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The Wertzone
SF&F In Print & On Screen
Saturday, 16 January 2077
Support The Wertzone on Patreon
After much debate (and some requests) I have signed up with crowdfunding service Patreon to better support future blogging efforts. You can find my Patreon page here and more information after the jump.
Tuesday, 9 September 2025
Going Postal by Terry Pratchett
Conman Moist von Lipwig is sentenced to death-by-hanging, but is saved at the last second by Ankh-Morpork's Patrician, who then tasks him with resurrecting the Post Office (this passes for a career path on Discworld). Moist finds his task complicated by a tiny staff, a headquarters overrun by decades' worth of undelivered mail, and competition from the Grand Trunk Semaphore Company, who can send a message across the entire continent in the time it takes a mailman to have his first cuppa of the day. It falls to Moist, several golems and a very punctual cat to save the Post Office and restore a decrepit Ankh-Morpork institution to greatness. Or something adjacent to it, anyway.
Going Postal, the thirty-third Discworld novel, is a super red-hot, contemporary piece of timely fiction. It's Sir Terry Pratchett's exploration of zeitgeisty ideas like late-stage capitalism and ensh!tt!f!cat!on, the way a beautiful and amazingly convenient idea/business is taken over the money people and the product is made ten times worse in the relentless pursuit of extra profit, and any attempt to compete with it is ruthlessly crushed by lawyers or the competition just being bought out.
Of course, Pratchett had no truck with the linear progression of time, hence this hugely topical piece of modern metafiction actually came out in 2004, which may indicate that Pratchett was a peerless seer of the future or he was just engaging with constant truths of human nature.
Most book series, let alone fantasy book series, struggle when they're thirty-three volumes deep. The author can be forgiven for phoning things in, settling back on their laurels or employing thinly-veiled cover versions of their earlier character and storylines and collecting the cheque. After teetering a little on the precipice of that in the mid-twenties of the novels, Pratchett decided to go the more difficult route of challenging himself with new characters and new audiences, such as the YA focus of the Tiffany Aching sub-series. Going Postal appears to be familiar, with the story once again exploring the introduction of a real life concept to the fantasy metropolis of Ankh-Morpork and the resulting mayhem (one of the oldest standby plots in the series), but it's got a much sharper bite than some of the earlier novels in the same vein, and the protagonist - an unrepentant conman and charlatan - is a bit darker than Pratchett's norm. Pratchett's protagonists are sometimes well-meaning bumblers who end up becoming heroes reluctantly, or older, more established, overly-cynical veterans who are dragged back into being in the thick of events, or hyper-competent people constantly bewildered by the incompetence of everyone else in the world. Moist von Lipwig is different, and maybe a bit more challenging than most of Pratchett's characters, being a lot more selfish and less sympathetic.
This all combines to make Going Postal feel incredibly familiar and quite new and fresh, which is an impressive achievement. The book also makes a statement by starting with a bang and just keeps going, with Moist plucked from certain death into uncertain-death-by-tedious-bureaucracy and the story moving like a freight train, despite its (by Pratchettian standards) generous 470+ page count. We get cameos by the City Watch and Unseen University wizards, but for once they don't take over the book. We also get a bit more of Patrician Vetinari than normal, and more insights into how Vetinari keeps the messy engine of the city running without going stark raving mad. The semaphore towers - the "clacks" - have been a key part of the background worldbuilding for quite a few novels now but here take front and centre, with plenty of exploration of how the service works and its own arcane customs (like the memories of deceased tower operators kept alive in the network, zooming back and forth along the network).
Pratchett packs a lot in, including further exploration of the golems and a potential romance between Moist and the chain-smoking Adora Bell Dearheart. Maybe even too much: the romance doesn't get a huge amount of development and he seems to lose a little bit of the thread with what to do with the villain at the end, who first appears to being set up as an ongoing antagonist to Moist but Pratchett seems to change his mind at the last minute.
But it's hard to argue with the results. Going Postal (****½) manages to feel safe and edgy at the same time, bringing in ideas both new and old and unfolding with some vigour. Pratchett is on fine form here, and with Moist von Lipwig he has created a compelling new protagonist whom you'll look forwards to seeing again.
Thursday, 4 September 2025
Doctor Who: Season 16 - The Key to Time
- 16.1-16.4: The Ribos Operation (****)
- 16.5-16.8: The Pirate Planet (***½)
- 16.9-16.12: The Stones of Blood (***½)
- 16.13-16.16: The Androids of Tara (****)
- 16.17-16.20: The Power of Kroll (***)
- 16.21-16.26: The Armageddon Factor (***½)
Tuesday, 2 September 2025
Daniel Abraham provides update on final KITHAMAR TRILOGY novel
Daniel Abraham has dropped by Westeros.org to provide a very brief update on his Kithamar Trilogy. The first two books, Age of Ash and Blade of Dream, have been out for a while, but the status of the final book, Judge of Worlds had been unclear after it missed its originally-indicated early 2025 release date.
Daniel's update is brief, but effective:
"Got stuck. Got unstuck. Turning in the MS this autumn."
From that I'd assume that Judge of Worlds is on course for an early-to-mid 2026 release.
Abraham is also publishing the second book in his Captive's War space opera series, co-written with Ty Franck under the James S.A. Corey pen-name (previously used for their Expanse series), next year. That currently has an April 2026 release date.
Monday, 1 September 2025
Blogging Roundup: 1 June to 1 September 2025
News
- Updated sales figures for Brandon Sanderson and Sarah J. Maas revealed
- Warhammer 40,000: Dawn of War IV announced
- First trailer for Fallout Season 2 revealed
- Original planned author of the Dragonlance Chronicles not announced for the very first time (debunked)
- Buffy the Vampire Slayer sequel legacy show announces main cast
- Cyberpunk: Edgerunners 2 confirmed to be in production
- Mel Brooks to return with Spaceballs 2
- Star Trek: Strange New Worlds to end with shorter fifth season
- Trailer for Alien: Earth released
- Owlcat developing Expanse video game inspired by Mass Effect
- Mass Effect TV series gains showrunner, moving forwards
- Joe Abercrombie's The Devils optioned by James Cameron
Reviews
- Doctor Who: Season 15
- Doctor Who: Season 14
- Station Eleven by Emily St. John Mandel
- Foundation: Season 2
- Doctor Who: Season 13
- Doctor Who: Season 12
- Doctor Who: Season 11
- Doctor Who: Season 10
- This is Free Trader Beowulf: A System History of Traveller by Shannon Appelcline
- Doctor Who: Season 9
- Doctor Who: Season 8
- Doctor Who: Season 7
- Written on the Dark by Guy Gavriel Kay
- Doctor Who: Series 15 (Season 41)
- The Alters
- Doctor Who: Series 14 (Season 40)
- The Devils by Joe Abercrombie
- Clair Obscur: Expedition 33
- Doctor Who: Series 13 (Season 39) - Flux
Articles
- Where to Start: Traveller Buyer's Guide
- Franchise Familiariser: Traveller
- RIP Jim Shooter
- Where to Start with Classic Doctor Who?
Sunday, 31 August 2025
Updated sales figures for Brandon Sanderson and Sarah J. Maas
Where to Start: Traveller Buyer's Guide
So, you’ve familiarised yourself (franchisely!) with Traveller. You know your Vargr from your Hivers. You want to delve more deeply into the game. How do you do this? Where do you start? How deep down the rabbit hole do you go? How much money are you willing to part with, from “none at all” to “lots, please?” Here is a potted buyer’s guide to ease you gently into all things Traveller.
As Mongoose Publishing are the new IP-owners for Traveller (though they’ve been producing material in the setting for almost twenty years at this point), it makes sense to focus on their current, 2nd Edition (Updated) of the roleplaying game, as it is the only version currently being developed and expanded on a large scale. However, you can pick up a lot of the earlier editions of the game, especially as PDFs, from Marc Miller’s website and online sellers like DriveThru RPG.
Get Free Stuff! For Free!
Everyone likes free stuff, and Mongoose has you covered here. Last year they released the Traveller Starter Pack via their website which is completely free, and packs in a surprisingly large amount of content.
Traveller Starter Pack
The Starter Pack contains an introductory, streamlined
version of the rules, including character creation and combat, and two complete
adventures.
The main focus here is the Traveller Explorer’s Edition,
which is a 60-page book containing the rules for creating characters, resolving
skills and tasks, running combat and encounters, buying basic equipment,
crewing spacecraft and even basic world and universe creation. As a concession
to this being a free starter set, there’s only two Careers included: Scholar
and Scout. However, Traveller’s infamously flexible skill system does
allow for characters even of the same Career to be very different to one another.
The two adventures are quite generous. Death Station
is a 26-page modern rewrite of a Classic Traveller adventure from back
in the day, involving the exploration of a wrecked spacecraft. The rewrite is
by Seth Skorkowsky, whose YouTube channel is a rich source of Traveller
rules explanations and adventure reviews. Stranded is a 32-page
adventure seeing the heroes undertaking a difficult cross-planet journey
without their usual resources. Both adventures are well-regarded, and the Starter
Pack is worth picking up to just get these adventures even for veteran Traveller
players.
This free Starter Pack gives an adventuring group all
they need to run a campaign lasting half a dozen sessions or so, or potentially
more.
To moderately expand your options, you can add in the PDF of
the Traveller Merchant’s Edition for a very reasonable 75p (or $1). This
alternate, introductory version of the rules focuses on merchant adventures on
a cargo spacecraft. A cut-down version of the trading rules is presented, as
well as the Merchant career option. In combination with the Starter Pack,
this gives you a moderate version of the Traveller experience for almost
no monies. A trip to the Traveller website will also avail free
character sheets, spacecraft record sheets, sector and subsector maps, and
more.
The ultimate free Traveller resources are also
online: Traveller Wiki and the Traveller Map website.
Core Books
The free stuff has given you a taste, but now you want the
full, real deal. Where do you go from here?
Your first port of call should be The Traveller Core
Rulebook Update 2022. Despite the slightly unwieldy name, this is the
100% full, complete core rulebook for Traveller 2nd Edition
Updated. At 264 pages it’s nicely chunky without being as shelf-destroying
as many core rulebooks for other TTRPGs.
The book features no less than 12 Careers (well, 13 with
“Prisoner”) and has the full rules for character creation, using skills,
resolving tasks, operating vehicles and spacecraft, even building and designing
your own spacecraft, as well as rules for using psionics and on living the rich
life of a merchant. This is the full rules experience, but has little setting
information: the idea is you purchase other books for setting information or
create your own (or consult the Traveller Wiki, of course).
With the Core Rulebook and the aforementioned Starter
Pack adventures, you already have enough materials to get off to a flying
start. But there are several other core books that are worth considering,
though still absolutely optional.
Players absolutely love stuff, namely weapons and equipment. What else are they going to spend their mission rewards on? This makes the Central Supply Catalogue Update 2023 an easy early purchase, featuring as it does a vast array (185 pages’ worth!) of new guns, gear and gadgets to enhance and expand any Traveller adventure.
Players also love more options, more ways of playing the game, more stats, skills and character generation ideas. This makes the Traveller Companion Update 2024 an easy recommendation. This book features ideas on how to convert the rules to handle genres such as horror or comedy (the book opens with a Douglas Adams quote), with different (and faster) character generation methods for those who want to get into the action more quickly. There are also rules for much more in-depth combat, including zero-gee vector battles, and more detailed rules for terrain, allies and recurring enemies.
The next step is spacecraft. Traveller is all about
blasting into the big black on a trusty stellar cruiser, so having a variety of
ships to choose from is fun. High Guard Update 2022 features tons
more information on spacecraft operations, combat, ship weapons, designing new
ships, crew roles, fleet actions and boarding actions. The book is rounded off
by a massive 150 pages featuring numerous spacecraft from the Third Imperium
setting, from tiny fighters to massive capital ships.
Other books in the core range are more specialised and you
should only consider them if planning a campaign heavily revolving around those
concepts. The Robot Handbook is excellent for anyone planning an
adventure revolving around robots and cybernetics, but of limited utility to
anyone else. The Vehicle Update 2025, due out later this year,
expands the repertoire of ground and air vehicles for the setting beyond the
basic types in the core book. The World Builder’s Handbook is
great for any Referee (the Traveller version of a Dungeon or Gamemaster)
more interested in creating their own worlds, whilst Bounty Hunter
is useful for adventuring parties filled up with wannabe Boba Fetts.
Setting Material
Like Dungeons & Dragons, Traveller was designed as a generic roleplaying system allowing the players and Referees to create their own worlds, star systems and sectors, in their own setting. However, after a while the team found themselves adding names, locations and factions in a consistent manner. The result was Traveller’s official campaign setting: Charted Space, also known as the Third Imperium (earlier editions explored different time periods in the setting, but the current edition has returned to the original time period). Unlike D&D, which eventually developed over two dozen campaign settings joined together by a common multiverse, Traveller developed only a few settings, with the others becoming their own games: 2300AD and various ports of other science fiction universes to the Traveller rules, such as iconic 1990s space opera TV series Babylon 5.
Getting to grips with the Third Imperium is straightforward.
The sourcebook The Third Imperium gives an overview of the entire
empire, with a strong focus on the planet Capital, the Sylean core worlds and
the surrounding Core Sector. Whilst it’s a good book, the civilised Core Sector
is more a setting for adventures revolving around diplomatic overtures,
political intrigue and corporate espionage, rather than frontier adventuring. A
new Traveller crew might wish to start with the rough-and-ready
frontier.
Behind the Claw details the Spinward
Marches and Deneb sectors, the original setting for the Classic Traveller
adventures and material in the 1970s and 1980s. The Spinward Marches are Traveller’s
answer to, say, the Sword Coast or Free City of Greyhawk, a highly-detailed border
region between the Third Imperium and Zhodani Consulate where adventure is both
frequent and dangerous. Many great Traveller adventures take place in
this area, and the sector capital of Regina is the starting home of many a
seasoned Traveller crew. The current meta-event campaign The Fifth
Frontier War takes place partly in these sectors.
Meanwhile, Solomani Front details Terra (Earth), Sol and the entire Solomani Rim and Alpha Crucis sectors, where the Third Imperium borders the Solomani Confederation, as well as the Vega Autonomous District. This is for adventurers looking for more of a Cold War setting between rival powers, plus those who really wish to visit 57th Century Basingstoke.
Ah, but what about aliens (even the human kind)? The Aliens of Charted Space has you covered. Volume 1 exposits on the Vargr, Aslan, Zhodani and K’kree. Volume 2 covers the Solomani, Droyne and Hivers. Volume 3 features the Darrians, Geonee, Dolphins, Orca and Bwaps. Volume 4 explores the Suerrat, Za’tachk, Gurvin and Tezcat. Of the four books, Volumes 1 and 2 covers the iconic seven Traveller species, with 3 and 4 going into more obscure and lesser-known species. All four volumes also have information on equipment and ships developed by those species.
Clans of the Aslan is also worth a look for a
deeper dive on the lion-like Aslan, a powerful alien species with mixed
relations with the Third Imperium and Humaniti. The book explorers the Aslan
social structure and hierarchy, the internal politics of a clan and how Aslan
characters might come to be working alongside humans. This is very useful for
those players who want to depict Aslan as an alien civilisation with their own
motivations and history, rather than just furry humans.
Probably the last thing to look at here, though maybe not for brand-new crews, is the recently-updated Great Rift boxed set, which explores the gigantic Great Rift, a large region of lightly-settled space almost dividing the Spinward Marches from the rest of the Imperium, and dividing the Aslan from much of the Third Imperium. The set explores five entire sectors (Corridor, Reft, Riftspan, Afawahisa and Touchstone) with a large array of maps and details on worlds, alongside ideas for adventures. This is quite a lot of material and probably isn’t for the newcomer, but does provide a huge sandbox for adventures created by Referees.
Adventures
Of course, pre-made adventures are something a time-poor
Referee may find themselves grateful for. A lot of the work is done for you,
and some of these adventures are based on classic material published almost
fifty years ago, with a corresponding amount of time of refinement, rewrites
and Referee suggestions on how to improve them.
The best-place to start here is, again, the Traveller
Starter Kit, which includes the Death
Station and Stranded adventures for free. Even if your
bookshelf is groaning under the weight of bought Traveller material,
these two adventures are pretty solid and either could make a reasonable
jumping-off point for any campaign.
Mongoose has many adventures for the game, and has
started publishing omnibuses including five adventures at a time. These are a
great way of getting a bunch of adventure content more cheaply, sometimes with exclusive
new adventures added.
The Marches Adventures 1-5 is set in the
Spinward Marches and includes two of the all-timer classic Traveller adventures,
High & Dry (in which the party is given a starship, but has to first
recover it from the crater of an active volcano) and Mission to Mithril
(in which the party’s ship is immobilised, forcing them into a hazardous overland
journey), along with three other solid adventures.
The Great Rift Adventures 1-5 is set in the
Great Rift region and makes a great companion to the Great Rift boxed
set, but can be enjoyed by itself. This includes three classic adventures,
namely Islands in the Rift, Deepnight Endeavour and Flatlined,
along with two other good adventures.
Not available in omnibus yet are the Reach Adventures
line. This includes several notable adventures, most famously Marooned on
Marduk, another well-regarded starter adventure for a new Traveller
campaign.
Similarly well-regarded is Mysteries on Arcturus
Station, which combines an updated version of the Classic Traveller
adventure Murder on Arcturus Station with a new set-up adventure, The
Hunt for Sabre IV.
Of course, these are all adventures designed for short or
medium-length play, maybe between 1 and 5 sessions max. Traveller is renowned
for its mega-adventures, huge campaigns that will last months or years. Again,
I wouldn’t necessarily start with these (unless you are a very experienced GM
from other games) but they are very impressive.
The most famous of these – and fortunately the most
concisely-presented and cheapest – is Secrets of the Ancients.
One of the iconic Traveller adventures, variations of this campaign have
appeared for multiple versions of the game, and even inspired the 1992 video
game MegaTraveller 2: Quest for the Ancients. This adventure blows open
the backstory of the Ancients and explores what happened to them, over a 10-part
campaign which moves from being a heist scenario to a combat adventure and even
the most elaborate exposition/flashback adventure I’ve ever seen for an RPG.
Seth Skorkowsky has a mind-boggling full campaign review exploring what happens
in each part of the campaign (spoilers!).
Even bigger in scale, ambition and shiny stuff is The
Pirates of Drinax. This is the ultimate sandbox campaign, in which the
players arrive in the Trojan Reach Sector and join forces with the King of
Drinax, who wants to re-establish the pocket space empire of his forebears, buffered
between the Aslan and the Third Imperium. How the players accomplish this is
completely up to them, from faking pirate attacks on nearby unaligned worlds
(making them amenable to accepting Drinax’s protection) to fancy diplomatic
footwork to blackmail to large-scale military campaigns. The boxed set includes
a huge map of the Trojan Reach, several tentpole adventures (to take place at
different points in the campaign), information on a new, advanced ship for the team
to use, and tons of setting information and suggestions for how to guide the players,
including what happens if they lose interest in working for Drinax and betray
the king, or even trigger a large-scale war with the Aslan. There are also
ideas on how to incorporate the Reach Adventures line into this campaign. The
boxed set even has its own optional helper book, The Drinaxian Companion,
which adds more ideas, adventure seeds and oversight help, and another
adventure called Shadows of Sindal which ties into the backstory
for Pirates and can be used to either enhance a Pirates campaign
or be used as a standalone adventure. Some players play Pirates as a
focused linear adventure lasting 10-15 sessions, and others as an absolutely
massive campaign lasting five or more years. It may represent the ultimate Traveller
experience.
For those who prefer a more Star Trek-ish experience, the Deepnight Revelation boxed set has your crew joining a long-range exploration mission into very deep space. And recently succeeding on Kickstarter is the Singularity campaign, which explores posthuman and transhuman ideas in the Traveller setting.
There is of course a lot more Traveller stuff than this. More specialised books about naval personnel and mercenary companies, books on designing entire sectors, and tons more adventures. But this is more than enough to be getting on with. Something useful to take a look at is the Journal of Uncharted Space series, which is effectively a series of magazines/compendiums of articles, background material new rules, mini-adventures and worldbuilding covering a vast array of subjects. There are now 18 editions of this tome, each adding more than 120 pages of material to the Traveller universe.
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Monday, 25 August 2025
Franchise Familiariser: Traveller
If you’re looking into tabletop roleplaying games and want to move beyond the obvious recommendation of Dungeons & Dragons, and maybe laser cannons are more your jam than wizards casting fireball, there is at least one other very long-running candidate out there to consider: Traveller. The roleplaying game of space adventure in the distant future. But where are you travelling to? We’re here to fill you in on the franchise.
The Basics
Traveller is a science fiction, space opera franchise
co-created by Marc Miller. The primary medium of the franchise is the tabletop
roleplaying game, which was first published in 1977 by Game Designers’ Workshop
(GDW) out of Illinois, of which Miller was the co-founder and owner along with
fellow designers Frank Chadwick, Rich Banner and Loren Wiseman. Traveller
was primarily developed by Miller, Chadwick, Wiseman and John Harshman.
Traveller was a smash hit on release in July 1977,
perhaps helped by the release of a certain movie just seven weeks earlier that
saw an explosion in demand for anything with spaceships, lasers and robots. Traveller
also tapped into the nascent roleplaying market, where D&D was by
far the most dominant game but was already being criticised for somewhat clunky
rules. Traveller was revolutionary in its approach which eschewed
multiple dice types for just using six-sided dies (d6s) and not using levels
for character development, instead creating a robust skill system. Traveller
also pioneered what would later be called the “Lifepath” system, where players
generate their characters’ backstories, skills, aptitudes and relationships
before the campaign itself begins. This was usually done in a pre-campaign
special session, what we would now call “Session 0.” Though prep sessions for D&D
were not unknown, Traveller arguably codified them as an integral part
of the campaign. Famously (though somewhat exaggerated), the career system in Traveller
could theoretically kill characters during character creation, leading to the
game being dubbed the most hardcore and deadly roleplaying game around, though
subsequent editions rolled back on this approach.
Traveller quickly became a mainstay of the TTRPG
industry and one of its best-known games and constant sellers, and possibly the
first TTRPG after D&D to crack a million sales. Its initial rules
were extremely well-received, with a simple core concept which allowed for a
huge amount of complexity in the form of rolling 2 six-sided dice, adding
positive modifiers from skills, and trying to beat a target number depending on
difficulty. This simple core had a very large number of modules built onto it
through expansions, allowing for starship and robot construction, military
operations and exploration (a nod at creating scenarios similar to Star Wars
and Star Trek), planet and sector creation and so on. This system
inspired the rules of various other games, including the official Star Wars
roleplaying game from West End Games that came out in 1987, which was similarly
d6-based.
The original version of the game is known as Classic
Traveller and is identifiable from its minimalist plain black books with
striking red text in the Optima font. The first three books were released in a
boxed set to form the core rules system. The main books have no other artwork
on the covers, and it was only later in the early 1980s that adventures started
adding artwork to their covers. Classic Traveller ran for ten years,
with a large number of sourcebooks and adventures published. GDW also
encouraged third-party contributions, with numerous other companies and fans
(individually or in groups) writing adventures and sourcebooks, some accepted
as official canon. Famed TTRPG company FASA started life publishing Traveller
adventures, for example, before they developed their own BattleTech aka MechWarrior
universe, partially inspired by Traveller (especially the starmaps).
Games Workshop also reprinted Traveller rulebooks for the UK market and
created a range of miniatures for it, some of which were later repurposed for
their Warhammer 40,000 game.
Sales of Traveller began to fall off in the late
1980s and the game was replaced by a new edition called MegaTraveller
(1987), in which the Emperor of the Third Imperium is assassinated, triggering
a rebellion and civil war. This era saw the publication of the first (and, to
date, only) Traveller video roleplaying games, MegaTraveller 1: The
Zhodani Conspiracy (1990) and MegaTraveller 2: Quest for the Ancients
(1991), for the PC, Amiga and Atari ST.
MegaTraveller was supplanted by Traveller: The New
Era in 1993, which adopted a full-on post-apocalyptic setting with a
powerful computer virus ravaging human technology. It was controversial amongst
fans and the fanbase fractured after its release, with many small groups
developing third-party material ending their development of the franchise.
Game Designers’ Workshop collapsed during The New Era
and the rights reverted to Marc Miller. Marc Miller developed Marc Miller’s
Traveller, better known as Traveller 4th Edition or T4,
for release in 1996. The game’s setting is “Milieu 0,” set during the founding
of the Third Imperium and avoiding awkward questions about canon.
Steve Jackson Games licensed the setting to release GURPS
Traveller in 1998, using their GURPS (General Universal Role-Playing System) rules, which is set in a
parallel timeline where the fall of the Third Imperium never happened. This was
followed by Traveller 20 or T20 in 2002, an adaptation of the
setting and rules to the Dungeons & Dragons, 3rd Edition (or
D20) rules system. In 2006 GURPS Traveller: Interstellar Wars was
released, which chronicled the first contact between the Terran Confederation
and the First Imperium. Comstar Games also released Traveller Hero,
using their own Hero rules system, in 2006.
Marc Miller developed his own newer version of the game,
called Traveller 5, for release in 2013, with a revised edition in 2019.
This version of the game is incredibly deep, complex and simulationist, with
less of a focus on the established setting in favour of allowing the Referee to
create their own setting. The rules are broadly compatible with Traveller,
T4 and Mongoose Traveller and can be used to enhance a campaign
using those rules.
The current mainline development of Traveller was
taken over by Britain’s Mongoose Publishing in 2008. Mongoose Traveller
(an informal name, the official name is just Traveller) became the most
successful line since the original edition. In 2016 Mongoose Traveller 2nd
Edition was released with hugely updated production values. In 2022 this
was superseded by Mongoose Traveller 2nd Edition Update, a
minor revision of 2nd Edition with new rulebooks. This has become one
of the most prolific and best-selling modern tabletop roleplaying games, with many
dozens of supplements, adventures and rulebooks released.
In 2025 Marc Miller sold all remaining IP rights to the Traveller
game to Mongoose, confirming their status as the official producers of all Traveller
materials. Mongoose continue to develop Traveller, including the Fifth
Frontier War sub-line.
For a more detailed look at the publication history of Traveller, please check out This is Free Trader Beowulf: A System History of Traveller by Shannon Appelcline.
MUCH MORE AFTER THE JUMP:
Sunday, 24 August 2025
Doctor Who: Season 15
- 15.1 - 15.4: Horror of Fang Rock (****½)
- 15.5 - 15.8: The Invisible Enemy (***)
- 15.9 - 15.12: Image of the Fendahl (***)
- 15.13 - 15.16: The Sun Makers (****)
- 15.17 - 15.18: Underworld (***)
- 15.19 - 15.24: The Invasion of Time (**½)