-style games because that is what I was playing a lot at the time. But as time has gone on I have given it more thought and explored other RPG system options.  Every combination has its own features and its own problems.   Let's look at all the options I have been considering.

Basic Era/OSR

The first choice was the easy one really.  I went with the two main books for their maximum compatibility, Starships & Spacemen and Realms of Crawling Chaos.  Both are based for the most part on Labyrinth Lord.   This gives me a lot of advantages. For starters, and the obvious one, there is just so much stuff for this.  If I don't like the Cthulhu monsters from Realms, I can grab them from Deities & Demigods, Hyperborea, or so many more.  The Lovecraft/Cthulhu stuff is covered.  The "Weakest" link here is Starships & Spacemen.  Well, it's not weak, but it is not my favorite set of Trek-like RPG rules.

Starships & Spacemen & Shogoths

Given the rules, I could add in bits of Stars Without Number. That *might* fill out some of the rough spaces (for me) of S&S.  There is a lot, I mean really a LOT I can do with all of this.

It would also make running The Ghost Station of Inverness Five much easier. 

The Ghost Station of Inverness Five

D20 Systems

I'll admit it. I like d20. I enjoyed d20 games. There are LOT of options if I want to go 3.x d20.

d20 Games

Pathfinder, Starfinder, d20 Call of Cthulhu, Sandy Petersen's Cthulhu Mythos.  All of these are great and at least 90% compatible. Again, I am sick with riches when it comes to Cthulhu/Lovecraftian materials here. Starfinder is good...but it is not Star Trek.  In fact my preferred Sci-Fi d20 game is the Wizards of the Coast Star Wars.  I know. I am strange.  

Certainly, the d20 Cthulhu books would be easily converted to OSR, but they already have analogs in the OSR world.   But having all of these is certainly helpful.

Since my weakest link seems to be Trek-like rules, maybe what I need is a good set of Trek rules.

Star Trek RPGs

Currently, my two favorite flavors of the Star Trek RPG are the classic FASA Trek and the newest Mōdiphiüs' Star Trek Adventures.  Both are great. Both are really fun. AND there is even a Mythos/Lovecraftian game using the same system, Achtung! Cthulhu 2d20.  Now this game is set in WWII, but that is not a problem. 

Trek and Cthulhu

Here I have exactly the opposite issue.  There is a LOT of great Trek material and limited on Cthulhu/Lovecraft material.   I could add in material from Call of Cthulhu as needed. Also, I have the PDFs for Achtung! Cthulhu 2d20 but none of the physical books. The 2d20 system is also much newer for me and I don't know it as well as some of the others.

Traveller

I have been talking about Traveller all month long and it would remiss of me not to try something with that.  Thankfully things are well covered there.

Traveller and Chthonian Stars

So I have not even touched ANYTHING yet regarding the Cepheus Engine or new Traveller, but to jump ahead a bit there is a game setting for Traveller Chthonian Stars. It takes place in 2159 (a date I can use!) and there is a lot to it, but the basic gist is Humankind has begun to explore the Solar System and that is about it.  Then we introduce Cthulhu Mythos material to that!  Sounds a bit like BlackStar: The First Generation.  I'll get a proper review up later in the month, but there are a lot of great things in this setting.  Reading over it it really makes me want to try this using just Traveller.  They really make it work well.  Plus I could still use the Classic Traveller system, more or less.

This provides me with a solid sci-fi game with great mythos support too. The publisher has since updated this game to their more inhouse version called The Void. Not sure if it uses the same system as their Cthulhu Tech RPG or not. 

The Expanse RPGAGE System

I really love Green Ronin's AGE system. I also LOVE the Expanse.  So I grabbed their Expanse AGE-based RPG and am hoping to do a lot more with it.  So imagine my delight when they ran a Kickstarter for Cthulhu Awakens an AGE-based Mythos game.   The Solar System spanning of the Expanse is nowhere near the Galaxy spanning of Star Trek, but maybe I could run it as a "Prequel" game.  Get a ship out to Pluto to discover something protomolecule-like but instead make it mythos-related.  A prequel to my Whispers in the Outer Darkness.  A Star Trek DY-100 class pre-warp ship would fit right in with the ships of the Expanse.  I should point out that the Expanse takes place in the 2350s, the same time frame as my proposed BlackStar campaign in the Star Trek timeline. 2352 for the launch of the Protector and 2351 for the Expanse RPG.

Maybe this "First Mission" might explain why Star Fleet is building its experimental ships at Neptune Station and not Utopia Planitia.  There is something they discovered on Yuggoth/Pluto that makes the Warp-13 engines work. There is my protomolecule connection!

It is possible I could retweak my "At the Planets of Maddness" for this system/setting. Though in my heart I really wanted Shoggoths and Elder Things for that adventure.  Pluto and Yuggoth clearly imply the involvement of the Mi-Go.

--

I have all those choices listed above and that is also not counting games like Eldritch Skies that also combine space travel with Cthulhu/Mythos.

Chthonian Stars might have an answer for me.  What if this story is not being played out over a single campaign, but multiple lifetimes?

I could do something like this.  Note, this is only a half-baked idea at this point.  

Victorian Era:  Scientists work out the means of travelling the Aether to the stars. (Ghosts of Albion*, Eldritch Skies, Space: 1899. Using Ghosts to make the Protector connections a little clearer).

1930s: Scientist found dead with brain "Scoped" out. Investigate. (Call of Cthulhu)

2150s: Travel to Yuggoth discover an advanced civilization was once there.  Items from 1890s and 1930s are there. (Expanse, Chthonian Stars, Cthulhu Awakens)

2290s: Star Trek Mercy (this one is pure FASA Star Trek). Maybe this can be the one with the Klingon Skelleton ala The Creeping Flesh.

2350s: These are the Voyages of the Experimental Starship Protector. (OSR or Mōdiphiüs 2d20)

I could even do an epilogue in the far future of the Imperium.  

And some other stuff to include all my BlackStar adventures.

Maybe all of these are tied to the "Black Star" an artifact that makes space travel possible and is at the core of the Asymetric Warp-13 engine?  Some was found on Earth but there is a bunch of it on Pluto.

Too many ideas, too many systems.  Gotta narrow it all down at some point.  But one thing is for sure, the system used will depend on what sorts of adventures the characters will have. Mōdiphiüs 2d20 is best for adventures and exploring. OSR games are good for monster hunting. FASA Trek does a little of both.  AGE would be suit the New Adventures in Space theme well.

This Old Dragon: Retrospective, The Traveller Articles

 Retrospective, The Traveller ArticlesIn all honesty, you have my wife to thank for this one.  

I was talking with her about Sci-Fi month (she is a huge scf-fi fan) and Traveller and how I learned of the game via Dragon Magazine.  She suggested that it was high time I did another "This Old Dragon" and focused on Traveller.  So I have spent this week going through some of the Dragons I left and some of the articles I have already "liberated" from various Dragons.

Remember that a lot of the Dragons I have water damage or are other wise in bad shape.  A few were so mildewy I dropped them in favor of the Dragon Magazine CD-ROMs.

There are a few Traveller articles, TSR/Dragon was very eager to embrace other companies' products more in the early days. This is good for me since I really wanted to focus on Classic Traveller. 

I am not going to hit *every* Dragon article about Traveller, but I do want to hit the big ones. I am, for obvious reasons, going to feature the ones I still have in my collection.

The Dragon Days

William B. Fawcett is up first with The Asimov Cluster in The Dragon #20.  This area of space is an attempt to emulate various Science Fiction novels while keeping everything within the scope of Traveller.  There are 10-star systems described here.  I have the feeling that if I had read more classic sci-fi I might recognize these worlds a bit better. 

The Dragon #25 has New Service Options for Navy Characters by R.D. Stuart.  Now the date on this is May 1979 so I am not sure what is happening with the Supplements at this time so no idea if this information had been rendered redundant at any point.  I will assume it had at some point.  But until then it is not a bad set of charts. If you are still using the 3 LBBs this is still good stuff.

We move on to The Dragon #27 and two articles from Gary Jordan. Up first he gives us another take on his Tesseracts article from TD #17 (and famously in The Best of Dragon II).  Where that article was used to confuse map mappers, here it is a boon in Traveller since the area is hyperdimensional.   What does that mean for Traveller characters? You can cram more into your hold.  This is followed by a Star System Generation system. 

The Dragon #35

This is the first of a couple of Traveller-themed issues.  This one comes to us from March 1980.  We get an article on the "Space FBI" from Kenneth Burke in IBIS: Profit and Peril. Alexander von Thorn, famous for his "Politics of Hell" article, is up with one of two articles on new skills.  The other is from Charles Ahner & Rick Stuart. More Clout for Scouts from Anthony Previte and Jame Cavaliere is next and establishes that this article, in particular, takes Mercenary into consideration.   The Traveller universe is growing!  In a switch from characters, James Hopkins is next with Block Holes! about, well, Black Holes.  This one would have been very welcome to me back then having just seen the Disney "Black Hole" movie at the "67 Drive-In Theatre" back in 79.  

This was 1980 though. I was firmly entrenched in my newest obsession, Dungeons & Dragons, and I barely knew other games existed, yet.

Dragon #51

The next, and also sadly the last, issue to have a Traveller featured section was Issue #51 from July 1981.  Though there is a lot here.  And a lot of that is quality.

The heading for this feature is "The Future is Here."  Trust me living in the 80s felt like the future was just right around the corner.  No wonder Traveller attracted me so.

Up first we have Dragon vet Roger E. Moore with Make Your Own Aliens. The Aslan and Vargr are still a bit off for Traveller fans at this point, but Moore takes Andy Slack's article series from White Dwarf #13 to #16 and expands on it.  The article is interesting and feels a little more like a "create your own monster" for D&D or mutant for Gamma World.  The rolls on the charts are d% and not d66.  On the plus side it would also work for something like Gamma World or Star Frontiers.

I do find it entertaining that the art for this article features what can only be described as "Dralasites."

Jeff Swycaffer is next with Plotting a Course for Choosy Players. This takes out some of the randomnesses of character generation by adding a Point-Buy system.  It looks like it could work well enough and I am sure something similar was added to future versions of Traveller. Point-Buy systems were all the rage in the 1990s.

Paul Montgomery Crabaugh is up with a few articles. First is New Ideas for Old Ships. The art and the article give this a full "Used Cars" feel to these ships, but to be honest this feels right.  Characters just completing their terms of service are not going out to buy a brand new Porsche 911 with the heated leather seats, heads-up display, and personal wifi.  No, they are getting an 11-year-old Honda Civic with all after-market parts and a rattle that no one can figure out.

Next, he gives us In Defense of Computers and tackles the two biggest issues people had with computers then; they are too expensive and do too little. First I never felt the computers in Traveller were too expensive, at least not for what they are supposed to do on a Starship.  I do agree they do too little by today's standards. But anymore I of the frame of mind there are computers in Traveller and there are Computers. 

Crabaugh delivers two shorter articles. The first is Planet Parameters which details various features, mostly gravity, of an alien world.  It works...for the game, but actual stellar data is wildly different.  I think we are fine with the size, G, Vesc, and Mass columns, but the P (rotational period) we know can vary wildly.  Earth and Venus are roughly the same size (say Size 8 and 7 respectively). Earth's rotational period is 23 hours, 56 minutes, or one day.  Venus has a P of 116 days, 18 hours. Mars, a Size 4 or 5 planet has a P (day) of 24 hours, 37 minutes.   Jupiter, which is off this scale, has an M of 317 (the chart goes to 2.4) and a P of 10.  In his defense, he does say that rotational periods can be slowed due to gravity.  The Earth's is slowed by our relatively large moon, Venus by the Sun and Mars none really at all. 

Next, he deals with Masers, or microwave band lasers (and points out the lasers are really visible light masers, but hey).  

Lastly, we get an article from none other than Marc Miller. The Miller Milk Bottle is, I think, an attempt to be the Towel of Hitchhikers Guide to the Galaxy for Traveller.  Half a page on how useful the mundane milk bottle is.

The Jon Mattson Articles

Over the next several months we get a number of articles from Jon Mattson.  These are also usually longer articles and add more details to your Traveller game.

Filling in Skills from Dragon #55 does exactly that. This one details a "learning by doing" system of skill improvement. I never got to play enough games to know what my character would have done long-term. So I have no practical experience here. 

Moving on to February of 1982 in Dragon #58 we have Anything But Human, another attempt at creating aliens for Traveller.  Again this one is heavy on the d% rolls. 

Later that year in August we get Robots in Dragon #64, with some nice Larry Elmore art showing us where the VR-X9-4-M2 Galactic Probe, Government Issue Robot was made.  Like the Alien article above it has a lot of random tables.  Also it could be used with Star Frontiers if you wanted to. 

The Luna Series

In the early to mid 80s Dragon's Ares Section, which was devoted to Sci-fi, ran a series of articles on Luna, the Moon, and how it fit into various science fiction games.  I thought it was a great series and I loved reading all the different takes on it.  It had a side effect on my developing the moons of my D&D worlds in more detail.  But today we are looking at Dragon #87 and Luna: A Traveller's Guide by the first Traveller himself Marc Miller.   Note this article was copyrighted 1984 by GDW, so I imagine this is as close to official as it could get.  It is a library computer readout of Luna and it's place in the Imperium and to Terra. 

The Later Years

Post-1984 Traveller and all sci-fi began to see subtle changes.  These would be complete by the late 1980s and early 90s when Sci-Fi became darker and more cyberpunk.  I enjoyed the change myself, but also at this time I was drifting away from sci-fi and fantasy and more into dark fantasy and horror.

A sign of the times could be seen in Igor Greenwalds' Rogues of the Galaxy in Dragon #97 (May 1985).  Called a character "class" these are essentially characters who came up via organized crime instead of military, merchant, or other services.  It also features art from Jim Holloway, so maybe a sign of MegaTravller to come?

Rogues. Yes I cut this out of a Dragon magazine.

We get more Jim Holloway art in September of the same year (Dragon #101) with The Stellar Diocese from Michael Brown.  I know as a D&D player I talked about my Traveller Envy before. But I am getting some serious "D&D Envy" from the Traveller fans here.  Or...maybe these are the articles that Dragon printed since they knew they might appeal to D&D fans.

High Tech and Beyond from James Collins in Dragon #108 discuss some issues that were brought up all the way back to The Dragon #20 and that is that a lot of sci-fi media is much higher tech than the TL 16 depicted in Traveller. This article introduced some things that we take for granted in scifi like planet-destroying weapons, antimatter and transporters.

Michael Brown is back in Dragon #109 with The Double-Helix Connection or Mutants in Traveller.  Gamma World Envy? 

Put on "Bad Boys" because Terrence R. McInnes gives us Star Cops! in Dragon #113.  This article is also one of the reasons why I don't have a Dragon CD-ROM for issues past 250.  This article is copyrighted by McInnes, so likely there were never any second-run or reprintings allowed.   Anyway, this article deals with character creation for police forces. It actually looks rather fun.  This one also cites an earlier article from The Journal of the Travellers' Aid Society #14.  That is an entire universe left unexplored at present by me!

So we have done Gamma World and D&D with Traveller, why not Top Secret?  John Dunkelberg, Jr. has Space-Age Espionage in Dragon #120.  This is presented as a new career (not class) for Traveller characters.  The article is in-depth and in my very untrained eye, it looks like it could work out well.  Interestingly enough the following article is from Douglas Niles about the new Top Secret game.  

This is also the last article in Dragon about Traveller until Dragon #270 (April 2000) and even then it is only to convert it to Alternity. 

1987 is my personal cut-off date for Classic Traveller.  I am sure others share that, but 87 was also the year I went to University and my tastes moved from Sci-fi to Horror.  I still LOVED Star Trek and that was the bulk of my sci-fi roleplaying.  These last two weeks have given me so much Traveller information that I honestly could stop right here and be very happy.  But I have to admit there is Traveller 2300, MegaTraveller, T5, T20, and more out there I need to learn about and figure out. 

The Future is Now

This is going to be a fun trip.

Review: Traveller Alien Modules (1984 - 1987), Part 2

Alien Module 4 - ZhodaniYesterday I covered the first three Alien Modules for Traveller.  The three I was most familiar with.

For Part 2, I want to cover the next five.

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.

Alien Module 5 - DroyneAlien 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.

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.

Alien Module 7 - HiverAlien 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.

HiversThere is an adventure included at the end to introduce these aliens to players.

Alien Module 8 - DarriansAlien Module 8 - Darrians

PDF. 50 pages, color cover, black and white interior art.

Our last Alien Module of the Classic Traveller series and one of the last books before the big edition change.  The Darrians are of human-ish decent and would be a minor player in the game of Galatic politics save for two reasons. While the majority of the Imperium is TL15 (tech level) the Darrians are TL 16 and have been for a long time.  Also they have the knowledge of the "Star Trigger" essentially a weapon that causes a star to go supernova.  

For a major power player the Darrians only occupy a small subsector of space. So this make talking about their history into space shorter.  This Alien Module covers all the same basics as the previous ones. Again, as expected, since the Darrians (more on that) are from human stock seeded by the Ancients 300,000 years ago there is no comparative anatomy or physiology presented.

"Darrian" can mean many things, a gentic Darrian are the ones that were seeded 300k years ago and evolved on their own in their sector of space. It can also mean someone living in the Darrian Confederecy.  It can be anyone that is a citizen of the Darrian Confedercy. These details are explored more in the History and has an effect on Basic and Advnaced character creations.  Darrians are golden skinned, tall but slight of build and have pointed ears.  If you are thinking "Space Elves" then I am right there with you.

Darrians can be fairly described as the academics of the Imperium.  A "Darrian vacation" is going to the library. Or something in the pursuit of knowledge.  I kinda like these guys. 

We get the usual background information on their history, technology, starships, worlds, society and government. 

There is also an adventure, "The Secret of the Star Trigger", included at the end. 

--

So. For SciFi month this ends my little jaunt into Classic Traveller.  By my estimation there are over 300 Classic Traveller related products out there.  That is not counting anything published using the Cepheus Deluxe rules or the Mongoose rules.  I know in two weeks all I have done is (barely) scratch the surface.  I could spend the rest of this year talking about Traveller to exclusion of all other topics and still not get to everything.

While I might be done with Classic Traveller (for now) I am not done with Traveller AT ALL.  I have a couple of other posts coming up and then I want to get into the Traveller2300 vs MegaTraveller fray.

Review: Traveller Alien Modules (1984 - 1987), Part 1

Alien Module 1 AslanBefore I get into the next phase of Traveller evolution 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.

All of these are available via DriveThruRPG and Far Future Enterprises.

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.

Alien Module 2 - K'kreeAlien 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 (ETA unless you are a meat eater). 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.

Alien Module 3 - VargrAlien 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.

This makes up the "Big Three" in my mind.  I know more were introduced soon after (and I will get to them) but these are the ones I associate the most with Traveller.

Pages