Wednesday, January 24, 2024

Box-Centric: an Approach to Proto-Traveller

 
I have written in the past about Proto-Traveller: a way to play Classic Traveller focusing on its older roots, namely the first three booklets released in a black book in 1977. A common rule of a thumb for it is "First Four Books, First Four Supplements, First Four Adventures", including Book 4: Mercenary and even S3: The Spinward Marches in this definition. This, I am told (told by Traveller veterans, as I was only born in 1982 and encountered Traveller in 1999), approximates the "feel" of Classic Traveller around the late 1970's and the early 1980's, notwithstanding the release of Book 5: High Guard in 1979.

However, I propose a somewhat different approach to Proto-Traveller: Box-Centric Traveller. Inspired by Tales to Astound's highly recommended Traveller: Out of the Box series of blog posts, this focuses on the first three books, included in the original 1977 boxed set, admiring the sound design of that original edition.

However, As opposed to "Strict Proto-Traveller", in which one uses these three books exclusively, Box-Centric Traveller permits material from later books, provided that it does not contradict the 3 Books, and provided that this later material is carefully chosen to preserve the original spirit. This means, for example, that one should be extremely careful when using material from Book 4: Mercenary, but should not ban it outright, especially as the rules for hand grenades are first presented in it, and as some weapons in that book would be conductive specifically to military-themed Proto-Traveller games. On the other hand, the Advanced Character Generation System is definitely out, especially due to the vast number of skills it grants characters, and big guns such as VRF Gauss Guns and FGMPs are carefully considered or even relegated to "McGuffin" status.

This also means being careful with S4: Citizens of the Imperium. While its rules on archery are invaluable, and while some of its careers are beneficial to a Proto-Traveller game, other careers are problematic, include narrow Book 4/Book 5 skills, or grant starships too easily and without enough strings attached. Everything outside the Three Little Books, as you see, is considered on a case-by case basis, to avoid breaking the spirit of the first three books.

For example, one may want clear rules for shipyard capacity (i.e., how many ships the shipyard can build at once). It is always possible, of course, to make them on the spot, but A5: Trillion Credits Squadron already has rules for it. Does that mean that other A5 rules, such as using High Guard ship designs, must be included as well? Of course not! But Box-Centric worldbuilding will greatly benefit from such rules.

The key here is treating the Original Box as the core rules, and avoiding contradicting it or its spirit, rather than adhering to specific publications. This means, inter alia, a small-ship universe using Book 2's drive TLs and no empty-hex jumps; a weaker interstellar government rather than the all-powerful Imperium of later Traveller publications; a focus on high adventure on player character scale; using Book 3 world distribution, with high-tech, high-population, Starport A worlds being rare; and keeping modifiers to the 2d6 curve limited to avoid overloading it.

This is my proposal for one way to play Proto-Traveller.

9 comments:

  1. That is pretty much how I approach playing Classic Traveller. One of the biggest differences between "Proto-Traveller" and CT with all supplements, etc., is that Book 2 ships provide a somewhat 18th-century feel to space and space combat, but if you include Book 5, it shifts to something much more 21st Century (some would say "Star Wars"-like) feel to how things work in space. I am comfortable playing both, but I prefer Book 2 "small ship" universes. It keeps adventure on a human scale.

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  2. 3 LBB rules: there CANNOT be non-human ETs ("if we had non-human, it would mean that God did not create Man in his own image" -- statement made by the designers to me at a gaming con). Computers work the way the LBBs say, not the way they did at the time, nor the way they do now (3024). Player characters should not have starships (if they do, they can't be as easily railroaded) -- the "subsidized merchants" where the Gov takes 50% of GROSS on taxes cannot be financially maintained, unless the GM force feeds the players' characters money. "No one EVER learns anything after they finish school" (reason given by the designers for why there was no skill improvement system).

    I will go with Mongoose or GURPS Traveller, where wiser heads have improved what was a poor wargame masquerading as an RPG.

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  3. This is a great way to approach CT. I'll have to look carefully at what to let in and what to leave out.

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  4. If I set my nostalgia aside, personally, for me, Stars Without Number is a vast improvement over the original CT. There is over 40 years of material that can be imported into SWN with little to no effort, not withstanding the material for the game itself. Characters are just as easy to create and the system gives the players some agency as to what they are going to play, vs a starting CT character which can end up with Vac Suit-2 and nothing else. Needless to say, I do still enjoy reading those books from time to time.

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  5. Etc.I have great difficulty understanding post-hoc nostalgia - those born after a thing who are nostalgic for it. I played all the early versions of everything. D&D expert, Traveller 1,2,3. Runequest etc etc. all of the games have improved as games over time. Newer versions have become more playable, flexible etc. I don't understand why people want a more restrictive, less fun game. As a DM I don't need to add restrictions. I have a whole universe at my disposal. Stronger characters? Bigger challenges.

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