Abstract Movement
Traveller is a very old roleplaying game, first appearing in the summer of 1977. As one might expect, the influence of Dungeons & Dragons – and the miniatures wargames out of which it grew – is evident. At the same time, Traveller is not merely "OD&D in space." Its design is not simply distinct from that of OD&D, but genuinely original and indeed innovative. I frequently marvel at how much better put together Traveller is than OD&D, despite only a three-year gap between their publication dates. Clearly, Marc Miller had learned a lot from his predecessors in the hobby.
One area of innovation that stands out in my mind is how Traveller handles combat movement. The game makes use of a lined grid of "bands," each one representing relative distance. Characters can walk between one band and another per combat round or run between two during the same time period. While the rules suggest that those interested in greater detail could make use of a square or hex map to track precise positions, the combat rules are presented with abstract range bands in mind. In play, I never had any trouble with range bands. In fact, I found they worked very well, especially in circumstances where we weren't making use of counters or miniatures on a map, which was most of the time.
I started thinking about this as I continued work on the Secrets of sha-Arthan rules. At base, this will be a very D&D-like game and that's intentional. The setting is sufficiently strange that I don't want any potential players to get hung up on its rules. Plus, the rules of D&D work well and I see little point in reinventing the wheel. However – there's always a "however" – I have long found the movement rules of every edition unnecessarily fiddly. They're among the first rules that fall by the wayside when I am refereeing, especially if I'm playing online.
Consequently, I'm pondering the introduction of something akin to Traveller's range bands, albeit modified to take into account the peculiarities of dungeoncrawling, something with which Traveller rarely has to contend. Nevertheless, I hesitate. Such is the weight of hoary tradition, I suppose. Somehow, the idea of a D&D-like game that lacks detailed and specific movement rules feels wrong, as I know all too well that I'll almost certainly never use them as written.
I'd be very curious to hear others' thoughts on this, specifically those who have experience with using abstract movement systems in play. I feel increasingly strongly that the Secrets of sha-Arthan rules should better reflect the way I prefer to referee games, hence my consideration of a different approach to movement. Yet, I recognize that not everyone has the same playstyle I do and thus would prefer a system that is flexible enough to accommodate multiple styles. In any case, I'd like to hear your thoughts. If nothing else, they'll provide me with additional inputs as I ponder the matter for myself.
Thanks in advance.
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