Inspired by reading more of the excellent “Traveller: Out of the Box” posts on Tales to Astound, I dug out my copy of the 1977 Traveller box today.
Armed with a pencil, paper, and an eraser (not to mention my cool Traveller dice), I set out to re-connect with my gaming past.
Traveller was the second roleplaying game in my life, right after RuneQuest. The affection I hold for the game is second to none. When it comes to science-fiction roleplaying games, Traveller is royalty. But a lot of that has to do with the fact that I started playing the game long before I discovered the “official Traveller universe” (OTU).
As ckubasik writes:
“The distinction is this: in Little Black Books 1-3 there is no mention of The Imperium or any official setting details of any kind. Later editions of Traveller conflated the game with the Third Imperium. I believe this was a horrible mistake.” (TRAVELLER: Out of the Box – Introduction)
While I’m more of a fan of the Third Imperium than many, I certainly agree with the assertion that, as a game, Traveller is not the same as the setting. For me, it was always a toolbox for playing science-fiction games.
Getting Back to Traveller…
While I am loving my current Mythras Classic Fantasy gaming, I’ve been itching to play some science-fiction for well over a year. This time last year I ran some solo Traveller with the new Mongoose rules, and that was fun. This week, however, I’ve decided to take a similar journey back to basics with science-fiction as I did with the fantasy genre last year. In other words, it’s time to rediscover Traveller.
I’ve decided to begin with the same three Little Black Books that I began with. As ckubasik is doing, I aim to explore the original editions of the game and see what I can learn for a new campaign. If it’s anything like what happened with Mystamyr, it’ll be a fun ride!
Creating a Character
Having read the introductory pages of Book 1: Characters and Combat, I decided to play the first game – the character creation game – and create a solo character. I was encouraged in this by words from the introduction:
“Traveller may be played in any of three basic configurations: solitaire, scenario, or campaign. Any configuration may be unsupervised (that is, played without a referee; the players themselves administer the rules and manipulate the situation).”
…and also by:
“The Solitaire Game: One player undertakes some journey or adventure alone. He handles the effects of the rules himself. Solitaire is ideal for the player who is alone due to situation or geography.”
I’d forgotten about that.
Although it’s clear that solitaire play is envisioned as “one-off” play, there is nothing stopping me playing the rules-as-written as a solo gamer. Game on!
Introducing… Hunter
Traveller is played with standard d6 dice, requiring a pair for most things. I grabbed four of my cool dice and settled down to begin play. I decided to call my new hero, “Hunter”. Italicised text represents in-game mechanics, while regular text is the story outcome.
Rolling “two dice for each of the six characteristics”, I record the following:
- Strength 11
- Dexterity 9
- Endurance 3
- Intelligence 4
- Education 9
- Social Standing 9
Fresh out of school, Hunter was never the brightest bunny in class but he has attained a good level of education. Coming from a well-to-do community, Hunter never wanted for much growing up. He was always a bit stronger and faster than many of his peers, but his fitness was an issue. As we start the game, Hunter is 18 years old.
Ever dreaming of reaching the stars, something that few from his community had ever experienced, Hunter applies for enlistment with the Marines.
Roll 2D requiring 9+. Hunter gets a +2 DM from his high Strength. Rolls 3 for a total of 5, fails.
Running him through his paces, the recruiting sergeant likes the look of this brawny young man but quickly changes his mind. Hunter’s fitness is not up to scratch and the sergeant rejects his application. Disappointed and a little angry, Hunter wanders off to the government office and submits his name for the draft.
Roll 1D to see which service drafts him. Rolls a 1, sending Hunter into the Navy.
“Young man, don’t be disappointed that you’re not Marine material. The Navy needs tough young recruits and you won’t miss all that slogging through mud. Here’s your ticket to the stars!”
Hunter smiles despite himself. The Navy base is a few hours away and he’ll need to pack some stuff before saying goodbye to his parents. But the stars are waiting.
Term 1
Hunter’s first 4-year term of service will take him through to his 22nd year. After basic training, Hunter is deployed aboard a Navy Frigate patrolling the “Badlands” at the fringe of the sector.
First comes the Survival roll, requiring a roll of 5+ on 2D. No modifiers are due as Hunter isn’t very bright. Score 7 for a success.
Although there are some minor incidents during this posting, Hunter doesn’t face too much immediate danger. He settles into life as an enlisted man.
As a draftee, Hunter isn’t eligible for Commission in the first term. Instead we move straight to the Skills and Training to see what impact Navy life has on him. For the initial term of service, Hunter is allowed two Basic Skill rolls. We get to choose a table and then roll 1D to randomly select a skill.
As Hunter has Education 9, it seems prudent to take advantage of the second Advanced Education Table. Looking at the Navy column, I roll 1D to score 5. This gives him the Pilot skill, recorded as Pilot-1. Cool!
Thanks to his good exam grade in Physics combined with his natural affinity for spatial awareness, Hunter is assigned duty on the bridge and trained as a starship pilot. It’s a dream come true! Cruising the patrol lanes on his night-shift as co-pilot, Hunter begins to feel that he found his way after all.
For the other skill, I select the Service Skills Table and roll a 6, giving Hunter the Gunnery skill as Gunnery-1.
During combat drills, Hunter’s quick reactions are noted and he is assigned secondary duty on the gunnery station. He learns to aim and fire shipboard weapons and deploy defences. It’s during these drills that Hunter learns the true value of teamwork.
As the 1st term ends, we are required to roll for re-enlistment. This is a 2D roll requiring 6+ to succeed, but on 12 the character must reenlist. Roll 7. Hunter chooses to reenlist for a 2nd term.
Term 2
Hunter’s second term of service will take him through to 26 years of age. He remains on the Patrol Frigate.
We make the Survival Roll, requiring a 5+ and score a 7. Phew!
As Hunter is in his second term, we can now check to see if he receives a Commission – somewhat unlikely due to needing a 10+ on 2D, but is Social Standing does give him a +1 DM. Roll 3 for a total of 4. Ho hum.
Remaining deployed on the bridge, Hunter settles in for a tour of duty plying the trade lanes between a series of local star systems.
Just one Skill this time, so I decide to choose the Service Skills Table to broaden his experience. Roll 1D on the Navy column and score 1. Hunter gains the Ship’s Boat skill.
During the tour, Hunter finds that the Captain regularly makes trips to the worlds the starship patrols. On these occasions, Hunter acts as the shuttle pilot for his Captain and learns to pilot the small ship’s boat. He quite enjoys the opportunities to visit different planets and meet new human cultures.
We roll the reenlist and score a 6, just enough to allow Hunter to remain for a third term.
Term 3
Hunter’s third term of service will take him through to 30 years of age. We’ll only need to worry about Aging once he gets to 36 years of age (that’s Term 4 onwards, assuming he survives). Once again, Hunter stays on board the Patrol Frigate.
Survival roll scores 7. No problem. Commission roll scores 7, for a total of 8. No officer grade for Hunter. I roll on the second Advanced Education Table again to take advantage of his high Education, scoring a 1 and netting him Medical-1.
During a routine patrol mission, Hunter’s Captain is attacked by a sniper and wounded. Applying some first aid, he gets the Captain to a hospital and saves his life. By way of thanking Hunter, the Captain sends him for medical training and a 2-year sojourn at a military academy. Hunter misses the stars but learns some valuable medical expertise which he hopes will stand him in good stead.
Reenlist roll scores 6. Hunter opts for a 4th term.
Term 4
Hunter’s fourth term will take him through to 36 years of age. He is deployed to a Cruiser operating close to the border.
The Survival roll scores a 5… phew! He checks for Commission, rolling a 12 for a total of 13 – Hunter is commissioned! Rolling Promotion, requiring 8+ with a +1 DM for his Education, Hunter rolls 7 for a total of 8. He’s promoted to Lieutenant… and he nets a whopping three Skill rolls too!
First roll is going to be on the second Advanced Education Table. Roll a 3 and gain him Engineering-1. Additionally, I opt for the Personal Development Table and score a 4, lifting his Social Standing to 10. Finally, I choose the Service Skills Table and roll 6, giving him Gunnery and lifting that skill to Gunnery-2.
Commissioned and promoted to Lieutenant, Hunter is given command of one of the Cruiser’s laser batteries for the first part of the term. Meanwhile, the new officer studies hard to pass his Engineering exams. By the end of the term, having faced some action on the border, Hunter is assigned to command an Engineering damage control team.
We fail the reenlist roll with a score of 4.
Mustering Out
At the end of the fourth term, the Navy informs him that they are downsizing the fleet and Hunter is offered Muster Out benefits. As he’s still in his prime and misses the view from the bridge, Hunter opts to seek his fortune elsewhere.
Hunter is entitled to one mustering out benefit for each term of service. He also gains an extra roll for being Rank 2 (Lieutenant). We’re free to choose whether to consult Table 1 or Table 2 for each roll, with a maximum of three rolls on Table 2.
For the first roll, we roll 1D on Table 1, scoring a 1 for a Low Passage. This is a journey in a cryogenic tube usually worth CR1000. The second roll is taken on Table 2 because I figure some cash is a necessity; I roll a 3 and net CR5000 to spend on gear. Roll three is taken on Table 1, scoring a 4 and gaining a Blade; I choose to take that as a Blade (a specific type of blade weapon). The fourth roll is also taken on Table 1, scoring a 2 to boost Hunter’s Intelligence by +1 to 5. For the bonus roll, I go again on Table 1, score another 4 for Blade and opt to take +1 to Blade skill in lieu of having a second weapon – Hunter gains Blade-1.
We can presume that the Blade training came during the last term and Hunter takes away the weapon as a gift from his Captain. As part of his severance, Hunter also receives a 5000 Credit chunk of cash and an open ticket for Low Passage to allow him to travel away from the world he disembarked on.
Finally, as Hunter is 34 years old, he is subject to Aging. From the Aging Table, we must roll 8+ to save against each of Strength, Dexterity, and Endurance aging. I roll 6 for Strength, losing a point; I roll 10 for Dexterity and save; I roll 12 for Endurance and save that too. Phew!
And that’s it: Hunter enters civilian life. He’s 36 years old and an experienced pilot with useful subsidiary skills. He wants to travel the stars but knows he’ll need to raise some serious money if he wants to take the preferred Middle Passage to another world – that’d cost CR8000 and he doesn’t have that kind of money.
Although I’ve been using the 1977 edition of Traveller, I grab the character sheet from the 1981 edition (one of the few changes between editions). Filling it out, I record Hunter’s details as follows. That said, there are a lot of entries that I don’t know what to use for at this stage… so we’ll update him as needed once the game begins.
Lieutenant Carlos Hunter’s Character Sheet (forgive the typos)