#RPGThursday Retrospective -#ThousandSuns #Traveller

While stationed overseas in 2008, I was experimenting with new RPGs in search of a good science fiction game. I was in the middle of my Star Wars Roleplaying Game – Saga Edition experience but was not “feeling the love.” I wanted a sci-fi RPG more like the old Classic Traveller RPG. I didn’t want swords in space.

Thousand Suns Rising

I think it was through some gaming websites that I came across Thousand Suns by James Maliszewski and Richard Iorio II. The first thing that caught my attention was the liberal use of quotes from Golden age science fiction stories like Alfred Bester’s The Stars, My Destination. I also was attracted to the intent of Thousand Suns, as laid out in Chapter 1: Basics, The Game:

Science fiction, it’s been said, is really about the present, not the future. Consequently, a lot of older science fiction – including the works that inspired Thousand Suns – feels somewhat dated because the concerns of the time when they were written don’t always translate well across decades. Yet, older science fiction often joined a wide-eyed sense of wonder with an appreciation for classical archetypes that’s generally lacking in either the jaded cynicism of cyberpunk or naive optimism of transhumanist SF of the present day. Thousand Suns is an attempt to marry the best of the past to the best of the present to create exciting space opera roleplaying adventures in the imperial SF tradition.

Imperial science fiction – whether classical or contemporary – is a vast genre, both in terms of its literal scope and its diversity. Of necessity, it takes place over a large canvas, with hundreds, even thousands, of worlds as potential sites for adventures. Having such a large canvas allows it to encompass almost any kind of science fiction story, big or small. (p. 9)

While the setting potential initially drew me in, the game engine kept me interested. The core mechanic is called 12º. It is a very simple system:

Roll 2d12 and if the result is equal to or less than your Target Number (TN), the action succeeds. It’s as simple as that.

Your TN is a number based on two associated Abilities or skills plus or minus any modifiers. (p. 12)

Tests, or checks, come in three forms; Ability Tests, Skill Tests, and Opposed Tests. There is a narrative play element introduced with the possibility of Dramatic Failure or Dramatic Success. There are also Degrees of success to consider. There was also a difficulty ladder of modifiers to the TN.

Further reinforcing a narrative play element was the concept of Hooks and Action Points. Hooks were described as:

…roleplaying tools that describe some aspect of your character’s past history, personality, or connections to other characters, among other things….Each of these hooks is suggestive about your character and possibly about his relationship to the wider universe – both of which make them invaluable to the GM as he plans engaging adventures among the Thousand Suns.

Besides suggesting interesting things about your character to the GM, hooks have another more immediate benefit: Action Points. Action Points are a kind of dramatic “currency” you acquire by creating hooks. They can be traded for situational boons, such as bonuses to your Target Number, free re-rolls, and other benefits. (p. 16)

I found the idea of Hooks and Action Points fascinating. Hooks were a non-mechanical character aspect that gave the GM ideas for adventures. Action Points were a very mechanical element for the player to use to affect the luck of the dice, or even being able to go as far as “edit” a scene (p. 58).

Outside of a different core mechanic, and the use of Hooks and Action Points, the rest of Thousand Suns had a very Classic Traveller RPG feel to it. Character generation was not Traveller’s career, but instead a mix of point buy and “packages.” Vehicles/Spacecraft was very abstract combat process and design harkened back to a Classic Traveller Book 2 simple process. Even the World creation was – if not a near-direct copy of Classic Traveller – a close spiritual successor.

Looking at the book today for this retrospective, I now also realize that most of the book is rules, not setting. This is all the more surprising to me because I it was the implied setting – Imperial Science Fiction – that drew me in. In Thousand Suns there is a Meta-Setting, but even here (Chapter 7) it still offers options like:

  • The State – or Concordium – could be the “Second Federation” or “Empire of the Thousand Suns.”
  • The Head of State may be “The First Citizen,” “The Puppet,” “The Corrupt Politico,” “The Man of Vision,” The Zealot,” “The Emperor,” “The Doddering Fool,” “The Naif,” “The Once and Future Emperor,” or “The Tyrant.”

Even when Thousand Suns offered up a setting, it still gave options for the user to pick and chose from.

Lastly, Thousand Suns included a Bibliography which is really list of inspiration sources. This collection of books and stories are essential Imperial Science Fiction reading.

So much did I like Thousand Suns that I wrote a review on DriveThruRPG that proclaimed Thousand Suns was the spiritual successor to Classic Traveller.

That is, until I found Mongoose Traveller (MgT).

I am not sure how I acquired my first Mongoose Traveller book. I have two copies of the Pocket Rulebook. Like so many other long time Traveller players, I was immediately drawn in by the simple black cover with the red line crossing underneath the Traveller title. Inside I found a game system that I was very familiar, and comfortable, with.

Familiar, yet not identical. Character generation was more refined, with items such as Characteristic Modifiers, Background Skills, Connections, and different tables to add Mishaps, Events, and even Life Events. The core mechanic remained roll 8+ on 2d6, but now there was an expressly defined difficulty ladder. Personal combat was more abstracted, with actions and range bands and armor reducing damage. Space combat was even more abstracted, doing away with Classic Traveller’s vector movement and becoming more like an extension of personal combat. Other parts, like starship construction, animal encounters, worlds and trade were very similar to the LBBs.

Like Thousand Suns, MgT is mostly rules with little setting. There were no aliens in the Classic Traveller LBB, but they are present in MgT. My searchable pdf of the Main Rulebook only returns seven (7) instances of “Third Imperium,” the setting that has become synonymous with Traveller. Like I had so many times before, I missed the part which said, “While the Traveller rules can be used for almost any science fiction novel, movie or setting, the traditional setting for games is the Third Imperium of Mankind….”(p. 2). In some fashion, MgT achieved the goals set out by Marc Miller in Traveller 4 to be a universal science fiction rules system.

So Mongoose Traveller became my new RPG of choice. Over the next few years I would invest heavily in the system. But what MgT lacks is narrative play. Like its predecessor Classic Traveller, the GM is king. Looking back, as much as I love Traveller, I also think it was this time that I started wanted a system that had more narrative. I looked back fondly at James Bond 007 Roleplaying Game, and even Thousand Suns had narrative Hooks and Action PointsMgT lacked any nod to narrative elements and had no game economy.

My next purchases were a major step in the narrative direction, and opened up a who new gaming frontier to me.

Thousand Suns, Copyright 2008, Rogue Games, Authors James Maliszewski and Richard Iorio II.

Traveller ©2008 Mongoose Publishing. Traveller is a trademark of Far Future Enterprises and is used under license.

“The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977-2016 Far Future Enterprises.”


#RPGThursday Retrospective – Marc Miller’s Traveller (Imperium Games, Inc., 1996)

The 1990’s was a very dark time of my RPG history. I only bought three games in the entire decade, all of them science fiction-based. Prime Directive 1st Edition was the first and Marc Miller’s Traveller 4th Edition (T4) the second. Later I added The Babylon Project.

I had been a longtime Traveller player using the (now) Classic Traveller (CT) system from the late 1970’s and 1980’s. I had stopped buying RPGs in 1986, and missed out on MegaTraveller (MT) in 1987 and Traveller: The New Era (TNE) in 1992. As such, I missed just how much Traveller changed, with each edition not only using a different core mechanic but also covering a different milieu.

In the first section, The History of Traveller, Kenneth E. Whitman Jr. (now the infamous Ken Whitman) relates the five goals Marc Miller has for this new, 20th anniversary edition:

  1. A return to the similar structure of Classic Traveller while allowing for multiple levels of complexity depending on the needs and interests of individual players and referees.

  2. The production of a game design that encourages and promotes the fun of playing an enjoyable, exciting background.

  3. The opening of multiple eras or milieus to facilitate playing the Traveller science-fiction game system throughout the span of history, from 300,000 BC to 5,000 years in the future.

  4. Remaining consistent with previous editions in regards to historical events and game system results. Previous history as provided in any edition of Traveller stays largely the same in this edition, with certain details clarified or re-stated for consistency.

  5. Explicitly stating a standard of quality that promotes wholesome adventure and eliminates sexually-flavored art or content, unacceptable or vulgar language, and gratuitous, unnecessary violence. – p. 5

I don’t remember ever reading #5 before, and looking back in the mid-1990’s I apparently was blissfully unaware of whatever controversy this relates to.

The next section of T4, The Foundations of the Traveller Universe, lays out the themes of the setting background. I find it interesting that three types of players are addressed:

Casual Players: Anybody can play Traveller. The concepts are intuitive: travel, exploration, interaction, negotiation, combat, and all kinds of action. Individuals can role-play diverse characters or they can play themselves. Casual players can be so casual that they know nothing about the game system at all.

Detailed Role-Players: Traveller provides dedicated gamers the opportunity to role-play complex characters with strong motivations and intricate backgrounds. The Traveller system can be as informal or rich as the participants want.

System Engineers: The Traveller system presents referees the materials necessary to explore [the] Traveller universe in detail. Aspects such as starship design, world generation, vehicle descriptions, trade and commerce, animal generation, and encounters, are designed to meet two specific goals; as a prod to the imagination, and for creating custom equipment or information. – p. 8

I think most outsiders commonly see Traveller RPG players as only System Engineers!

After the obligatory “what is roleplaying” section, the book moves to character generation. In T4, there is virtually no difference in the character generation process from the CT-era. In keeping with goal #1, there are only 10 careers presented (an 11th, Psionisist, appears later).

Skills presents a very familiar list of skills and skill cascades along with Default (Level-0) Skills. I think this was the first time I recognized Level-0 skills in playing Traveller, and welcomed the addition of skills inherently simple enough to attempt without any formal training.

The heart of T4 was the next section, Tasks. Here I ran into problems. When reading through the brand-new T4 back then, I couldn’t understand why I couldn’t find the rule for “roll 2d6>8 for success.” That was because T4 uses a different task resolution system, one that involved four separate elements:

  • A target number – typically a skill matched with a primary attribute.
  • A dice code appropriate to the innate difficulty of the task.
  • The possibility of one or more difficulty modifiers, reflecting factors influencing the event, such as bonuses for helpful equipment or penalties for troublesome conditions.
  • Finally, the result, whether a success or failure, and the possible spectacular result. (p. 49)

The Target Number is really quite simple; add Primary Attribute plus Skill. For success, the player had to roll this number OR LESS. The Dice Code assigned difficulty and then gave the appropriate dice pool to be rolled. This was confusing because some difficulties, like Staggering, called for 3.5D. What was a .5D? Unfortunately the definition of a half-die was not in Tasks, but all the way back on p. 13 under Definition of Terms for Die or Dice. Difficulty Modifiers were often for equipment or environment and usually associated with an item or condition specified in the book. The modifiers change the Target Number. I also was confused at Uncertain Tasks which called for the Referee to roll dice for the players! Finally, the Result was usually a binary Pass/Fail condition, although Spectacular Results hinted at extraordinary outcomes. The rules specified the referee would decide the extent of the result, with player input welcome but not required. This was in keeping with the low player agency approach Traveller has always had.

In theory (and play), the T4 Task System is very easy. Making an Admin check to see if your paperwork passes? Lets see, Skill -1 plus Education 7 is a Target Number of 8. Referee says its an average (2D) check with no other modifiers. Roll 2D  for a 7 – Success!

Ground Combat uses the same basic approach except that range determines difficulty. Shooting a target at Short Range is a Difficult (2.5D) task. Depending upon the weapon, one might get a bonus if it is capable of shooting at longer ranges. Damage is given in whole die increments, with armor negating dies of damage.

Equipment, Surface Vehicles, Spacecraft, Space Travel, Psionics, World Generation, and Encounters all would of been familiar to CT players with two exceptions. Spacecraft used a new ship design sequence, called the Quick Ship Design Sequence (QSDS). Much like the old CT Book 2, this is a very modularized, building block, seemingly assembly-line ship design sequence focused on simplicity. These days I understand it was a radical change from the exceedingly complex and detailed Fire, Fusion, & Steel of TNE. The second change was in Space Combat. The ship-to-ship combat game focused on Adventure-class ships and was a mix of CT Book 2 and CT Book 5 High Guard. Again, this was a great step down from detailed TNE ship combat systems like Brilliant Lances or Battle Rider.

Section 14: Referee’s Introduction, actually includes rules for Skill Improvement, Learning, and Improving Characteristics. Coming once again from my CT background, these were dramatic changes that shocked me (as welcome as they were). There is also the obligatory Running Adventures and Campaigns which I too often skip. The next section, Trade and Commerce, is very near the familiar trade system of CT.

T4 includes two sample adventures. I didn’t pay much attention to these, instead focusing on the map for the Core Subsector in Milieu 0. I also closely read the updated Library Data.

What I Though of It Then – When I first read T4 I was lost. So much was the same as CT yet the core mechanic was totally different. That difference was enough to lose me. In those days, I was a concrete learner when it came to RPG mechanics. I was closed minded to nearly anything other than 2d6. Part of this was sci-fi elitism; I didn’t play d20 D&D because 2D6 sci-fi was far superior! At the same time, T4 was not different enough from CT to make me want to dig much deeper. I was also very comfortable with the Golden Era of the Third Imperium setting – I didn’t feel the need to explore Milieu 0 or any other alternative setting. Thus, T4 was put on the shelf and remained untouched.

What I Think of It Now – Over the years, T4 got a reputation of being a “hot mess.” Often times, this criticism revolves around poor editing of books or rules that seemingly contradict themselves. The criticism is justified at times; when reviewing the core book for this retrospective I found numerous cross-referencing errors, especially in the combat examples. Production values of the books were suspect. The layout is very unimaginative and many people feel the use of Chris Foss’ color art was not appropriate for the Traveller setting. T4 is seen as a useless edition and not worthy of even being talked about.

These days I take a more charitable view. In looking at the five goals set out in the book, I think T4 actually succeeds. This was probably a disappointment to those System Engineer players who seemingly want more detail. Part of why I love Traveller is that the world-building system is internally consistent and generally works together across a broad spectrum of equipment and information. I see T4 as aimed at the more Casual Player with a nod towards Detailed Role-Players. This iteration of Traveller steps back from the System Engineer dominance of TNE and it shows through the simplification of the rules. I also happen to be a fan of Chris Foss, and absolutely love his spaceships.

As much as T4 tried to embrace Casual Players, and entice Detailed Role-Players, the system ultimately suffers from a lack of narrative control and dampened player agency. The referee is clearly in charge in T4, like he has been since Classic Traveller. This lack of narrative access, combined with a reduction in System Engineer game subsystems, is what I think really doomed T4. It is very interesting to look at the 2008 release of Mongoose Traveller (MgT) and see just how much T4 and MgT are alike. Of course, MgT uses the classic 2d6 mechanic – maybe that made all the difference.

From an RPG-perspective, I give Marc Miller’s Traveller 4th Edition Totally Subjective Game Rating (Scale of 1-5):

  • System Crunch = 2 (Highly simplified mechanics)
  • Simulationist = 3 (Consistent world-building game systems)
  • Narrativism = 2 (Few concessions to narrative play; low player agency)

Marc Miller’s Traveller, Copyright (c) 1996 by Imperium Games, Inc. Traveller is a registered trademark of Far Future Enterprises. Used under license by Imperium Games, Inc. 

“The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977-2015 Far Future Enterprises.”

#ClementSector : The Rules #RPG

Clement Sector: The Rules – An Alternate Cepheus Engine Universe; Watts, Johnson, and Kemp; Gypsy Knights Games, 2016. PDF $14.99 (accessed 22 Oct 2016)

Clement Sector: The Rules (CSTR) is Gypsy Knights Games rules set for playing in their Clement Sector setting. CSTR is an Open Game License (OGL)-based set of rules deriving from Jason “Flynn” Kemp’s Samardan Press Cepheus Engine System Reference Document. CSTR gives referees and players a complete Cepheus Engine-based rules set tailored for the unique aspects of the Clement Sector Setting.

CSTR is a 217-page product loosely organized in a similar fashion to the Cepheus Engine System Reference Document.  The first section, The Basics, introduces the now-familiar 2D6 classic sci-fi task resolution system of roll 2D6>8. In a difference from Cepheus Engine, CSTR defines a natural roll of 12 as an “Exceptional Success” and a natural role of 2 as an “Exceptional Failure.” This can be a bit confusing because at the same time the usual Cepheus Engine “Effect” definitions of “Exceptional Success” and “Exceptional Failure” are also retained.

Character generation is laid out in the next section with an extensive 26-step checklist. In another break from strictly following Cepheus Engine, characteristics are generated by rolling 3d6 and keeping the best two die. Chargen in CSTR is of the expanded kind found in Mercenary or High Guard of the older Mongoose Traveller 1st Edition. The result is a more robust character with more skills than a comparable one generated using solely Cepheus Engine. Setting-tailored details are also here, such as Aging (Clement Sector postulates extended human lifespans) and a tailored skill list and cascade. To assist in understanding chargen, an extensive (5+page) example is given. What is NOT provided in CSTR are the career tables. For Clement Sector careers, CSTR calls for the use of a second product, the Clement Sector Core Setting Book Second Edition.

The Equipment section includes robots and other vehicles. These can be a bit harder to understand because nowhere in CSTR nor Cepheus Engine is vehicle construction defined or otherwise given. The OGL Traveller Vehicle Handbook SRD does exist (being released in 2008 along with the base Traveller SRD) but Cepheus Engine and CSTR avoid going into that area. The lack of fully defined vehicle rules does not make the game unplayable, but does limit the expandability of this section.

Personal Combat is very extensive. As envisioned by the setting designers, personal and vehicle combat is a major aspect of the Clement Sector setting and as a result the combat rules are fully fleshed out.

Space Travel in earlier generations of rules would be known as Spacecraft Operations; here the unique FTL drive of the setting, the Zimm Drive, is explained. There is a very nice rule included for Characters and the Law which adds detail for characters encountering law enforcement as well as arrest and sentencing. Trade and Commerce is relatively unchanged from Cepheus Engine and focuses on speculative trading, another core component of the Clement Sector setting.

Space Combat is another extensive section. Technically composed of three major rules sections, the first (basic) Space Combat is the CSTR version of Classic Traveller Adventure-class ship combat with its focus on characters. The second section, Advanced Space Combat, is the CSTR version of Mongoose Traveller 1st Edition High Guard for Capital ships. The third section is an Appendix that adds setting-specific rules unique to the Clement Sector, most importantly a Railgun Spinal Mount.

Like character generation, the Space Travel and Space Combat is notable for what once again is NOT included in CSTR. For ship construction (small craft, Adventure-class, and Capital ships) CSTR directs you to the Clement Sector book The Anderson & Felix Guide to Naval Architecture Second Edition.

Environments and Hazards is a very straight-forward port of Cepheus Engine. Worlds provides the rules for generating the Universal World Profile (UWP) but, given that much of the Clement Sector setting is already defined, CSTR directs readers to the Subsector-series of books (like Subsector Sourcebook 1: Cascadia 2nd Edition). Planetary Encounters are detailed, though Patron Encounters CSTR recommends the 21 Plots-series of books (starting off with 21 Plots 2nd Edition). Similar, Starship Encounters has very generic ship descriptions, but for more details it is recommended to look at the Ships of the Clement Sector-series (like Ships of the Clement Sector 13: Strikemaster Class Brig). CSTR concludes with Refereeing the Game.

Art throughout CSTR appears to have been taken from previous Clement Sector publications. Especially notable is the ship art by Ian Stead. Character art is what I term “CGI poser” and fortunately avoids being too cartoonish; instead it seems to communicate the setting as envisioned by the authors in a fairly effective manner.

Although CSTR has an long Table of Contents, it lacks an Index. The pdf version is also not bookmarked, making someone like myself dependent on my tablet reader search function. I also wish that Skill or Task definitions were consistently called out. For instance, matching velocity and boarding a hostile ship (a highly likely event in the Pirate-infested Clement Sector) is communicated in the rules as follows:

If the enemy ship is still moving, then the prospective boarders must match the target’s velocity and dock with it (a Difficult (-2) Pilot task), …. (p. 106)

This could alternatively be formatted – and more easily recognized – using the Task Description Format (p. 43) as something like:

Match Velocities and Dock with Hostile Ship. Pilot, Dexterity, 1d6 minutes, Difficult (-2).

I found it interesting that at least one setting-specific alteration to Cepheus Engine was not included in CSTR. Given Clement Sector has no nobility structure, the Social characteristic is used to reflect wealth and class. Tailored rules are found in the Clement Sector Core Setting Book on p. 195. Whereas setting-distinctive rules like Aging and the Zimm Drive were included in CSTR (as well as the Core Setting Book), the equally setting-distinctive SOC and Wealth rules were not included. Was this a simple oversight or clever marketing plan?

Clement Sector: The Rules accomplishes what it sets out to do; provide a setting-tailored version of Cepheus Engine to maximize play in the Clement Sector setting. Unfortunately, it is not a “one-stop” collection, needing to be expanded by the Clement Sector Core Setting Book for character generation and the Anderson & Felix Guide to Naval Architecture for ship construction. To help referees and players, Gypsy Knight Games offers a Core Bundle of pdf’s for $38.37 on drivethrurpg.com which includes the three necessary books along with the Introduction to the Clement Sector (also available as a free separate download and a great intro overview of the Clement Sector setting – well worth the look!). This is a very good deal compared to Mongoose Traveller Second Edition. To get the equivalent in rules material in Mongoose Traveller Second Edition one needs to buy the Core Rulebook (pdf $29.99) and High Guard (pdf $29.99). But this still leaves you without any “setting.” To get something similar to the Clement Sector Core Setting Book one might have to invest in a sourcebook for the Spinward Marches – once it becomes available.

Can one play in Clement Sector without CSTR? You certainly could use the Cepheus Engine System Reference Document or the soon-to-be out-of-print Mongoose Traveller 1st Edition rules in place of CSTR. The disadvantage to that approach is that one loses out on the collection of setting-tailored rules CSTR provides; instead you would have to constantly be making home-brew adjustments to fit rules to setting. To me, it is far easier to get the items in the Clement Sector Core Bundle and start adventuring!


Clement Sector: The Rules; Copyright (c) 2016 Gypsy Knights Games.

Cepheus Engine: A Classic Era Science Fiction 2D6-Based Open Game System. Copyright (c) 2016 Samardan Press.

“The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977-2016 Far Future Enterprises.”

#TravellerRPG #Solo #ClementSector

IN PREPARATION for some travel time this year, I picked up Star Trader: A Solo Trading Game for Traveller designed by Paul Elliott and published by Zozer Games in 2013. Star Trader (ST) lays out a system using Mongoose Traveller 1st Edition rules to play a solo trading campaign. The system uses a 10-step “Trading Checklist” to direct the player through play. ST also has modified Ship Encounters tables and an alternate space combat resolution system to speed play.The focus of ST is trade, and therefore the Trading Checklist focuses on the time from just after arrival to departure with a bit of extra fluff covering encounters while in/outbound to a planet and situations in Jump Space.

The solo-play approach got me thinking about expanding the Trading Checklist. In doing so, I drew upon the Traveller Main Book (Mongoose Traveller 1st Edition) and several Clement Sector setting materials, especially the Clement Sector Core Setting Book, Second Edition (Gypsy Knights Games). After a bit of some work, I came up with CSTravSolo that includes Outbound, In Zimm Space, and Inbound procedures. My checklist is not intended to be exhaustive; rather, it is a compilation of common skill checks with modifiers. Think of it as a guide for play!

A great advantage of the Traveller RPG series is that the “game” is actually made up of numerous “sub-games.” The most famous is Character Generation (CharGen) which (in)famously is known for having a chance for the character to die during the process. The combat procedure in Classic Traveller spun off skirmish games (Snapshot or Azhanti High Lightning) as well as a full-up miniatures battle game (Striker). The space combat system went through several versions including Mayday and Trillion Credit Squadron.  ST continues this trend by expanding upon the “trade” sub-game.

The Solo Traveller RPG project provided a great opportunity to dig a bit deeper into the Clement Sector setting. In addition to the Core Setting Book, there is great information provided in the other books of the line, especially the Subsector Guides. The Clement Sector, as an Alternate Traveller Universe (ATU), does not follow all the rules or conventions of Mongoose Traveller’s Third Imperium. Indeed, the wrinkles it introduces make it more appealing to me than the retreaded materials that Mongoose seemingly specializes in.

I will be honest and state that I purposely did not try to use Mongoose Traveller Second Edition since they do not support the Open Game License (OGL). Gypsy Knights Games has been working to change their products from Mongoose Traveller First Edition into OGL before the 1st Edition license expires. My solo project showed me that their product line is very rich and provides great adventure support.

#TravellerRPG and #OGL

I recently realized that the new Mongoose Traveller Second Edition is a closed license. On page 2 of the rulebook it states, “This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission.” This is in stark contrast with the First Edition, which used the Open Game License (OGL). [For a good backgrounder on the OGL, see here.]

In a move that I am sure Mongoose thought would alleviate gamer concerns, and working in conjunction with DriveThruRPG, a new Traveller’s Aid Society was created. However, there is a major legal snag in the Community Content Agreement:


You are allowed to use the Traveller setting as presented in the current Traveller edition books published by Mongoose Publishing as well as any Mongoose-published book covering the official Third Imperium setting (for example, Spinward Marches). This includes the names of all characters, races, and places and all gear, equipment and vessels; the capitalized names and original names of places, countries, creatures, geographic locations, historic events, items, ships, and organizations presented in those books.

What does this do to my favorite non-Third Imperium settings, like The Clement Sector by Gypsy Knights Games or Orbital by Zozer Games? GKG is in the process of moving all their content to an OGL version before the Mongoose Traveller First Edition license sunsets (which apparently will happen very quickly).

Dale McCoy Jr. of Jon Brazer Enterprises summed up the many “gotchas” in a Mongoose forum posting:

The “Gotchas” seem to be that when you publish via TAS you give up your Intellectual Property rights to what you wrote and that DTRPG (and Mongoose) take an additional 25% of the sale price – you get 50% instead of the usual 75%.

The IP thing isn’t a big deal if you just publish an adventure or a one-off, but if you want to develop a setting, by giving up the IP others can write stuff in your setting and you can’t control it; also you are limited to only publishing via DTRPG, so if you wanted to do a print version, you can’t; except through DTRPG and their Print on Demand. So no store copies.

Also, no Crowdsourcing or giving away free copies – it is all controlled by DTRPG.

As I said, for some things, it is fine, but for SETTINGS other than the OTU, it is not such a good deal. Unfortunately, that means that settings will be using the OGL rules (1st Edition Mongoose) and don’t get to take advantage of the new rules and “balanced” weapons systems.

SO good and bad depending on what you want to publish. OTU stuff is now available to publish, so if you want to write that epic campaign where the Chamax invade the Spinward Marches and fight it out with VIRUS, you can – through DTRPG.

I don’t know how I forgot this, but this is the one that sent my wheels spinning when I first discovered it: books produced through TAS do not appear on the front page of DriveThruRPG and the publisher has no way of putting it out on the front page as a feature product. This means that it is substantially harder to just run across my book by accident and discover it. Being on the front page is a real driver of initial sales, a driver that anything in the TAS does not have access. Will that mean that those initial sale will be spread out of weeks and months as those customers go looking in Mongoose’s and/or Traveller’s categories, or are those sales simply gone? I cannot say for certain, but i am willing to bet that it is going to be somewhere between those extremes.

But one scenario leaves the publisher with a lower initial return, which is generally used to pay writers, artists, etc. The other scenario just leaves the publisher was an overall lower return. Either way, the budget I use to produce all my Traveller books has just gone down.

For a very lively (educational and entertaining) discussion see the Citizens of the Imperium forum here. Once again all I can say is that I strongly support John Watts of GKG and Dale McCoy Jr. of JBE and will continue to support them, even as they might be forced to step away from the Mongoose Traveller Second Edition rules.

From what I can see, the greatest impact of the new Traveller’s Aid Society Community Content Agreement (TAS-CCA) is that third-party publishers with non-Third Imperium settings are being shut out of the new rules. Given my personal unfavorable feelings regarding the new system (see here, here, here, and here), I will not suffer greatly.

Bottom Line: I am a strong proponent of IP rights and don’t like what I am seeing. For third-party publishers to lose control of their IP is unacceptable. I also don’t see how the CCA helps brick-and-mortar stores (digital sales only) and has no crowdfunding option. Seems like Mongoose actually wants to strangle third-party publishers.


#FourRPGs of Influence

Reading the #FourRPGs hashtag on Twitter is a great nostalgia trip, as well a thinking challenge. Here are the four RPGs that most influenced me.

From tasteofsoundsfiles.wordpress.com

#1 – Classic Traveller (Published 1977 – discovered 1979)

Anybody remember the game store Fascination Corner in Arapahoe Mall in the Southeast suburbs of Denver? It was there I bought my first war-game, Panzer, by Yaquinto Games in 1979. Soon after that, I found a little black box with a very simple logo. The game was Traveller, and it was a role-playing game. Being a huge Star Wars fan, I just had to have the game. This was my gateway into RPGs. Although I had friends who played Dungeons & Dragons, I didn’t (fantasy didn’t catch my attention then, and to this day still doesn’t). I have never looked back since.

I actively played RPGs until the mid-late 1980’s. After college, my job and family didn’t really give me the time to play. Instead, I became a bit of a collector. I tried to keep up with Traveller (buying Marc Miller’s T4 and later the Mongoose Traveller versions). I tried other Somewhere in the mid-2000’s, I discovered DriveThruRPG, and started building an electronic collection of games that I had missed. Being a huge Traveller RPG fan, I stayed with GDW RPGs for the longest time. Sure, I dabbled in other systems (like the James Bond 007 RPG), but I really tried to stay away from Dungeons & Dragons. I had tried my hand at D20 Modern, invested heavily in the Star Wars: Saga Edition, and even looked at Savage Worlds, but none of then really captured my interest.

From en.battlestarwiki.org

#2 – Battlestar Galactica (Published and discovered 2007)

Being a huge fan of the show, I just had to have Margret Weis’ Battlestar Galactica RPG. I was immediately sold on what is now known as the Cortex Classic System (which, in retrospect, is not so different from Savage Worlds). The Battlestar Galactica RPG was a major turning point for me because it was with this game that I truly embraced designs beyond the Classic Traveller system. The Plot Points system, i.e. a tangible game currency for the players to influence the story, was a major break from my previous gaming philosophy. I realized that I was too fixated on systems like Classic Traveller, with its many sub-games, which is very wargame-like and not actually a great storytelling engine. I continued to follow the Cortex system, and these days really enjoy the Firefly RPG using the Cortex Plus system.

From en.wikipedia.org

#3 – Star Wars: Edge of the Empire (Published and discovered 2013)

While Battlestar Galactica started me on the path to narrative RPG play, I didn’t truly arrive until Star Wars: Edge of the Empire. I had got the core rule book and the Beginner’s Game and tried to play with my boys. But at first I just didn’t “get it.” What do all those funny dice really mean? One day I discovered the Order 66 podcast, and listened to their advice on Triumph and Despair. At that moment it all clicked. From then, I was sold on the the system and strongly believe that this game is the best marriage of theme and gameplay. That said, I have to say that the later volumes of this game system, Age of Rebellion and Force & Destiny don’t hold my interest as much as Edge of the Empire does.

From evilhat.com

#4 –Atomic Robo (Published and discovered 2014)

After Edge of the Empire, I started looking for other narrative RPGs. Somehow, I happened across a copy of Atomic Robo. I picked up the game (mostly on a whim) but after reading it was so intrigued by the gaming possibilities. As fortune would have it, I also discovered a Bundle of Holding that had many FATE products. I discovered I had been missing out on a great game system. Now, in addition to Atomic Robo, I enjoy Diaspora (FATE 3.0) and Mindjammer (FATE Core). I have even played a few games using FATE Accelerated with the boys, much to their (and my) enjoyment.

Truth be told, these days I pay much more attention to the “game engine” than the actual game. I admit that my favorite “game engine” these days is FATE Core. That said, I still enjoy Traveller (and even the much-maligned Traveller 5) although the newest Mongoose Traveller Second Edition is not impressing me.

#TravellerRPG Ship Combat (Unintended Part II)

In my ship combat example from earlier, I stated that Channing M’rrfeld’s Pinnace had 8 Hull Points. Unfortunately, I was looking at the late-Oct version of the High Guard Beta document and not the December update. Using the December playtest document, the Pinnace has 16 Hull Points. So the battle continues….

When we last left Channing, his Pinnace had suffered 13 damage points in the Attack Step of Round 1. Although a devastating hit, it does not automatically trigger a Critical Hit because the Effect of the attack was less than 6 (p. 158). However, the Sustained Damage rule (p. 158) applies a Severity 1 critical hit for every 10% (rounded up) of the starting hull. (The rules just say “starting hull;” I assume they mean Hull Points not tons.) Every 10% of the starting Hull Points is 1.6, rounded up to 2, meaning the 13 damage caused 6.5 (rounded down?) or 6x Severity 1 Critical Hits. Rolling on the Critical Hits Location table (p. 158) yields the following:

  • M-Drive (Control checks at DM -1)
  • Power Plant (Thrust -1, Power -10%)
  • Armor – Reroll Fuel (Leak – lose 1D tons (roll 6) per hour – but the Pinnace only has 1 ton of fuel to start with)
  • Armor – Reroll J-Drive – Reroll Weapon (Suffer Bane when used)
  • Armor – Reroll Hull (see next hit)
  • Hull (this makes the Critical Hit Severity 2 – suffer 2D damage – roll 10)

Attack Step Summary: Channing’s Pinnace has suffered at total of 23 Hull Points damage, reducing it to zero Hull Points and a total, inoperable, unrepairable wreck (again). Even if the Hull damage had been avoided, the ship has lost maneuverability (M-Drive and Power Plant critical hits) and is out of fuel. (Interestingly, the Core Rulebook does not specifically state what happens with no fuel. One can “assume” the Power Plant doesn’t work based on the statement, “Fuel is required for both the jump drive and power plant” found on p. 145.) If, by some miracle, those critical hits had been avoided then any attacks by Channing will still suffer a Bane. Channing needs his Vacc Suit and a rescue….

Post Battle Comment: Even with the “extended” play based on a (few) additional Hull Points, it still seems that space combat in this Second Edition of the Mongoose Traveller RPG (MgT2.0) is VERY deadly. Most importantly, the fact I had to refer to playtest documents to game out even this simple scenario using the “Core Rulebook” and Common Spacecraft is intensely dissatisfying. A Core Rulebook should be playable BY ITSELF and not rely on external references. This is a clear FAILURE on Mongoose Publishing’s part.

I also question if the system will appeal to today’s gamers. I come from a sorta old-school of roleplaying games and as a long-time Traveller RPG player I am used to the “wargame-like” nature of the combat system. That said, these days I also enjoy a more narrative style of game like Fantasy Flight Games Star Wars RPG series, Firefly (Cortex Plus), Mindjammer or Diaspora  (FATE Core), not to mention older systems like the Battlestar Galactica RPG (Cortex Classic) or something using the Savage Worlds engine. In a previous post I talked about how the Boon/Bane mechanic gives MgT2.0 a more narrative feel; the question in my mind remains, “Is it enough?”