Well, I firmly blame Alex at https://upthebluefow.blogspot.com/ for this. His fascinating efforts to make Striker into a playable tabletop wargame, have finally forced me to scratch a long standing itch and (re) buy a lot of my old Traveller collection.
I originally sold all this stuff back in the late 90s, but it is one of those things I regret, as you do from time to time. I had a happy old time with Traveller back in the 1980s, mainly with my pals from the University of London Wargames Club.
Amazing how much of this stuff is still floating around, as it is well over 40 years old. Various trawls through eBay produced this lot, although a lot of it came from collectibles shops with eBay store fronts. I'm not interested in the modern versions, which have no doubt been mucked around with.
First lot were these two. I was used to the original box set, and as it is impossible to tell on the internet how big things are, I was bit surprised to find that these were much larger than expected. All you need to play Traveller apparently.
Clearly the first set was missing Book 2, so I bought this. Except it turned out it wasn't, as the large format edition had rolled the original Books 1,2 and 3 into two volumes. Doh. The text seemed largely identical. I might sell this as surplus, but I actually prefer the layout in this one.
Between them, I'd forgotten how rich the basic set of rules are. I'm sure when we used to play we just ignored a lot of the stuff in here, we certainly never did any trading, but the whole thing is so well thought through and comprehensive. It very, very much reminds me of En Garde, but better developed.
To go with the basic set, you obviously need some background. The Spinward Marches are just a set of space regions to explore and have adventures in. I've got the GDW boardgames Imperium and Dark Nebula which also cover a lot of the Traveller Universe region of space, but the Spinward Marches is designed with RPGs in mind, not strategic space warfare.
This looks like a mint copy, but in fact many of the maps have been carefully hand annotated, adding in some of the useful stuff (Imperial star bases, refuelling points etc) which could so easily have been printed on the map, but instead is buried in the wierd hexadecimal gobbledygook system description codes.
The second supplement I bought back in the day was Mercenary, which adds military careers, some more interesting weapons systems, and a whole subset of mercenary adventures and the means to resolve them, including a combat system up to brigade level. The latter is sheer genius, straight out of Dupuys 'Numbers, Predictions and War', and the combat results most definitely do not reward the big battalions, but the better quality ones. I spent ages number crunching this one calculating force ratios and outcome probabilities when I should have been revising for my second year exams at University. Ahem.
The third supplement we got was High Guard, which has a much more advanced ship design and combat resolution system. I had a lot of fun doing starship designs with this, and we used to use them as an alternative to Starfire for space combat games. This also includes naval careers for characters.
The basic books, Merc, High Guard and Spinward Marches was all we ever really used for Traveller, as it had everything we were interested in, and even then, most of it came out of our heads.
High Guard can also lead off into a whole rabbit hole of its own via the Trillion Credit Squadron supplement and infamous 'Lenat Squadron' in the 1981 and 82 competitions which used computer assistance, a primitive form of AI, to minmax the rules and produce literally unbeatable fleets.
My good pal Mark is very interested in this stuff, see Geordies Big Battles: http://exiledfog.blogspot.com/2025/03/note-to-self-trillion-credit-squadron.html
In a class of its own however was.....
Striker! Future tactical combat in the Traveller universe, by one Frank Chadwick.
Honestly, this one was just fabulous and we used to fight company level actions using these. I also invested/wasted a lot of time on vehicle designs when I should have been revising for my finals! They included a functional Ogre and a lot of WW2 vehicles. sadly these designs were all lost when I sold my stuff.
I couldn't find a physical copy of these at a price I was willing to pay, so I just got the PDFs (four of them) from DrivethruRPG. Enough to look at anyway, and marvel that I actually used to understand these enough to play them, as they are pretty complicated by modern standards. They were worth the effort as they were very realistic indeed in terms of small unit C3 etc. Alex has done a great job of streamlining them and making into more of a wargame and less of an RPG engine.
I'm glad I own these again, they have been a painful hole in my library for decades now, but although they are fun to read, I doubt they will ever get played as written. They might provide some good background for some online RPG sessions though. And rest assured, I did pass my exams at the LSE quite respectably, despite wasting so much time wargaming. I had a bigger, faster brain then, and rather more energy.
Frank Chadwick did a second edition of Striker, based on Command Decision which were / are more accessible.
ReplyDeleteI confess I was more attracted to Traveller 2300....
I played Traveller once IIRC, a dedicated fan had created a spacecraft and characters for all the crew and was obviously heavily invested in all the detail he had laboriously created, including the race and characteristics of all the crew. It rather felt like intruding in someone else's fantasy or creation! We got involved in a space battle and were reduced to rolling the occasional dice without much real involvement. I don't think the creator appreciated our lack of interest, but TBH, there was no real involvement. While I could appreciate the amount of work, as a RPG, the game itself was rather dull...
Neil
I was less attracted to Striker II, Striker I caught my imagination as it was so much about troop quality rather than firepower. A bit like the difference between Squad Leader and Tobruk.
DeleteA successful RPG is so dependant on the chemistry between the GM and the players, if they are different wavelengths, it just isn't going to work, whatever rules you use.
That sounds really interesting. I have never played Traveller, it just wasn't on my radar in the days when it was anything approaching a real part of my life: I should at least give it a go, although I do understand why games like this went out of fashion. I did play Universe and Delta Vee, which I guess were trying to do similar types of things...
ReplyDeleteThere are so many RPGs to choose from, you just have to go with the ones which grab you. I suspect I am one the few people who has played not one, but two, lengthy campaigns of Tunnels and Trolls! If we do RPGs these days, they are typically single mission adventures, and we largely make the "rules" up around some sort of skill roll. Although we have done some longer games over Zoom, like the Berlin Noir series we did over a couple of years.
DeleteI remember seeing it when it first arrived here in the UK but I did not buy it as it was a bit too expensive for me at that time and was three small slim booklets in a box. I then played in a Traveller campaign at university and had a lot of fun rolling up characters, designing ships using High Guard, and playing in the campaign. A brilliant game, ahead of its time.
ReplyDeleteRolling up the characters was a game in itself, and gave the players a big investment in their fate. I suspect I didn't buy a copy until I got to University as well, purchased from the Games Centre just off Oxford Street.
DeleteI bought white box D&D there when it first came out in what 1974 (?). In fact I liked that shop so much I ended up working for them when it moved to Oxford Street!
DeleteI got my White Box there as well. I applied for a job at the Oxford Street shop and got turned down! I guess they had lots of geeky gamers looking for work.
DeleteI got lucky I think as they were very short staffed when I applied so I ended up working ten days solid without a single day off! Started on the ground floor with all the board games and jigsaws.
DeleteLove CT, played it a bit in the late 70s, early 80s. I still have all the my LBBs :-) I also moved onto MegaTraveller as it just seemed more cohesive and even GM'd a few games. But I now think the LBBs are the best! And that is the extent of my role playing with others.
ReplyDeleteI have attempted to solo Traveller a few times in the last 15 years to no real effect. I still tinker with solo RPGing in the background (even have a blog on it but updates are rare), like to think based on Traveller but so streamlined that in reality it is nothing like it!
As I mentioned above, we occasionally play one off missions in Traveller like the universe, but the rules are minimal. Basically just a standard skill roll of 7+ to succeed, with relevant mods. Everything else I our heads. I never really investigated solo Traveller, although I played a lot of solo Tunnels and Trolls as there were various published solo adventures for that. I reckon trading in Traveller could be a solo game in its own right.
DeleteThe prolific Paul Elliott has some solo Traveller rules on Lulu that I have been eyeing:
ReplyDeletehttps://www.lulu.com/shop/paul-elliott/playing-solo/paperback/product-q6d6nez.html?q=Solo+traveller&page=1&pageSize=4
Now that does sound interesting. Many, many years ago I had a computer version of (solo) Traveller on my old Atari St. That was actually quite good fun and played as a turn based space opera. I guess that was an avenue which died a death for some reason.
DeleteIntriguing! Please say more...
DeleteI just looked it up, it was the MegaTraveller series. I had MegaTraveller 1, The Zhodani Conspiracy on my ST. There was MegaTraveller 2. Released for Atari, Amiga and MSDOS machines. https://en.wikipedia.org/wiki/MegaTraveller_1:_The_Zhodani_Conspiracy
DeleteI scooped up Traveller back in the day (along with the original D&D, of course). Never got to playing it, though , but thumbed through it many times. My intro do sci fi mini gaming was "Starguard": like you with Traveller, I picked up a copy on the secondary market for sentimental reasons. Back to Traveller, I vaguely recall having "Snapshot"--wasn't that a Traveller combat supplement?
ReplyDeleteThere were many Traveller spinoff games, Snapshot being one of them.
DeleteSnapshot was indeed a combat supplement. I made and played a ridiculously overpowered character designed purely for combat. Probably best Traveller is played without it!
ReplyDeleteYes, although iirc Snapshot could be played standalone too. We substited the Striker combat system for standard Traveller (and the jazzy new weapons like Gauss Rifles).
DeleteOh gosh, Traveller brings back memories. I wish I'd been able to keep more of my RPG stuff from back in the day, but my needs at the time precluded doing so. I loved the first hardback version of Traveller, and ran several short campaigns (two or three sessions) using the original FASA scenario books.
ReplyDeleteStriker was a tomb to be admired, and poured over, but I could never get a game going. It had a lot of great C&C mechanisms, but more focused on RPGs rather than a TTG per se.
Great post.
I also regret not handing onto more of my original RPG stuff. What madness possessed me to sell my White Box D&D? Particularly when I still have all my Tunnels and Trolls stuff, as well as Runequest (which was a pretty lousy game in retrospect).
DeleteWow, I am transported back to the early 80’s. I am stood in the basement of my local game store and this is in my hands :-) Not sure where the intervening years went!
ReplyDeleteIt still feels like a very modern game to me. Anything published after 1985 still does...
DeleteEpic
ReplyDeleteWell, it is a long standing itch finally scratched and not hugely expensive to do. I'm just glad to have them back in the house.
Delete