Modifications to Traveller (Part I)
Deluxe Traveller, a boxed version of the game released by GDW in 1981, included Book 0: An Introduction to Traveller written primarily by Loren Wiseman. Book 0 was intended to be "a guide to the world of Traveller, written especially with the beginner in mind." It's written in a straightforward, conversational way, eschewing the dry, technical manual style that's common in RPG rulebooks, in order to reach an audience who might have no experience with this kind of game. Consequently, it provides some insight into how GDW saw Traveller as a game and what they felt important to convey to newcomers to it.
There's a section in Book 0 titled "Modifications" that focuses, more or less, on house rules. Though it's not quite two pages long, it nevertheless contains material worth pondering. The section begins:
In the process of playing scenarios, or while preparing to adapt a specific science fiction literary mythos to Traveller, many referees will wish to change the rules to a greater or lesser degree, either to expand some aspect which is not adequately covered in Traveller, or to modify some section which does not fit in with the referee's universe.
There's a couple of things here worthy of note. To start, there's the reference to "a specific science fiction literary mythos." I've been saying for years that Traveller is almost entirely inspired by SF books, particularly those written between 1945 and 1975, and that televisual and cinematic sci-fi had minimal impact on its design. It's always good to see further confirmation of this fact. That said, Wiseman couches the idea of modifying the rules first in the context of adapting the game to prior art and then in the context of a homebrew universe.
Referees should feel free to modify any rule to whatever extent they see fit, providing they bear in mind that:
— The rules are interlinked to a great extent. If you change one section, you must also be willing to change all other sections, which are then rendered inconsistent. Naturally, radical departures from the rules will have greater and more far-reaching effects than minor changes. Referees who modify the rules without regard to the repercussions are doing themselves and their players a grave disservice.
Traveller's rules are very elegant in my opinion. Marc Miller put much more thought into their design than did Arneson and Gygax when creating Dungeons & Dragons. Consequently, Traveller is not as easily modified or house ruled. It's not impossible by any means, but, as Wiseman notes here, doing so without reflection can have ripple effects.
— The balance of play should not be destroyed. A common change many newer players make (particularly those with backgrounds in fantasy role-playing) is to increase the occurrence of psionic talents, and permit training on a much higher level than the basic rules. This may seem like fun at first, but when any character can kill with a single burst of mental energy, where is the challenge? Psionic talents are best used sparingly.
Wiseman's reference to "newer players" and "those with backgrounds in fantasy role-playing" are intriguing. I wonder if GDW was seeing an expansion in Traveller's player base by 1981. If so, that would certainly explain some of the reason behind the publication of Book 0.
— All of the changes should be rational, logical, and scientifically sound (after all, Traveller is a science fiction role-playing game). A typical example is a suggestion we receive about three times a year for some form of anti-matter small arm (usually a pistol or rifle, but once a hand grenade). These suggestions always seriously underestimate the amount of energy necessary to maintain a magnetic bottle around the anti-matter for any length of time, and almost always have a maximum range of considerably less than the burst radius of the projectile.
I love hearing little anecdotes like this one! When I spent time with Loren Wiseman at GenCon back in 2001, he shared many stories about dealing with fans of Traveller over the years. They weren't all like this one, but many were.
— The speed of communication should never be allowed to exceed the speed of travel. This is a basic tenet of Traveller, and its violation will irrevocably alter the balance of the rules.
This one surprised me, not because I disagree with it – quite the opposite – but because, up until now, Wiseman had implied that any aspect of the game could be changed, provided the referee is willing to deal with the consequences. Here, though, he is emphatic: the speed of communication should never be allowed to exceed the speed of travel. This is a topic to which I'll return at greater length in a future post (or, more likely, posts), but I'm glad it was mentioned here.
— Do not expect other Traveller materials to match your universe if you engage in large-scale modifications.
This is, of course, the eternal danger of house rules. On the other hand, referees who make extensive use of house rules generally aren't using many official supplements and rules expansions, at least in my experience, so it's not a huge problem.
(To be continued ...)
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