Friday, April 10, 2026

The Competent Traveller

 I have written much about Classic Traveller skills in the past decade. However, a recent discussion on the Traveller Discord server took me back to this subject again. Not only discussing skills, but also raising the point that Travellers are competent, even regardless of formal skills. That is, a Traveller character should be able to do anything a competent interstellar adventurer would logically be able to do, even if it is not explicitly indicated on their character sheet.

This was typical to older TTRPGs. A good example of this comes from pre-2000 Dungeons & Dragons, like the Basic/Expert (B/X) and AD&D 2E I played in my youth (in the 1990s). While AD&D 2E had proficiencies, they were never construed (at least by people I played with) to be comprehensive abilities but rather interesting extra stuff the character could do. Other than explicit thief skills, we assumed a character can attempt, and often succeed at, anything logical for an adventurer to be able to do. Given surprise rules, a fighter or magic-user could definitely sneak; the thief simply gets an extra percentile roll to avoid detection even when not achieving surprise. A fighter or magic user can role-play to convince (or decieve!) NPCs to do their bidding, with risky attempts requiring a reaction roll at most. Everyone could climb reasonable walls; the theif can climb quite unreasonable ones as well! Outside of combat and spellcasting, much of the game was a relatively open conversation between the Dungeon Master and the players, always held under the assumption that characters are competent.

A starting Traveller character is at least as competent as a low-level D&D fighter: even at the formal level the Traveller can use any common weapon, drive vehicles, direct fire, perform various hospitality tasks, and use vacc suits without penalty (as per Book 1 rules - noted as "zero-level skills"). They can wear almost any armor and, with high STR and/or DEX, get much better bonuses to attack throws that a typical D&D character, even one with high ability scores! And that's just the "dry" rules - it was, and is, assumed that a Traveller can attempt anything logical for a character of their career background and characteristics to try!

Stealth? In risky situations, use the Surprise rules (Book 1). Skills can help, but are not mandatory. A military backgroudn helps. Persuation outside of specific contexts (as covered by the Admin or Streetwise skills)? Just role-play the conversaion, and if initial impressions may lead to danger, use the Reactions rules (Book 3). Again, military experience (in this case, long service) helps - and under the Book 3 rules, skills do not grant DMs for reaction!

And these are only two examples. You can solve riddles (by "player skill"), understand complex situations, recall general knowledge and education (at most, roll 2d6 under your EDU characteristic, but usually general knowledge is automatic); you can climb and jump as a competent adult; you can do a whole lot of things! Do not let your character sheet restrict you. See it as a springing board, not a comprehensive list of what your character can do.

Add skills to that. A skill is a vocation, and Skill-1 is sufficient to be employable. Skill-3 is a profession - such as a physician or proper engineer. You gain 2 skills in your initial career term, as per Book 1. You are a competent and employable character even if you are a 22-years-old freshly dischaged veteran. But skills are not everything your character is - you can do a whole lot of things by simply being a competent adult (usually) with a military background - try anything which seems logical to you and the Referee!

Sunday, March 1, 2026

Simpler Living


Faced with a cluttered home, overwork, and financial insecurity, I have decide to simplify my life and drastically cut my expenses. This has a simple monetary component, namely cutting back on my cost of living to get out of debt and eventually reduce work. This also has a philosophical component, namely minimalism and reducing the effects of consumerism on my life. This will also affect my gaming expenditures and purchases, but fear not: Stellagama Publishing will only benefit from this.

I have already found 10 or so unused electronics in my (home) office, as well as over 50 books I have no interest in. I also discovered I have several sci-fi and fantasy literary gems I forgot I bought, and I intend to read them (I'll get to that in a moment). The excess electronics are being donated, as are the books I do not intend to read. I am now in the process of decluttering my wardrobe as well, getting rid of all stained clothes and clothes I do not really intend to wear. Anything stained goes to recycling, anything in good shape gets donated. Extra and unused kitchenware is next.

I have cut $400 (!!!) on monthly average in subscriptions, mostly unused and forgotten, including YouTube Premium (I have FreeTube for ad-free and algorithm-free YouTube), D&D Beyond, Roll20, and many more.

I am also cutting back consumption. Consumerism is a major issue most of us face. I intend to act as follows:

  1. Before buying anything, I'll ask myself: do I really need it now (as in, within the next week or month)? If not, I won't buy it.
  2. I'll plan my  meals ahead. I'll buy groceries exactly as I need for the next week. I will not fall for sales. My home is not a warehouse.
  3. If possible, I won't buy clothes, shoes, electrical appliances, etc. until the old ones need replacement.
  4. I won't fall for brands. I'll buy what I need, not what other people will be impressed by. For examle, my communication needs can be easily satisfied by a $200 phone. No need for a $1,000 one.
  5. I will try not to buy online. Going to a physical store takes time and effort, and thus drastically reduces impulse purchases. Especially I intend to avoid buying from social media/search engine ads and promoted content!

In regard to video gaming - I noticed my video gaming declined from about 3 hours a day a decade ago to 1 hour every 3 or so days currently. I have enough indie and old games to play for severall lifetimes. Therefore, my next desktop computer will be a $400-$500 machine running Linux (which is much lighter than Windows in terms of system resource usage) and games with lower requirements. I no longer need a $2,000 desktop PC.

Regarding TTRPGs - I have several hundreds of PDFs and dozens of print books. I have no intention to buy further ones or back Kickstarters, other than books and Kickstarters by friends (such as Zozer Games). Once again, I have enough for several lifetimes!

The next part of my plan is cutting screen time. Especially on Shabbat and in evenings. Instead, I'll read books in bed and play solo TTRPGs - with pencil, paper, and physical books (I have enough of those), - at my dining table. Better on the eyes, and I have sadly neglected reading for several years.

As for Stellagama Publishing - I am working full speed ahead on it! I'm cutting back on custom art, and will mostly use stock art (Adobe Stock is about $30 a month and has great stuff) and public-domain art (which is even better). Expect lower prices on upcoming Stellagama books thanks to near-zero art costs!

Friday, February 20, 2026

Migrating the Dark Nebula to the Galaxiad

I am thinking about migrating my Dark Nebula variant-OTU setting to the Galaxiad milieu of the Official Traveller Universe. This would be a refreshing change, as well as a good setting with a wide-open future. Playing in the Far Far Future of the Galaxiad is liberating - I get a narrative license utilize any part of the vast OTU Canon while ignoring other parts. For example, I can easily tell players that the Dark Nebula boardgame map is the actual map and that the Dark Nebula subsector maps from Travellermap are inaccurate Antediluvian maps! (I can do this in any milieu, of course, but it's extra easy in the Galaxiad).

It is 1901 Old Imperial, known locally as 411 Postdiluvial. (PD 411).

You see, the local collective term for the various catastrophes surrounding "The Collapse" is the Deluge

The Deluge started on 1116 Old Imperial and ended with the passing of the Wave through Aslan space in 1489 Old Imperial.

So, three historical eras in Dark Nebula historiography and public discourse:

  • Antediluvian Era, up to 1115 Old Imperial
  • Deluge, 1116-1489 Old Imperial (Diluvial Years 1-273)
  • Postdiluvian Era, 1489 Old Imperial and on (Postdiluvian Year 1 and on).

Solomani refugees came in the late Diluvial years, once the Wave passed the Dark Nebula and was still crossing Aslan space. They settled on abandoned, dead, or mostly-depopulated Aslan worlds. This gives us several human worlds in the region, who are now in conflict with the resurgent Aslan.

Max local TL in the Dark Nebula region is TL11. Anything higher is either an Antediluvian artifact or a rare import.

(Map by Gavin Dady, under my commission)