Welcome to the inaugural post in a series of posts in which I read “Traveller: Core Rulebook” by Mongoose Publishing.
Interested in reading along? Grab a copy of the Traveller: Core Rulebook.
- Traveller Creation
- Skills and Tasks
- Encounters and Danger
- Spacecraft Operations
- Space Combat
- Common Spacecraft
- World and Universe Creation
- The Sindal Sector
- Piecing Things Together
A multitude of universes await players and you will find Traveller is capable of handling almost any kind of science fiction setting, from highly intricate cyberpunk worlds to campaigns spanning entire galaxies where mighty empires clash and suns explode.
A tall order, let’s see how it delivers.
The Third Imperium
A quick introduction to the implicit backdrop of the core rulebook. This four paragraph section reminds me very much of the assumptive Greyhawk setting for Dungeons and Dragons.
I love running sandbox games and creating my own locales. I appreciate having a distinct separation from setting and rules. I think a good rules system needs a presumptive setting, but shouldn’t rely on that setting. I’m thinking of lifepaths in Burning Wheel. The rules of character creation help shape a shared understanding of the game world in which you’re playing.
Players and Travellers
A quick separation of the player and the character; In this case the PCs ↑ are referred to as Travellers.
There’s also a bit about characters. We might call them NPCs ↑ in other systems.
The referee controls many characters. The players each control one Traveller. And player or Traveller are somewhat interchangeable.
Maybe this should’ve come first. But, it’s still on the same page as the preceeding Players and Travellers section.
The referee presents the situations and characters to the Travellers; It is on the Travellers to respond and the referee to incorporate their responses.
Scenarios and Campaigns
A quick separation of scenario and campaign. A campaign is comprised of a series of scenarios. A scenario is a single “episode”, though it can span multiple sessions.
I know for me, that I’m always looking towards the campaign. How do we play these spanning events that interconnect and fold back in on themselves.
Here we have four suggestions:
- Trader - buying and selling goods, and all of the complications that arise. Firefly is a touchstone.
- Military - military campaigns, skirmishes, and patrols. Aliens is a touchstone.
- Explorer - travel beyond charted space and seek discoveries. Star Trek is a touchstone.
- Traveller - a little bit of each of those; A sandbox campaign is perhaps the most analogous.
A quick list of books, in print and upcoming:
- The Traveller Companion
- High Guard
- Tour of the Imperium (unreleased)
- Central Supply Catalog
- The Vehicle Handbook
You can play the game without any of these, but each adds more details to your game.
A quick discussion about dice notation, modifiers, and rolls.
Technology Levels measure the scientific capacity of a world and the complexity and effectiveness of a piece of equipment. The Technology Level scale starts at 0. In the Third Imperium setting, the most advanced scientists are probing the upper boundaries of TL 15, but most core worlds range between 10 and 13. Out on the fringes of the Imperium in sectors like the Spinward Marches or Trojan Reach, Technology Levels vary wildly.
So, the technology level tells me generally what’s available at a given location. Compared to Stars without Number, Traveller has a more granular technology breakdown. Below is a rough translation of Stars without Number technology levels and what I see to be their corresponding Traveller tech level ranges.
|Stars without Number Tech Level||Traveller Tech Level Range|
|0||0 to 1|
|1||2 to 3|
|2||4 to 6|
|3||7 to 9|
|4||10 to 12|
|4+||13 to 14|
I appreciate the more granular technology levels, especially as I consider world creation.
Until Next Time…
That brings us to the end of the introduction; A quick read. Up next Traveller Creation.