Traveller ’77

As happens every couple of years, I’ve found myself drawn back towards the first roleplaying game I experienced: Traveller (1977). Such are my fond yet vague memories of the game that I decided to sit down with that old box set and re-visit it with a player’s intent.

I’ve chosen to begin with the three so-called “Little Black Books” and, although I own the revised edition from 1981, decided to step back to my own origin in the hobby. The 1977 edition is not only the original Traveller game set, it also pre-dates the development of the Official Traveller Universe which I specifically want to sidestep.

Traveller may be played in any of three basic configurations: solitaire, scenario, or campaign…

The Solitaire Game: One player undertakes some journey or adventure alone. He handles the effects of the rules himself. Solitaire is ideal for the player who is alone due to situation or geography.

Traveller, Volume 1 (1977), page 2

One thing about Traveller is that from the very beginning there was provision for the game to be played solo. This makes it an ideal toolset for a person seeking to explore the game overall without necessarily needing to involve others. Rather than beginning with Book 1 and creating a character, I have chosen to begin with Book 3.

The referee has the responsibility for mapping the universe before actual game play begins. The entire universe is not necessary immediately, however, as only a small portion can be used at any one time. In unsupervised play, one of the players can generate worlds and perform mapping on a turn by turn or adventure by adventure basis.

Traveller, Volume 3 (1977), page 1

Because I have come to believe that the kind of roleplaying experience that I want to pursue begins with the World – or in this case, the Universe – of the game, I decided to print off a copy of the recommended Subsector Hex Grid from page 3 and have at it with 2D6. I was able to quickly generate Subsector-001 and then moved on to detailing the first four worlds.

As I was working through this process, I found myself both intrigued and amused by the sensations that arose from the play. Although I was initially suspicious of a random procedure for generating the “field of play” for my new science-fiction game, in practice I found that the burden of creativity was somewhat lifted by outsourcing to the dice.

It’s a curious phenomena to get out of your own creativity’s way and then find yourself creating more than you expected. After an hour of play, creating the subsector map and creating the basic details of four worlds, I found myself curious to explore things more deeply. With a loose and open area of space prepared, I am ready to bring in an explorer.

I’m not sure how play will pan out over the coming days and weeks, but this experience feels different to past visits to Traveller. I’ve felt the discomfort of uncertainty – a sure sign of creative Resistance – but pushed through and discovered that this old favourite game can still kindle my imagination.

What feels different is that I’m allowing the new subsector to emerge from play unfettered with preconceptions. I’m also slowing myself down, allowing my imagination to feel and explore the results the dice provide. There’s a sense of fluid and shifting ideas which I feel happy to leave in a state of flux until something solid emerges through play.

All in all, it has been a gentle and enjoyable journey which I aim to pick up again as soon as I can spare the time. One decision I am pleased to have made is taking notes by hand in a small A6-sized notebook which I can easily carry around. Perhaps I will slip that notebook and Traveller Book 3 into my work bag for some tiny prep during lunch.

Game on!

7 comments

  1. Traveller is my favorite game, though hard to run with my group (not into technical things and details. And Traveller can be a lot of details depending on the way you play). But one of the things I want to do if we run again is have each player generate their home world and we have our shared universe come to life, with each player being an expert on their home world (they grew up there!) and have the universe emerge organically from those interactions with the dice. Looking forward to reading more!

    Liked by 1 person

      • Damn, I was going for ambiguous but undershot, I guess.

        I find that periodically going back to review old games, old ideas and beliefs, etc is healthy practice so that is the frame I see for a discussion of imagination. It fits into my current series and into your current series. Specifically, it’s a great segue into imagings that arise when bidden and unbidden – and perhaps what we can go with them to aid in reaching our goals for play~

        Liked by 1 person

      • Sounds intriguing. You know I enjoy talking with you, my friend, so that’s always welcome. Beginning to play with this old game is helping me to apprehend some experiences that I had for a long time forgotten.

        Liked by 1 person

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