Traditionally, Memorial Day marks the beginning of summer for the RockyMountainNavy family. That is until we moved to the East Coast. Now school for the RMN Boys goes until mid-June. However, I still want to use this occasion to look back on my geek hobby year-to-date.
According to my BGG profile, I played 10 games in January, four in February, four more in March, none in April, and only two in May. For a year that I wanted to play more I certainly have dropped off! Summer may change as I have several new games inbound. Arriving tomorrow is Conflict of Heroes: Guadalcanal – The Pacific 1942 (Academy Games, 2016). I also may be getting closer to my Kickstarter delivery of Squadron Strike: Traveller(Ad Astra Games, ??) which after many delays (unwarranted and unacceptable in my opinion) finally opened the BackerKit this week. I also pledged for Worthington Publishing’s Mars Wars – but it cancelled. This month I pledged to support Compass Games’ new Richard Borg title Command & Colors: Tricorne – The American Revolution. To be honest, I am buying this title as much for myself as for the RMN Boys – which is both a blessing and a curse. I am certainly blessed in that I have boys who love gaming, but cursed in that they are not a hard grognard like their old man. The titles also reflect a change in my gaming interests as I struggle with the closure of many FLGS and the movement of my purchasing online or (shudder) to Kickstarter. I also have several games on P500 at GMT Games and hope to see that production schedule move forward this year.
I started off at Christmas with a good collection of books that I am whittling down at a much slower pace than I wish. This is not because I have ignored them; on the contrary, I am probably reading more than I did last year – just not reading off my list! Science fiction books have taken up much of my reading time. I have found myself lost in rereading the Charles E. Gannon’s Caine Riordan series from Baen Books. I also turned to Kickstarter again for content, this time in the form of Cirsova 2017 (Issues 5&6) and its short stories.
I didn’t get time to build much but the RMN boys got many kits completed. We even found a YouTube channel that we love, Andy’s Hobby Headquarters. He not only shows great models, but the boys are studying his techniques for better building.
I also have to do the Dad-thing and boast a bit about my youngest RMN Boy. This past quarter he was studying World War II and had a project to complete. The project supposed the student had found items in the attic from grandparents accumulated during World War II. The student had to put together a scrapbook of a newspaper article relating a battle (writing assignment), a letter from a soldier/sailor to home describing another battle (writing assignment), a letter from home describing the home front (writing assignment), a letter from the mayor to a local boys club thanking them for supporting the war effort (another writing assignment), notes from Grandmother about key personalities (short biographies), and a propaganda poster (art assignment). We had fun doing this project as together the youngest RMN boy and I prowled my shelves for sources, watched movies and documentaries online, and even pulled out a few games to better visualize the battles. A very proud moment for this father as the New Media and my book and game collection came together to teach a young man history.
SOLO is based on the “fortune in the middle” approach to gaming. As Paul explains it:
Here, some decision making is made, but with very little description of how the player actually achieves his goal. The dice are rolled and the results retro-actively interpreted. [p. 6]
In explaining how to get to the “fortune in the middle,” SOLO breaks down the rules into six broad sections; Character Generation, SOLO Campaign Rules, and four different campaign styles (Travellers, Star Traders, Naval Officers, and Survey Scouts). As an added bonus, the Naval Officers campaign also has simplified “All-in One Space Combat” rules.
The Player Characters chapter is on one level a rehash of the character generation rules in the Cepheus Engine System Reference Document, but at another level so much more. The expanded explanations in SOLO do so much more to bring Cepheus Engine closer to a narrative-style of game. For instance, look at how the CE Reference Document explains Endurance:
Endurance (END): A character’s ability to sustain damage, stamina and determination. [CERD p. 23]
Compare this to SOLO:
Endurance – Toughness and stamina. Endurance also indicates a pain threshold. Does this indicate a character with a past filled with hard knocks and hard living? Low endurance may mean a pampered lifestyle, a low tolerance of stress, pain and discomfort. [p. 10]
SOLO gets much closer to creating characters in the style that Marc Miller in Traveller 4 (T4) referred to as the Detailed Role-Players – characters with strong motivations and rich backgrounds. With just a few extra words and a bit more thought, SOLO guides the players into making much deeper characters. This is partially achieved by focusing on what the die roll is during character creation and not just if it was a pass/fail:
Once a career has been chosen and the rolling of dice begins, we must take note of how much the role for Survival, Commission, Promotion and Re-Enlistment were made by – or failed by. Think of what it means to make or fail a roll by a wide margin. [p. 12]
This same approach applies to Skill and Mustering Out. I especially enjoyed Paul’s comment in Mustering Out where he recommended reducing cash bonus benefits for, “This ensures that none of the player characters in the group are too affluent – too affluent to take risks.” [p. 13].
The next chapter, Character Reactions, starts the core of the SOLO rules. Character Reactions introduces a new rules mechanic for “In-Game Reactions.” In-Game Reactions is a roll to avoid a bad reaction – a measure of how well the team held their nerve. It is a variable target number based on the crew relationship; the examples used range from the squabbling crew of Prometheus (more prone to bad reactions) to Star Trek (less prone).
“The heart of SOLO is The Plan” [p. 22]. The Plan lays out the scene resolution mechanic. This again is a new game mechanic because SOLO resolves scenes and not tasks. Through the use of a single die roll, The Plan resolves “how it all went” [p. 22]. Using a simple three-step process, the player decides the Plan difficulty, danger and resolution. From here the die roll leads to Bad Consequences or Good Consequences. This in turn leads the player to Explanations – what happened.
To help, Paul recommends Write It Down in an unstructured diary [p. 28]. Most importantly, this must include NPCs: Contacts & Enemies. If you haven’t caught on yet, SOLO is heavy on relationships – relationships between characters and relationships between the party and NPCs. These relationships in turn lead to Storylines where the player “tries to make sense of random events by hanging on them an interconnected plot” [p. 33].
These random events are driven by Random Rolls, the next chapter. There are Random Tables for:
Tell Me, D6
Law Level Checks
The Tell Me, D6 is nothing revolutionary and shows a range of reactions for either a person or situation. The other tables are wonderful because they often use a variety of d6 rolls, from 2d6 (2-12) or 3d6 (3-18) or d66 (36 potential outcomes). These tables can be dropped into most any campaign, solo or not, and are a reminder that tables don’t just have to be 2d6! The Law Level Checks table and accompanying explanation is also good GM advice on when and how to play with Law Levels, a rule that has been in Traveller since the first Little Black Books in 1977 but one I rarely used until more recently.
With the core SOLO rules explained, Paul now introduces the first of four campaigns – Travellers. This is the default campaign and classic Traveller:
…a mixed group of traveling PCs, veterans of the military services and other walks of life. The might have a small starship with which they move from world to world, or they may travel on commercial starships. Criminals, hunters, fortune hunters, noblemen (and their countiers), miners, chancers and bounty hunters, all fall int this category. [p. 53]
Each campaign uses a Checklist of events. Paul also recommends starting this campaign In Media Res, and has a “Starting Situation” table to help. The campaign also has tailored events tables. Once again all of these are great fodder for any GM to drop into their campaign. The heart of the Travellers campaign is the Patron Encounter though here event that is expanded upon by also encountering Enemies, Cargoes, or Colourful Locals.
The second campaign is Star Traders. This campaign is actually where Paul started as it is based on his earlier publication, Star Trader. The Star Trader campaign is where:
With a ship in hand, the player characters can start making money by shipping people and cargoes. Often this means they are free traders, plying the routes the big carriers have ignored. Free traders can get into plenty of sticky situations, can earn extra money from infrequent adventures and sometimes operate on both sides of the law. [p. 7]
SOLO ties to avoid the “fantasy stocks and shares” gaming trope and make this campaign adventure. Once again, it is relationships that will drive events. The campaign checklist is not only a great guide for solo play, but useful guidance for any free trader campaign game.
Whereas the Travellers and Star Traders campaigns are classically Traveller, the next campaign, Naval Officers, is much different. “The PCs are the crew of a naval warship, patrolling the subsector, battling pirates and smugglers and defending the region from other interstellar navies” [p. 7}. Because this campaign is not “classic,” different character generation rules are called for and provided. Additional rules are what I call “Naval Intelligence,” added planetary codes for pirates or general threat levels giving an expectation of action. The “Star System Encounters” section also flushes out the system and provides more adventure hooks. “Investigating the Sensor Returns” calls for the use of playing cards with the different suits representing a different type of contact. More encounter tables are consulted, and more adventure created.
The Naval Officers campaign also introduces All-In One Space Combat rules. This rules variant uses a streamlined combat resolution mechanic built around a ship’s Combat Rating. Use of this variant avoids the need to play the starship combat subgame as detailed in the CE Reference Document. I don’t know how many more times I will say something like this, but the All-In One Space Combat Rules should be in every GMs kitbag for use during play.
The last campaign is Survey Scouts:
Exploration and adventure go hand in hand. In this campaign, the player characters are the crew of a survey ship – far from help or assistance, members of the scout service exploring new planets and sometimes making contact with alien races. [p. 7]
There is no greater science fiction theme than the exploration of uncharted space; many novels, movies and TV series have gone down this route. For SOLO gamers space exploration provides an almost perfect solitaire-play set-up; a ship, a crew and a subsector of unknown space to fly around without the need for NPCs, meddling governments or regulations. [p. 102]
This campaign style is heavily hinted at in the later generations of Classic Traveller. I prefer to call this campaign style “Alien Traveller” with a very definite nod to the Alien franchise, although Paul points out that is just one of several genre campaigns possible. Like Naval Officers, Survey Scouts needs modified character generation rules. In Survey Scouts, new rules also cover planetary surveys and “Survey Points.” In yet another useful section for any GM, Survey Scouts draws heavily from another of Paul’s products, The Universal World Profile to add many useful details to planets.
I should point out that after the SOLO rules are introduced and in every campaign an Example of Play is provided. The Naval Officers and Survey Scouts campaigns also use evocative fiction to help showcase their subsystems. Sprinkled throughout the book are many references to stories, books, TV shows, and movies that bring home the point just how versatile the Cepheus Engine system can be.
Recommendation: MUST BUY
SOLO is more than just a campaign system for solitaire play. By using solo play as an example, Paul has actually shown a way to make the encounters-style of adventure work in a wide variety of campaigns. SOLO should be in every Cepheus Engine/Classic Traveller RPG GM’s kitbag. It is astonishing to think about just how much “game” is included within these 153 pages. At $9.99 this is a real bargain for the many hours of play one can get solo or with their regular adventures.
SOLO: Solo RPG Campaigns for the Cepheus Engine; by Paul Elliott, Zozer Games, 2017.
Cepheus Engine System Reference Document: A Classic Era Science Fiction 2D6-Based Open Gaming System; by Jason “Flynn” Kemp, Samardan Press, 2016.
The setting of TSAO is a logical outgrowth of 20th century UFO conspiracies:
Set in 2260 AD – two years after the Terrans took Keid and forced the Reticulan Empire to capitulate the book introduces the player characters to the immediate aftermath of the Terran victory in the Terran Liberation War against the mighty Reticulan Empire and its many thralls. For their part, the upstart Terrans, bolstered by their victory against their old masters, now move to become a power to be reckoned with in interstellar affairs. Against this background of espionage, maneuvering, and saber-rattling, and on the new interstellar frontiers, the player characters can forge a destiny of heroes or villains of the new United Terran Republic. (DriveThruRPG)
TSAO is delivered in a 209 page pdf (also now available in a POD option). This meaty setting is explained over six chapters and two appendixes.
Chapter 1 – The United Terran Republic provides much of the history and setting background. Included is not just a recap of events to date, but also many groups or factions or agencies that the player characters (PCs) could interact with. Psionics has a role in this setting. Given the assumed Tech Level (TL) of 11-12 (with some military at 13), TSAO (like Omer Golan-Joel’s earlier Outer Veil setting) is a high-tech but small-ship universe.
Chapter 2 – Aliens describes the humans neighbors, opponents, and allies(?). In the space of just a few pages many races are fully described and (again) are rich with adventure seeds and story hooks for development.
Chapter 3 – Characters and Careers is a great example of how to take the basic character generation system in Cepheus Engine and stretch it to showcase it’s full potential. PCs can be the default Humans or select from several alien races. Careers are taken from 13 civilian careers in Cephesus Engine or an from the 20 new ones in TSAO, including seven (7) alien “careers.”
Chapter 4 – Starships showcases alien saucers and Terra’s ships along with a few other alien constructs. Art is provided by the ever-dependable Ian Stead and others. Make sure to look at the 300-ton Terran Shaka-class Light Military Transport (and especially the Decommissioned Shaka-class Transport) for a not-to-subtle nod to Serenityand the Firefly-class.
Chapter 5 – Terran Borderlands is combination gazetteer and Referee’s Information. The worlds of Known Space is detailed, along with many story hooks and adventure seeds. The usual World Generation process from Cephesus Engine is expanded upon here with an Expanded Universal World Profile that adds a bit more detail but also a whole many more ideas that PCs or Referees can grab onto.
Chapter 6 – Patrons describes 12 Patrons that might engage the PCs. The chapter is not only a grouping of ready-made adventures, but also provides insight into the setting as viewed by the authors.
Appendix A – Terran News Agency Dispatches, February 2260 is a call back to the Traveller News Service snippets that were a staple of Classic Travellerand its successors. Again, these short news items can be the start of yet more adventures!
Appendix B – Sources of Inspiration, Literary and Otherwise is TSAO‘s Appendix N. I always look over these lists to see what inspirations the authors took and to see what I may want to add to my reading/viewing.
The last part of TSAO is an index. This is one of the best indexes I have ever seen in a book. However…the pdf is not cross-linked. This highlights some of my pet peeves with so many pdf products; page numbering and no linking. TSAO is paginated like most books, with page 1 being the interior title page. Unfortunately, this is “page 3” of the pdf, meaning if using your pdf page search you will always be three pages off from your target! The publisher could of avoided (or lessened the impact) of this issue if the Table of Contents (or even that great Index?) was linked.
Production quality is very good. Compared to Stellagama’s previous The Space PatrolI can see definite improvement. Get the linking and page numbering issues nailed and I will likely have nothing to complain about….
The authors call TSAO the first in the Visions of Empire (VoE) space opera settings. If TSAO is any indication, the VoE series will be settings rich in background using (and stretching) the Cepheus Engine rules to their finest.
Two of my three favorite Traveller RPG, uhh…”2d6 Classic Sci-Fi RPG”, companies published new items recently that I acquired.
The first is Far Horizonfrom Zozer Games. The cover calls it Far Horizon: A TL9 Exploration Ship for the Cepheus Enginewhereas the front matter states Far Horizon: A Near Future Mission and Spacecraft for Cepheus Engine. Both titles are correct, although the second one is more accurate. This title is designed to go with the Zozer’s Alternate Traveller Universe (ATU) setting of Orbital: 2100 although everything is included here to play this adventure with just the basic Cepheus Engine rules if needed. Inside one finds not only background into the mission but also a complete description of the DRV Far Horizon, a nuclear-thermal rocket for exploring deep space. Included also are rules for TL9 Vacc Suits. The adventure itself is a race-against-time investigation into the unknown.
Parts of Far Horizon have been available previously. The ship itself is a free download at DriveThruRPG. The rules on vacuum suit construction were in a previous product, Vacc Suit, which is no longer available no-thanks to the Mongoose Publishing Community Content Agreement. So it is refreshing to see this packaging bringing back good near-future, hard-ish sci-fi adventure! Adding to the quality, the product is nicely illustrated by Ian Stead and others.
If one has looked at Orbital: 2100 but are not sure about making the jump into this ATU, Far Horizon is a great way to try out the setting.
The second product I got was Ships of the Clement Sector 17: Atlas-class Freighter from Gypsy Knights Games. This is the second of what I call “expanded” ship books from GKG. The 50-page product includes excellent narratives to set the mood, awesome ship art by Ian Stead (again), and just enough adventure seeds to whet a GM’s appetite. Indeed, this larger format allows for more of each giving both players and GMs more to think about and more potential for adventure. If you are a fan of The Expanse, you may find a similar vibe to that universe and some of the stories and background presented here. Though many might look at an 800 dT freighter as “not sexy enough to be my ship,” the reality is it takes ships like the Atlas to ply the shipping lanes of the Clement Sector and ekk out a living. This book helps your players do just that. Another must-buy from GKG!
Make sure you read both parts of Alegis Downport’s comments on the Rucker since he had a very intimate hand in the creation of the ship. There is nothing more I can add except to heartily endorse all the kudos he gives to Gypsy Knights Games for bringing Ships of the Clement Sector 16: Rucker Class Merchantto market. SotCS 16 continues a great line of useful products from Gypsy Knights Games that are at home in any TravellerRPG setting. Thanks to Alegis Downport, users of the ship now have even more thought-seeds for adventure.
My praise for The Space Patrol is a bit more reserved. The Zhodani Base named The Space Patroltheir “Best ATU Setting” for 2016. As much as I like Zho, I must respectfully disagree. Although I find The Space Patrol a very interesting career and a welcome addition to any setting, I feel that Orbital: 2100(Zozer Games) is a much better example of how to take the original Traveller 2d6 sci-fi system (as detailed in Cepheus Engine) and use it to make an exciting Alternate Traveller Universe. I also feel that The Space Patrolsuffers from some poor formatting decisions (like more-that-a-few tables that cross pages) that make it feel a bit too DTP-like in an era where small publishers (like Gypsy Knights Games) push out very high quality products. But don’t get me wrong – The Space Patrol is a great addition to any Traveller/2d6 Sci-Fi/Cepheus Engine setting and should be in everyones collection. I just wouldn’t have given it the coveted ATU Setting of the Year.
Orbital is a science fiction setting for Traveller with a fairly realistic (TL 9) feel that is set within our own solar system. The Earth is locked in a Cold War with the people of Luna. Both face off, 400,000 km apart, threatening mutual annihilation whilst they compete to colonise the moons of Jupiter and Saturn. Older colonies such as Mars and Mercury are independent and caught up in this struggle for solar system supremacy. Spacecraft use nuclear thermal rockets and create gravity by spinning pods or centrifuges, this is spaceflight as envisaged today!
What I think Mr. Elliott really means to say, to avoid legal troubles, is that Orbital is a science fiction setting for the Cepheus Engine. Orbital 2100 attempts to update the original material that used the Mongoose Traveller first edition rules. No longer a legal option, to avoid intruding on Mongoose Traveller’s second edition Closed Gaming Content and Product Identity, Orbital 2100 is based on the Cepheus Engine.
With Cepheus Engine providing the game rules, Orbital 2100 focuses on the setting. The first three chapters; The Situation, The Cold War, and Organisations provide a great deal of background and sets the stage for player adventure.
Character Creation follows the Cepheus Engine which allows this small section to focus on the differences in chargen from Cepheus. For instance, a new definition of Social Standing is introduced as well as new Background Skills. At this point, players “select a campaign” of which there are five. Depending on the campaign selected, different careers are recommended. There are no new career paths presented in Orbital 2100; rather, equivalent careers are mapped to Cepheus Engine careers. Other changes include a slightly modified Skills Cascade list, unique Military & Spacer Ranks, and modified Mustering Out process. The later is an interesting wrinkle to long-time Traveller RPG players because Orbital 2100does not use the “traditional” end chargen and start adventuring. Instead:
In a typical game, characters must muster out before the game begins. In Orbital, it is more likely that characters will still be in employment within their chosen career. Player’s may finish character generation at any desired point and have their characters join the game, although an aging crisis or some events may also indicate a character has left the character generation process and begun the game. – Orbital 2100, p. 35
Being set in 2100, the governing tech is generally TL 9 (with TL 11 in computing and electronics). There is no anti-gravity or jump drive. Trips are limited to inside the solar system using Nuclear Thermal Rockets and spin habitats. The next chapter, Spacecraft Design, introduces three classes of spacecraft that follow these setting restrictions. Deep Space Vehicles (DSV) are analogous to “starships”(100 tons or larger) in Cepheus whereas Orbital Vehicles are this settings “small craft” (under 100 tons). The added vehicle class is Launch Vehicles (100 tons or less using regular chemical rockets. (Orbital 2100, p. 37). Although Cepheus Engine provides rules for building up to 5000 tons, the Orbital 2100 limit is 2000 tons (p. 60). Orbital 2100does introduce an alternative drive, the TL 10 Fusion Drive (or Nuclear Pulse Fusion Drive – NPF p. 61). This vastly more efficient drive can make ships more akin to those seen in the TV series The Expanse.
Operating Spacecraft generally follows the Cepheus Engine rules with the greatest exception being travel time within the Solar System. Without getting too scientific, Orbital 2100 uses an orbital racetrack for travel between the inner planets and easy tables to assist in computation of travel times (p. 71). Fuel is also treated much differently, being defined in terms of “Burns” (p. 73) Bottom Line – The Expanse“Flip and Burn” is rare in Orbital 2100. Maintenance is also treated differently, as well as trade revenue. Setting-specific Encounter tables and updated Space Combat rules also are found here (remember – Trajectory is King! – p. 77).
The next chapter, Hardware, properly focuses first on Space Suits. Rovers, Orbital 2100’sversion of vehicles, area also here but no rules for their design/construction are presented (nor are they found in Cepheus Engine). Computers are also redefined, and a section of Orbital and Launch Vehicles given. These Launch Vehicles go beyond chemical rockets by adding items like a Mass Driver Catapult or other alternate launch systems. Background and stats for common DSVs are also presented, as well as modular space stations.
Orbital Society is more setting background looking at Law Enforcement, Art, Colonies and the like, background on life aboard a DSV, various Treaties and Regulations and the Earth Orbit Network. There are many adventure seeds buried within these pages!
Working in Space is the Orbital 2100 version of the Environments & Hazards section of Cepheus Engine. The most interesting part to me was “Ways to Die in Space.” There are also rules for Astroid Mining found here as well as a basic outline of how to set up an outpost.
Worlds breaks from the Cepheus Engine design system and instead presents the planets and moons of the Solar System in UWP format. The real gems are found in the extensive flavor text. Again, lots of great adventure seeds are found here.
Running Orbital is in effect the Referee’s section. I found this section a bit weak. It starts out with four different campaign types, seemingly ignoring the fifth one found in the character generation “select a campaign” at the beginning of the book. This chapter also introduces Secret Agendas and Status, character concepts that I strongly believe should be included in the character generation chapter and not buried here (p. 218-221). The section ends with a look at Aliens (again, nice adventure seeds).
Resources is the Orbital 2100version of Appendix N; the inspirations for the setting. Good movie or reading list material here, although I can’t believe Paul didn’t mention Atomic Rockets or the Encyclopedia Astronautica!
Overall, this is a good setting. I have always liked playing in a grittier, harder sci-fi setting like Orbital. I really appreciate the changes Mr. Elliott makes from the Cepheus Engine basic rules. If I have a criticism, it is that I wish Zozer Games had taken the opportunity to relook at the layout of the book and move some items around (especially Secret Agendas and Status) to make these distinguishing character features more prominent and not bury them near the end of the product.
If one is looking for a 2d6-based science fiction setting that can be adapted for The Expanse, Orbital 2100 is a very close fit. To avoid legal entanglements Mr. Elliott is obviously very careful with references to The Expanse with only three mentions in the entire book (one of which is The Expanse entry in Resources). The Expanse has its own spacecraft technology and combat vision, best shown in the episode “CQB”, but a moderately resourceful referee can probably make the adjustments necessary to capture an Expanse-like narrative. At the very least the Orbital 2100spacecraft design sequence can make DSV’s with NPF in a tail-sitter configuration, and Mag Boots are found on p. 86!
When can you write about the Traveller RPG? Can you sell what you write?
Traveller, in all its forms and editions, is copyrighted. Copyright protects the publishers (Far Future Enterprises and its licensees) from unauthorized copying or publication. Traveller and associated words and terms are trademarks. Trademark protection protects the publishers from unauthorized use of marks.
We have a liberal Fair Use Policy. If your activity is non-commercial, you can make copies to support playing the game, you can scan copies for your computer, you can write short programs and spreadsheets which automate processes within the game. You can make copies of pages as handouts for players. You can make web pages in support of Traveller.
Fair Use Explicitly Applies to non- Mongoose Traveller editions….Only Mongoose Traveller is governed by both the OGL and TTL….
FAQ FREQUENTLY ASKED QUESTIONS
3. May I rewrite the game in my own words, scan parts of the book, or create any other derivative works.
No….You can write about the Traveller universe, and put it on your web site… but you can’t reproduce the rules (or reproduce re-writes of rules, etc.) except for about a page (because we give you permission to do that, provided you post the proper acknowledgement).
Traveller (C)2008 Mongoose Publishing. All rights reserved. Reproductions of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission.
In September 2008, Mongoose made available the Traveller Developer’s Pack. The pack included a series of Open Game License (OGL) System Reference Documents (SRD) for Traveller, Mercenary, High Guard, and Vehicles. These SRDs pertain exclusively to the rules of Traveller, not any setting.
Legal rights were explained in the Read Me First document of the Developer’s Pack:
I want to produce material based on older and out of print versions of Traveller, and publish them on a non-commercial basis.
Consult the Fair Use Policy Document.
I want to produce and publish my own original material using the current Traveller rules – both commercially and non-commercially.
Consult the Traveller Logo License.
The Read Me First document also stated:
What Can’t I do?
The following is not permitted under the Traveller Developer’s Pack – if you wish to attempt one of these projects, you should contact Mongoose Publishing for further information at firstname.lastname@example.org. This is not a comprehensive list, and you should get in contact if you want to do anything not covered by the Fair Use Policy or Logo Licenses.
Publish material for older and out of print versions of Traveller, and release them commercially.
Publish software based on the current edition of Traveller.
Publish Original Traveller Universe material beyond the confines of the Fair Use Policy or Foreven Free Sector Logo License.
This arrangement was fine; third party publishers like Zozer Games and Gypsy Knights Games could legally publish alternate settings using the then-current Mongoose Traveller (MgT) first edition Core Rulebook. That is, until Mongoose stopped selling the first edition, thus making any commercial release based on the first edition rules ILLEGAL.
Mongoose Publishing currently sells the second edition of MgT. Like the first edition, the game contains no Open Game Content. At the same time the second edition was released, Mongoose entered into an agreement with OneBookShelf (the company that brings us DriveThruRPG.com) to create the Travellers’ Aid Society (TAS) and brought the Community Content Agreement (CCA) to the Traveller gaming community. The CCA allows for commercial uses of the MgT Core Rulebook “…provided that they only use the game system rules and game terms found in the current[my emphasis] edition Traveller books published by Mongoose Publishing.” The real interesting part of the CCA is how the agreement grants Mongoose broad rights to YOUR IP:
“User Generated Content” shall be defined as the copyrightable elements included in your Work, such as original characters, scenes, locations and events. User Generated content shall not include the illustrations and cartographic artwork included in your work. Per the terms of this Agreement, you expressly agree that your User Generated Content, once submitted to the Program will become Program IP and useable by other members of the Program as well as the Owner as described in this Agreement.” Web Post by Harl Quinn – 05-02-2016
What this means is if you are a third party publisher who wants to sell an original setting using the MgT second edition rules, the only way you can legally do so is to use TAS and GIVE UP your IP to Mongoose (not to mention that posting to TAS also means you give up a larger portion of the financial proceeds of the sale to Mongoose and OBS).
The combination of no Open Game Content in the “current” MgT second edition and the CCA effectively means there is no allowable commercial use of the “current” edition rules other than that specified by the CCA. Most importantly, any IP you place in TAS no longer belongs exclusively to YOU; Mongoose and ANY OTHERS can use YOUR IP freely.
Gypsy Knights Games in the comments adds: “I would like to correct one small thing in this post. While it is true that Mongoose and anyone else who likes can use any part of your IP in any way they want, it is important to note that the person using your IP must also be part of the CCA/TAS agreement. It is a small distinction but I think it is an important one.”
Thankfully, the future looks much brighter now, thanks to Jason “Flynn” Kemp of Samardan Press. Mr.Flynn has taken the Traveller OGL SRDs and created the Cepheus Engine System Reference Document: A Classic Era Science Fiction 2D6-Based Open Game System. Quite a mouthful, but important for the Advocate skill-holders out there.
Please Note: This product is derived from the Traveller System Reference Document and other Open Gaming Content made available by the Open Game License, and does not contain closed content from products published by either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or challenge to any trademarks held by either entity. The use of the Traveller System Reference Document does not convey the endorsement of this Product by either Mongoose Publishing or Far Future Enterprises as a product of either of their product lines. – Cepheus Engine System Reference Document (c) 2016.
I’m OK because after years of disappointing Mongoose content and watching the roll-out of their second edition (which fails to impress me) I now understand Mongoose is making a naked attempt to take back commercial profits of an IP that the OGL SRD release gave away. Mongoose wants to make bank not only on the Classic Era Third Imperium setting, but any other setting that uses “their” rules engine.
Since 1979 I have gamed with Traveller, but Jason “Flynn” Kemp, Paul Elliott at Zozer, and John Watts at Gypsy Knights Games have together taught me I don’t need “Traveller” to play a fun 2D6-Based Classic Era Sci-Fi RPG.
Post Script: But wait, isn’t there another “current” Traveller RPG out there? All this legal wrangling over MgT second edition also got me thinking about Traveller5. According to the front plate in the T5 Print Edition 5.1:
Copyright (C) 2015 Far Future Enterprises.
All Rights Reserved.
No part of this book may be reproduced in any form or by any means without express written permission from the publisher.
FFE maintains a FUP Fair Use Policy (available on request) detailing reasonable uses of the Traveller5 game system (including references to the material, copying, web presences, and derivative works) while still respecting its copyright and intellectual property.
It appears that T5 is not Open Game Content but allows reasonable non-commercial use. Not being governed by the Open Game License will require negotiating commercial-use with FFE.
“The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977-2015 Far Future Enterprises.”