Showing posts with label traveller: the new era. Show all posts
Showing posts with label traveller: the new era. Show all posts

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:

Monday, 14 July 2025

This is Free Trader Beowulf: A System History of Traveller by Shannon Appelcline

Back in 1977, Game Designers' Workshop released a curious black box emblazed with a line of dialogue: "This is Free Trader Beowulf, calling anyone...Mayday, mayday, we are under attack...main drive is gone...turret number one not responding...mayday...losing cabin pressure fast...calling anyone...please help...this is Free Trader Beowulf...mayday." Underneath, in striking red on a black background, was the name TRAVELLER, which we were told means, "Science-Fiction Adventure in the Far Future."


Traveller is to science fiction what Dungeons & Dragons is to fantasy: an in-depth, rich roleplaying game which allows players to take on one of a myriad of roles, from soldier to explorer to engineer to medic to socialite, and explore the galaxy of a distant future. Players and Referees can create their own worlds, star systems and areas of space, or use an incredibly-detailed setting with almost fifty years of worldbuilding and detailing behind it, the Charted Space of the Third Imperium in (roughly) the year 5626 CE. Thanks to the stewardship of Mongoose Publishing and the popularity of YouTubers like Seth Skorkowsky, Traveller is enjoying possibly the greatest level of popularity in its history, with high sales and successful Kickstarters resulting in one of the most prolific release schedules for a contemporary roleplaying game, all of an unusually high and consistent quality.

But it wasn't always this way. Traveller has enjoyed periods of popularity before but also long hiatuses due to publishing problems, companies going bust and licences being moved around. For the first time, someone has attempted to tell the full history of the Traveller roleplaying game from its inception to the present. Shannon Appelcline is best-known for his magisterial four-volume Designers & Dragons series, which tells the story of roleplaying games from the 1970s to the 2000s (a forthcoming fifth volume will cover the 2010s). Here he takes that wide-ranging focus and here narrows in on one game and tells its full history over a generous page count of 300 A4 pages. It's entirely possible that no roleplaying game, except maybe Dungeons & Dragons, has had its story told in such detail before.

The book is divided into 14 chapters, exploring each edition and sub-edition of Traveller in a lot of detail, with additional chapters on various licensed producers of material and the history of the fandom. The early chapters cover the founding of Game Designers' Workshop and the early development of the game, created by Marc Miller, with sterling support from the likes of Loren Wiseman, Frank Chadwick, John Harshman and many more. There's discussion of the differences between Traveller and other SF games, in particular its strong focus on a hard science fictional approach (hyperjumps aside) rather than the science fantasy of the likes of Gamma World, Starfinder and Star Wars. There's also some interesting discussion on the early tension between those who wanted Traveller to remain a setting-less rules system and those who wanted to develop a detailed setting; the latter won the argument, very quickly. Appelcline's enviable industry-ranging knowledge means he can also contrast Traveller's position in the industry at any given time versus contemporaries, so we get frequent check-ins with what D&D was doing, what other games were coming out and what the trends were in gaming.

This is all accomplished in impressive depth. A lot of these kind of books can feel superficial, but This is Free Trader Beowulf certainly does not. Appelcline goes above and beyond the call of duty in referencing third-party sourcebooks and licences, and getting art from the most obscure corners of the fandom and the franchise, and setting it all in the context of the wider industry. He notes how Traveller's history impacted not only itself, but also other games, such as Warhammer 40,000, BattleTech (FASA started as a licensed Traveller production company), Stars Without Number and Alternity, and how its lifepath system inspired Cyberpunk, the darker tone of which inspired (for good or ill) Traveller's "darker and grittier" period as MegaTraveller and Traveller: The New Era. This era is when GDW learned that building up a beloved, detailed setting and annihilating it will not win you goodwill from the fans, something both Wizards of Coast and Games Workshop failed to learn from later on.

Appelcline's attention to detail extends to providing regular maps of various sectors in Charted Space showing where the various adventures released in one era take place relative to one another, as well as possibly the most exhaustive checklists of Traveller products ever put together, covering not just official releases but also licensed sourcebooks and even individual issues of fanzines.

The book has less art than I was expecting. It still has a lot of imagery, including iconic images from the various game editions, but rarely full-page spreads. This is not an art book in the same way that Dungeons & Dragons: Art & Arcana is, for example. The focus here is on the text and incomparable detail.

Appelcline's writing is engaging and detailed, with occasional bursts of wry humour as he considers the sometimes preposterous swings of fortune that accompany the history of the game and its various editions. I was a bit surprised to see that Courtney Solomon, who directed the risible D&D movie released in 2000, at one point owned a stake in Traveller's main licensee. At other points, a Traveller TV show was under development, and multiple video games (though only three ever saw the light of day). Fortunately, the story of Traveller never gets really dark as Marc Miller was very careful in maintaining ownership of the franchise and, whenever a business decision looked like getting totally out of hand, he'd pull the licence. Several times, this stopped Traveller from going under or getting stuck in development hell. If the book has a weakness, it's an unavoidable one in that it was published just a few months before Marc Miller sold the Traveller IP in its totality to Mongoose, finally satisfied (after a mere sixteen years of proven hard work!) that he had found a company who would do his vision and legacy justice. This would have provided a stronger ending to the book.

If the book has a weakness it might be that it's too detailed, though given that's the point of the book, that's like going to a Chinese restaurant and complaining the menu is a bit heavy on noodles and rice. But the richness and completeness makes the book as successful as it is. Another weakness is a couple of glaring typos that slipped through the net, but this is not a major problem.

This is Free Trader Beowulf: A System History of Traveller (****½) is simply the last word on the history of the world's oldest hard(ish) science fiction roleplaying game, and one of its most consistently popular TTRPGs. The wealth of detail may make this a bit more appreciable for hardened Traveller veterans rather than newcomers, but this is still an impressive, richly interesting work. The book is available now from Mongoose Publishing as PDF and print editions.

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