I'm three sessions into my Mongoose Traveller campaign. That's one session of lifepath character creation and two of regular play. So far we've had a lot of fun, and the players have all brought their A-game, but how has it been to run?
Challenging.
I wanted to run this by-the-book as much as possible, hoping
to tap into some of the great
things I'd heard
about Classic Traveller in play. My gut feel was that Mongoose is close
enough to Classic to make this work.
Now some of the difficulty might be down to the fact that I
normally run my own systems, and when I'm not doing that I gravitate toward the
very light side of things. Mongoose
Traveller is far from the crunchiest system ever (assuming you aren't using
every optional part of the toolbox), so I haven't run into many mechanical
issues, but I feel like the system hasn't done a great deal to inspire my prep
and improvisation. In some places it even feels like ballast that I have to
work against.
I'm using the Spinward Extents sourcebook, which uses
368 pages to cover two whole sectors of space in great detail.
At least, in great detail overall, but I find myself
constantly wanting different types of detail to what is being presented.
Of course Traveller is famous for its spartan Universal
World Profiles that summarise a planet in 8 numbers and letters, expecting you
to translate that into something table-ready. I'm on board with that.
Each sector has 16 subsectors, each of which has around 24
worlds described via their universal profiles, and 4-5 that get an actual
writeup, anywhere from two to ten paragraphs of description.
Here's the very first world described in the book:
This is actually one of the better entries! You get a broad
physical description, and the present-day situation is somewhat interesting,
but it's still sorely lacking in hooks. I've ranted about settings with
millennia-spanning timelines before, but this book does a lot of "here's
an interesting event... that happened 500 years ago".
Each subsector gets its own description, but it's similar to
the above, not all that much to the ground-level (or I guess deck-level)
stuff that's happening in my game. Here's the subsector that Barba Amarilla
sits within.
Now the opening description of the sector as a whole details
some of its history and polities, but the vast majority of that has been too
zoomed-out to be much use for my game. What does it tell us about the Duchy of
Mapepire, which controls the world and (most of the) subsector we've already
looked at?
For context, the most common year for a traveller game is
1105, so even the most recent event (the Duchess taking the throne after the
botched coup) happened over 30 years ago. All the cool stuff about a pirate
captain carving out his own domain happened over 400 years ago.
There's some juice in the idea that the Duchy is running, or
at least enabling, pirate activity. Imagine if the book had described this as a
dynamic situation, perhaps detailing a related incident that happened in the
last year or so to make the place feel a little more dynamic.
It describes their fleet organisation, and mentioned their
starport presence, but I get no idea of how to actually represent this. What
makes their starports feel different to those of the Corellan League? Do their
fleets have unusual protocols that would make one of their ships an interesting
encounter?
I did enjoy reading through all of this and learning about
the sector, but so little of it translated into gameable ideas for me. If
you're prepping or improvising, and you're just looking for a nugget of
inspiration, it can be very difficult to find any!
Characters are mentioned, but often some long-dead founder
of a world, never an interesting character that the players might actually
meet.
Events are detailed, but usually historical, instead of some
flashpoint that's ready to explode when the characters arrive.
There are rumours, a d66 table for each of the two Sectors,
but as each page covers an entire sector it's often not relevant to where the
players actually are.
There are rare exceptions to the above, but far too
few.
The Core Rulebook has some tools to help with this,
including encounter tables and a method for generating characters, but it feels
like a missed opportunity to not have bespoke content for the part of space I'm
reading about.
This isn't a negative review of Mongoose Traveller or
of The Spinward Extents, but an insight into some of the difficulties
I've had combining these resources with my particular style of GMing.
And perhaps a warning that running something by the book
can be so much more challenging than winging it.
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One of the biggest innovations of the OSR for me was the real effort to figure out strategies to avoid a wall of non-gameable text like you see in more mainline rpg publishers. It can be pretty hard to tease out any useful information. What did you think of the mechanics? The few times I ran it - it all boiled down to rolling for 8 on a 2d6 after discussing the desired outcome and figuring out what adds might apply. I thought it made for a pretty improvisational game with a lot of creative thinking on the players side.
ReplyDeleteI grew up with those 90% unuseable splatbooks in rpgs of that era. Just take the 3 bits you like from each era and push them to the front of the timeline/as an explanation for the next happening.
ReplyDeleteI blame Tolkein worship for every writer thinking we needed a detailed 5000 year history in an rpg setting/source/ adventure book. Tolkein did not write rpgs.
I wholeheartedly agree. I love the idea of Traveller but have found the sourcebooks to generic and barren to inspire me. Very frustrating!
ReplyDeleteGreat post. Lore-itis is a terrible waste of money and space. I still think the best way to run Traveller is to roll up a random subsector, spend maybe two evenings explaining the results and then one more to roll up characters, whip up a couple patrons and go.
ReplyDeleteGeneric supplements like the old Gamelords books or 76 Patroons are the best. Third Imperium just never got me excited.