It's a new year, and I thought that I'd take a little time to look back at the last three years of AF3. Take stock of what I've presented here, and how it holds up.
These are the posts that I'm most pleased with, in terms of my writing style, or humor, or the point I was trying to make. These are personal choices, rather than ones that were most popular with my readers (but thank you for all the +1's, comments, and shares!) They are in no particular order.
1 Of Robots and Clones
A very philosophical post. Much more concerned with whether there should be robots & clones than with the game mechanics of same. The concepts are regular features of sci-fi, but how often is the ethics of artificial beings considered? Doctor Who touched on it with the Ood in series 2 & 4, and I touch on it here.
2 How to Create Striker maps
My most practical instructional post. Striker is a complicated game system to learn and play, which explains why there's so little on the web about it. My hope is that this quick run-down will encourage more folks to try it.
3 Exterminate!
Daleks in Traveller. It might be a great idea, it might be a terrible mistake.
4 The Creatures of Little Fuzzy
Building and describing the fauna of Zarathustra was just fun. Remember, not all animal encounters are dinner, or target practice.
5 Fenton Tukachevski
Fenton was one of my first NPC characters - I'd never intended to play him. He was all about demonstrating the versatility of the CT stat block and of characters that don't have a laundry list of skills. Fenton is a playable character or a worthwhile NPC for the players to encounter. Knowledge is power, and he's got it in spades.
6 Armed Groups
I like this one because it was the product of actual research. Gaming has long motivated me to learn more about the real world, so I could apply it in my imaginary one.
7 But I Don't Like That Rule!
Rules are necessary to have a game, but sometimes they can get in the way. Writing this blog has led me to re-read and examine the rules of Traveller, and try to understand why things were set up that way. Traveller is trying to do one thing, which is model the free-wheeling far future sci-fi of the 40's-60's. That requires certain limitations on the characters and what they can do.
Did you enjoy these posts? Have you read them? Please leave a comment with your favorite post from AF3.
The Ancient Faith is the Orthodox faith, which will endure as long as mankind endures. The Far Future is the Classic Traveller role playing system, and the game universe which I've created. This blog is where those two come together.
Wednesday, January 25, 2017
Friday, January 20, 2017
Planet of Dread! and Traveller World-Building
Last night I read a fun short story from the pulp era: "Planet of Dread" by R.F. Starzl, in Astounding Stories of Super-Science (August 1930), which I got from Project Gutenberg.
I picked it at random from the several issues available. Is the plot original? No. Are the characters vivid, dynamic and engaging? No. Does the dialogue crackle and sparkle? No. It's also a good thing the Martian sidekick was an alien and not a Terrestrial, because his dialogue would be excoriated today for its stereotyped pidgin English. Was the conclusion dramatic and satisfying? Not really.
So why was it a fun story? Because it was a great setting, and just the sort of planet that could and should appear in Traveller.
![]() |
Our heroes are attacked by a space-frog while climbing a spider web inside a mountain. Yes, it makes no sense. |
I picked it at random from the several issues available. Is the plot original? No. Are the characters vivid, dynamic and engaging? No. Does the dialogue crackle and sparkle? No. It's also a good thing the Martian sidekick was an alien and not a Terrestrial, because his dialogue would be excoriated today for its stereotyped pidgin English. Was the conclusion dramatic and satisfying? Not really.
So why was it a fun story? Because it was a great setting, and just the sort of planet that could and should appear in Traveller.
Sunday, December 25, 2016
Wednesday, December 14, 2016
Motivated Villain #4 The Dreadful Doctor
Here is the next entry in my irregular series of NPCs who can confound, obstruct and annoy the heck out of the PCs.
Doctor
Hiram Califrax 787789 Age 38 Doctors, 5 terms
Medical-3,
Liaison-1, Carousing-1, Computer-1
Dr.
Califrax is the chief/only physician on the colony world of Somerset,
[F-353393-9] a subordinate world of Mavramorn (Holtzmanns Corridor
0605).
Dr.
Califrax has delusions of grandeur. He believes that he is wise,
intelligent, super-competent and generous. The community around him
tells him so. His medical skill is accurate; he is a competent
physician. The problem is that he needs everyone to recognize it, and
needs constant affirmation of his self-image. His clinic staff
consists of several nurses (Medical-2) and orderlies (Medical-1)
chosen more for their adoration of the doctor than for medical
competence.
He is
unaware that he over-diagnoses patients, claiming they are far more
ill than they actually are. He then persuades the patient that only
he can save them. He prescribes expensive medications and surgeries.
He owns the only pharmacy so he makes quite a tidy profit, twice. The
money also contributes to his delusion.
People
of the settlement either adore or dislike him. With so little other
medical advice at hand, he remains accepted. Those who like him come
near to worshiping him. Those who are skeptics have learned to keep
it to themselves.
Labels:
Casual Encounter,
Random Encounters,
Traveller
Wednesday, December 7, 2016
Traveller is not a Power Fantasy
Omer the Lizard King has written another post elaborating what skills mean in Traveller. We've both talked about this in multiple places. Traveller PCs can be powerful, yes, but it doesn't look that way from the character sheet.
A commenter on his post sums it up well:
In Traveller power comes from player ingenuity, and an understanding of how the Traveller universe works. Traveller does not provide the power fantasy of easily overcoming enormous obstacles and defeating large & powerful enemies.
Let's face it. When you compare a 'competent' Traveller character to a character from most other RPGs, especially D&D in its later editions, the Traveller comes off looking, well, lame.
Yes, we know that my 4-term Marine with UPP 9998A8 and Cbt. Rifleman-3 is a tough hombre in a fight, but even so he can still get capped by a thug with an auto-pistol. A Barsoomian White Ape will make dinner out of him quickly, unless the PC is lucky and the player is smart.
Compare this to a Pathfinder character with his feats and bonuses and class abilities, and huge hit points pools. Plus those games have more dramatic interior artwork. Behold:
Versus:
See what I mean?
The power creep in D&D and in video games has left Traveller behind. I wonder if even John Carter could keep up with the dizzying spiral of power-ups that define a lot of action/adventure games. There's also the trend in first person shooters and action/adventure movies where the protagonist mows down waves of mook opponents - like the main characters in Star Wars, or Jason Bourne. Traveller is not set up to produce those kinds of scenes. It is very hard to produce on the tabletop the visuals currently popular in other media. Traveller was never meant to do that (but there are lots of games which are); it was meant to bring the worlds of classic/pulp sci-fi literature to life.
Video games also have 'save game' functions that make character death merely a pause in the game play. In Traveller, there is no 'raise dead' spell; once you're gone, you're gone. Combine that with all of the things in the Traveller universe that can kill you, and merely surviving should be considered a major accomplishment. Survival in other media is assumed, but not in Traveller.
What is to be done about this? I say: Nothing. Nothing at all. Let Classic Traveller be what it is.
Acknowledge up front that Traveller is not a video game, or an adolescent power fantasy. What it might be is an adult power fantasy. Let me explain.
I know I'm not cut from the mythic cloth of John Carter or Dominic Flandry, and my alter ego/PC is also normal guy. With just a few skills and some moxie, this normal guy can go out into the TU and (with determination and luck) make a big fortune, or get a peerage, or control a fleet of ships, or any number of other accomplishments. Successful Travellers are those who use their brains more than their brawn, who out-think and out-maneuver their opponents. But it takes planning and careful play, because Traveller doesn't offer power-ups as shortcuts. All it offers is a universe in which to make your plans. It's up to you to make those plans as big as possible.
Traveller not-BD image credit David R. Dietrick, taken from Starter Traveller rules booklet.
A commenter on his post sums it up well:
"I think the problem (to the extent that one can say a game with so many fans has problems) is that a certain segment of players *wants* granularity, *wants* special powers, and *wants* character advancement.
In a sense, Classic Traveller still offers the sort of characters that OD&D offers - lean, streamlined, not very differentiated mechanically. To a gamer who is used to 3.5E, 4E, or 5E, the old OD&D characters feel bland, like they are missing something."
In Traveller power comes from player ingenuity, and an understanding of how the Traveller universe works. Traveller does not provide the power fantasy of easily overcoming enormous obstacles and defeating large & powerful enemies.
Let's face it. When you compare a 'competent' Traveller character to a character from most other RPGs, especially D&D in its later editions, the Traveller comes off looking, well, lame.
Yes, we know that my 4-term Marine with UPP 9998A8 and Cbt. Rifleman-3 is a tough hombre in a fight, but even so he can still get capped by a thug with an auto-pistol. A Barsoomian White Ape will make dinner out of him quickly, unless the PC is lucky and the player is smart.
Compare this to a Pathfinder character with his feats and bonuses and class abilities, and huge hit points pools. Plus those games have more dramatic interior artwork. Behold:
![]() |
I always assumed this was Battle Dress. It is not. |
![]() |
TL-3 version of Battle Dress. Probably magical. |
The power creep in D&D and in video games has left Traveller behind. I wonder if even John Carter could keep up with the dizzying spiral of power-ups that define a lot of action/adventure games. There's also the trend in first person shooters and action/adventure movies where the protagonist mows down waves of mook opponents - like the main characters in Star Wars, or Jason Bourne. Traveller is not set up to produce those kinds of scenes. It is very hard to produce on the tabletop the visuals currently popular in other media. Traveller was never meant to do that (but there are lots of games which are); it was meant to bring the worlds of classic/pulp sci-fi literature to life.
Video games also have 'save game' functions that make character death merely a pause in the game play. In Traveller, there is no 'raise dead' spell; once you're gone, you're gone. Combine that with all of the things in the Traveller universe that can kill you, and merely surviving should be considered a major accomplishment. Survival in other media is assumed, but not in Traveller.
What is to be done about this? I say: Nothing. Nothing at all. Let Classic Traveller be what it is.
Acknowledge up front that Traveller is not a video game, or an adolescent power fantasy. What it might be is an adult power fantasy. Let me explain.
I know I'm not cut from the mythic cloth of John Carter or Dominic Flandry, and my alter ego/PC is also normal guy. With just a few skills and some moxie, this normal guy can go out into the TU and (with determination and luck) make a big fortune, or get a peerage, or control a fleet of ships, or any number of other accomplishments. Successful Travellers are those who use their brains more than their brawn, who out-think and out-maneuver their opponents. But it takes planning and careful play, because Traveller doesn't offer power-ups as shortcuts. All it offers is a universe in which to make your plans. It's up to you to make those plans as big as possible.
Traveller not-BD image credit David R. Dietrick, taken from Starter Traveller rules booklet.
Tuesday, December 6, 2016
I found Jump Torpedoes!
Many Classic Traveller fans are familiar with a little item that appeared in Adventure 4, Leviathan and Bk2('77) and has caused a great deal of controversy over whether it should be allowed. I'm talking about Jump Torpedoes - about the size of standard turret missiles, but with the ability to make a Jump, carrying data or objects.
I'm not so much interested in arguing whether they work, or should work. I'm just happy that I found their literary inspiration. Or one of them, at least.
I have parts of a multi-volume set of Poul Anderson, the great sci-fi/fantasy writer. It includes "The White King's War", a Dominc Flandry story. Flandry finds himself shipwrecked on an inhospitable planet (i.e. no booze & no nightclubs to be found) so he tries to contact the Empire for a rescue. He uses these:
Standard CT turret missiles are 50 kg, which while heavy could be moved by one man. TTB does not say how long a missile is, but 120 cm seems reasonable. So, this might also be where the designers of Traveller got the specs for 'normal' missiles.
I do not know if this is the only time in the Flandry stories that these gadgets make an appearance. It turns out that the message torpedo does not make it even to open space, so it fails to communicate the SOS, and Flandry has to find another way out of his predicament. Taking that unreliability into account, I'm not sure that having them would upset the balance of Traveller. No one uses them as regular communication channels, they are meant as a last-chance call for help.
To program a message torpedo to summon help: 8+, DM +Navigation 1-2 hours. Referee makes the throw in secret, the PCs will not know if the torpedo has gone off-course or not.
To re-purpose a turret missile for sensor or drone operation: 8+, DM +Electronics or Mechanical; 3 hours. A failed roll either takes longer (miss by 1-2) or ruins the missile (miss by 3+)
* The White King's War, from The Collected Short Works of Poul Anderson, Volume 5: Door to Anywhere. p 180.
I'm not so much interested in arguing whether they work, or should work. I'm just happy that I found their literary inspiration. Or one of them, at least.
I have parts of a multi-volume set of Poul Anderson, the great sci-fi/fantasy writer. It includes "The White King's War", a Dominc Flandry story. Flandry finds himself shipwrecked on an inhospitable planet (i.e. no booze & no nightclubs to be found) so he tries to contact the Empire for a rescue. He uses these:
"The gadgets, four in number, were built as simple as possible. Inside a torpedo shape - a hundred and twenty centimeters long but light enough for a man to life under Terran gravity - were packed the absolute minimum of hyper-drive and grav-drive machinery; sensors and navigational computer to home on a pre-set destination. radio to beep advance notice when it neared; accumulators for power and a tiny space for the payload, which could be a document, a tape or whatever else would fit.*"
Standard CT turret missiles are 50 kg, which while heavy could be moved by one man. TTB does not say how long a missile is, but 120 cm seems reasonable. So, this might also be where the designers of Traveller got the specs for 'normal' missiles.
I do not know if this is the only time in the Flandry stories that these gadgets make an appearance. It turns out that the message torpedo does not make it even to open space, so it fails to communicate the SOS, and Flandry has to find another way out of his predicament. Taking that unreliability into account, I'm not sure that having them would upset the balance of Traveller. No one uses them as regular communication channels, they are meant as a last-chance call for help.
To program a message torpedo to summon help: 8+, DM +Navigation 1-2 hours. Referee makes the throw in secret, the PCs will not know if the torpedo has gone off-course or not.
To re-purpose a turret missile for sensor or drone operation: 8+, DM +Electronics or Mechanical; 3 hours. A failed roll either takes longer (miss by 1-2) or ruins the missile (miss by 3+)
* The White King's War, from The Collected Short Works of Poul Anderson, Volume 5: Door to Anywhere. p 180.
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