In the annals of tabletop role-playing games (RPGs), Traveller stands as one of the seminal titles that laid the groundwork for science fiction role-playing. Published in 1977 by Game Designers’ Workshop (GDW), Traveller was a trailblazer in a world dominated by fantasy RPGs, offering players the opportunity to explore vast galaxies, engage in interstellar trade, and participate in epic space opera adventures. While its impact has been significant, Traveller’s origins, mechanics, and legacy merit a nuanced exploration that acknowledges both its innovations and its complexities.
Traveller was the brainchild of Marc Miller, but its creation was far from a solo endeavour. Collaborating with Frank Chadwick, John Harshman, and Loren Wiseman, Miller sought to bring to life a game that captured the essence of the science fiction stories they loved—stories that were grounded in the “hard” science fiction tradition rather than the space opera extravagance that would later be popularised by Star Wars. Launched in the same year as Star Wars, Traveller was not directly inspired by it; rather, it drew from a rich vein of literary influences that included Robert A. Heinlein, Poul Anderson, and H. Beam Piper.
This feature article delves into the origins of Traveller, its unique game mechanics, and the expansive setting that has captivated players for decades. We will explore how Traveller carved out a niche for itself in the RPG world, the systems that make it distinct, and the universe it presents—a universe that has continued to evolve and inspire new generations of gamers, despite the challenges posed by its complexity and the steep learning curve it demands.
The late 1970s were a time of burgeoning interest in science fiction. The release of Star Wars in 1977 marked a cultural milestone that significantly boosted the popularity of the genre, but it is important to note that Traveller was in development prior to the release of this cinematic blockbuster. The period also saw the rise of numerous science fiction authors like Isaac Asimov, Arthur C. Clarke, and Larry Niven, whose works explored the possibilities of space travel, advanced technology, and alien civilizations. The public’s appetite for science fiction was insatiable, and it was against this backdrop, rich with literary influences, that Traveller was born.
Marc Miller, a veteran of the United States Army and an avid gamer, was one of the founding members of GDW, which had already gained a reputation with wargames. However, Miller, alongside his collaborators Chadwick, Harshman, and Wiseman, wanted to create a role-playing game that captured the essence of the science fiction stories they loved—stories that delved into the technical and sociopolitical realities of space exploration rather than the fantastical elements of space opera. They envisioned a game that allowed players to experience the thrill of exploring uncharted star systems, negotiating with alien species, and surviving the perils of deep space.
Traveller was launched in 1977 as a boxed set containing three small booklets: Characters and Combat, Starships, and Worlds and Adventures. These booklets laid out the core mechanics of the game, introducing players to a universe where their characters could be anything from a grizzled starship captain to a mysterious alien diplomat. The game’s design emphasised a realistic approach to science fiction, reflecting the creators’ preference for the “hard” sci-fi of Heinlein and Anderson over the fantastical worlds of swords and sorcery that were prevalent in other RPGs of the time.
What set Traveller apart from other RPGs of the time was its departure from the fantasy tropes that dominated the genre. Traveller was one of the first games to offer a hard science fiction setting, drawing inspiration from the works of Heinlein, Niven, and Anderson, rather than the more whimsical or fantastical science fiction that was becoming popular in mainstream media. The game was also notable for its realistic approach to space travel, with mechanics that took into account factors such as fuel consumption, life support, and the challenges of zero-gravity environments.
Moreover, Traveller introduced several groundbreaking mechanics that would influence the design of future RPGs. These included a lifepath character creation system, which allowed players to develop detailed backstories for their characters, and a modular starship design system that gave players the freedom to customise their vessels. These innovations, while celebrated, also contributed to the game’s reputation for complexity—a double-edged sword that has both drawn in dedicated fans and alienated those seeking a more straightforward gaming experience.
One of the most distinctive features of Traveller is its character creation system, which functions almost like a game within the game. Unlike the more straightforward, point-buy or class-based systems found in other RPGs, Traveller uses a lifepath system that allows players to develop their characters’ backgrounds through a series of career events. This system not only determines the characters’ skills and abilities but also creates a rich narrative history that can influence the direction of the game. However, this complexity comes with a cost—while it offers depth, it can also be daunting for new players, and the risk of character death during creation has been a point of contention since the game’s inception.
Character creation in Traveller begins with rolling for basic attributes such as Strength, Dexterity, Endurance, Intelligence, Education, and Social Standing. These attributes are determined by rolling 2d6, creating a range from 2 to 12, with 7 being the average.
Once the attributes are set, players choose a career path for their character, which could include options like the Navy, Army, Scouts, Merchants, or even a career as a rogue or criminal. Each career has a series of tables that players roll on to determine the character’s experiences during their term of service. These rolls might grant the character new skills, improve their attributes, or result in life-changing events such as injuries, promotions, or even the acquisition of a starship.
Each term of service in a chosen career represents four years of the character’s life, and players can choose to continue serving multiple terms. However, with each additional term, there is a risk that the character might suffer an injury or even die during the process of creation. This mechanic adds a unique element of risk and reward, where players must balance the desire to gain more skills and resources against the possibility of ending up with a character who is too old or infirm to adventure. While this system is praised for its realism, it can be a source of frustration, particularly for those new to the game.
At the end of their service, characters “muster out,” receiving benefits based on their career. These benefits might include credits, valuable items, or even a starship. The muster-out process also finalises the character’s background, providing additional hooks for the Game Master (GM) to integrate into the campaign.
The result of this system is a character who has already lived a full life before the game even begins. They have a detailed history, a set of skills shaped by their experiences, and a network of contacts and enemies that can drive the narrative forward. However, this depth can also lead to a steep learning curve, as players must navigate a complex set of rules and tables to create their character, which can be overwhelming for those unfamiliar with the system.
Traveller uses a simple yet elegant core mechanic based on rolling 2d6 to resolve actions. The basic principle is that players roll 2d6, add any relevant modifiers (such as skill levels or attribute bonuses), and compare the result to a target number. A roll of 8 or higher typically indicates success, though the target number can be adjusted by the GM depending on the difficulty of the task.
This system is both intuitive and flexible, allowing for a wide range of actions to be resolved quickly and efficiently. The simplicity of the 2d6 mechanic belies its versatility, making it a cornerstone of the Traveller experience. However, this simplicity can sometimes mask the depth of strategy required, particularly in combat or starship encounters, where quick thinking and tactical planning are essential for success.
Skills in Traveller are acquired through the character’s background and experience during character creation. Skills are rated on a scale from 0 (untrained) to 4 (expert). When attempting a task that requires a skill, players add their skill level to the 2d6 roll. The game includes a wide array of skills, from technical skills like Engineering and Pilot, to combat skills like Gun Combat and Melee Combat, to more esoteric skills like Streetwise and Leadership.
The open-ended nature of skill checks means that players can attempt just about anything, provided they have the right skills or are willing to take a risk. The GM has the discretion to set target numbers based on the complexity or danger of the task, and to apply situational modifiers as necessary. This flexibility is a double-edged sword: while it allows for creative problem-solving, it can also lead to inconsistency if not managed carefully by the GM.
Combat in Traveller is notoriously lethal, reflecting the harsh realities of the game’s universe. The combat system is designed to be fast-paced and unforgiving, with an emphasis on tactics and quick decision-making.
Initiative is determined by a character's Dexterity, with the highest Dexterity going first. Combat rounds are relatively short, with each character able to take one significant action, such as attacking, moving, or performing a complex task. Weapons in Traveller are deadly, and armor provides limited protection, meaning that even a well-equipped character can be killed by a single lucky shot.
Damage in Traveller is applied directly to a character's physical attributes (Strength, Dexterity, and Endurance), rather than to a separate pool of hit points. As these attributes are reduced, the character becomes less effective and more vulnerable. If any attribute is reduced to zero, the character is incapacitated or killed. This system reinforces the high-stakes nature of combat and encourages players to think carefully before engaging in a fight.
In Traveller, starship combat is treated as a complex and tactical affair, reflecting the importance of ships in the game's universe. Starship combat is conducted on a hex grid, with each ship's movement and actions determined by its crew's skills and the ship's capabilities.
The roles aboard a starship—such as pilot, engineer, gunner, and captain—are crucial, with each character's actions contributing to the success or failure of the ship in battle. Players must manage the ship's power, coordinate maneuvers, and make strategic decisions about when to fire weapons or attempt evasive actions.
Starship combat can be a thrilling and nerve-wracking experience, with the potential for catastrophic damage or miraculous escapes. The detailed rules for ship design and combat allow for a wide range of scenarios, from daring space battles to tense standoffs.
One of the most unique aspects of Traveller is its focus on trade and commerce. The game includes detailed rules for buying and selling goods, managing starship finances, and conducting trade missions between star systems.
The trade system in Traveller is based on the concept of speculative trading, where players can buy goods at one planet and sell them at another for a profit (or loss). The profitability of trade depends on factors such as supply and demand, market conditions, and the presence of competition or pirates.
Managing a trade route or running a mercantile operation can be a central focus of a Traveller campaign, providing a steady source of income and adventure. The trade rules add an additional layer of strategy and resource management, giving players the opportunity to engage in economic gameplay alongside exploration and combat.
While Traveller is a system that can be used to create any science fiction universe, its default setting is the Third Imperium—a vast, galaxy-spanning empire that serves as the backdrop for countless adventures. The Third Imperium is a feudal monarchy that controls a significant portion of the galaxy, with a history that stretches back thousands of years.
The Imperium is a diverse and complex society, made up of numerous worlds, cultures, and species. It is a place where humans coexist with alien species like the Vargr, Aslan, and Hivers, and where ancient technologies and mysteries still linger. The Imperium's political structure is hierarchical, with the Emperor at the top, followed by nobles, planetary governors, and local leaders. The Imperium is known for its bureaucracy, military power, and strict laws, but it is also a place of opportunity for those willing to take risks.
The galaxy in Traveller is divided into sectors, each containing hundreds of star systems. These sectors are mapped out in a detailed and systematic way, with each star system categorized by its starport, size, atmosphere, hydrographics, population, government, law level, and technology level. This information is crucial for planning travel, trade, and adventures.
The standard sector map in Traveller is an 8x10 grid, with each hex representing a parsec (3.26 light-years). Star systems are connected by jump routes, which determine how ships can travel from one system to another. The jump drive, which allows ships to travel faster than light, is a key technology in the game, but it has limitations—ships can only jump a certain number of parsecs at a time, and each jump takes a week in game time.
The detailed mapping of sectors and star systems gives Traveller a sense of scale and realism, allowing players to plan their journeys and navigate the galaxy with a sense of purpose.
The Traveller universe is home to a variety of alien species, each with its own culture, history, and technology. Some of the most prominent species in the Third Imperium include:
The Vargr: A canine-like species known for their independence and pack mentality. Vargr society is fragmented, with numerous factions and warlords vying for power.
The Aslan: A feline-like species with a strong sense of honor and tradition. Aslan society is divided into clans, and they are known for their territorial ambitions and warrior culture.
The Hivers: A starfish-like species with a highly cooperative and communal society. Hivers are known for their intelligence, diplomacy, and long-term planning.
The Zhodani: A human offshoot species with advanced psionic abilities. The Zhodani Consulate is a major power in the galaxy, known for its strict caste system and psionic elite.
These and other species add depth and variety to the Traveller universe, providing opportunities for diplomacy, conflict, and cultural exchange. Interacting with these species can be a major part of a Traveller campaign, whether through trade, negotiation, or combat.
Technology in Traveller is measured by Technology Levels (TLs), which range from primitive societies (TL 0-3) to advanced civilizations (TL 12+). The level of technology available on a planet or to a particular group can have a significant impact on gameplay, influencing everything from the weapons and equipment available to the types of starships that can be built and operated.
Starships are a central element of Traveller, and the game includes detailed rules for designing, building, and operating ships of all sizes. From small scout ships to massive capital ships, the variety of starships in Traveller allows players to tailor their vessels to their specific needs and goals. The design process involves balancing factors like speed, cargo capacity, weaponry, and cost, creating a ship that is both functional and affordable.
Operating a starship is a complex task that requires a skilled crew, careful resource management, and strategic decision-making. Whether engaging in combat, exploring unknown regions, or conducting trade, the starship is both a home and a tool for the characters, and its success or failure can hinge on the decisions made by the players.
One of the most compelling aspects of the Traveller universe is the sense of the unknown. Beyond the borders of the Third Imperium lie unexplored regions, ancient ruins, and mysterious phenomena. The game encourages exploration, with rules for generating new star systems, planets, and encounters on the fly.
This sense of exploration is a key part of the Traveller experience, as players can chart their own course through the galaxy, discovering new worlds, making first contact with alien species, and uncovering lost technologies. The vastness of the universe means that there is always something new to discover, and the possibilities for adventure are limitless.
Traveller was one of the first RPGs to move away from the fantasy genre and explore science fiction in a serious and sophisticated way. Its detailed mechanics, emphasis on realism, and focus on exploration set it apart from other games of the time and helped establish science fiction as a viable genre for RPGs.
The game's innovative character creation system and modular starship design have influenced countless RPGs that followed. The lifepath system, in particular, has been adapted and expanded in various ways in other games, offering players a way to create characters with rich, detailed backgrounds.
Since its original release in 1977, Traveller has seen numerous expansions, editions, and spin-offs. The game has been adapted to different rules systems, including the d20 system and GURPS, and has been re-released in multiple editions, each adding new content and refinements to the original game.
One of the most notable editions is MegaTraveller (1987), which introduced more advanced rules and a new timeline set after the collapse of the Third Imperium. Another significant edition is Traveller: The New Era (1993), which took the game in a darker, more post-apocalyptic direction.
The Traveller system has also been used as the basis for licensed games set in other universes, such as 2300 AD and Judge Dredd. These adaptations demonstrate the versatility of the Traveller mechanics and the enduring appeal of its approach to science fiction.
More than four decades after its initial release, Traveller remains a beloved and influential game. Its combination of deep mechanics, rich setting, and open-ended gameplay continues to attract new players, while long-time fans return to the game for its sense of adventure and exploration.
The game's influence can be seen in many modern RPGs, particularly those that focus on science fiction or space exploration. Games like Stars Without Number, Coriolis, and Starfinder owe a debt to Traveller, both in terms of mechanics and thematic inspiration.
Traveller is more than just a game; it is a gateway to a universe of infinite possibilities. From its innovative mechanics to its richly detailed setting, Traveller offers a gaming experience that is both challenging and rewarding. Whether you are navigating the political intrigue of the Third Imperium, exploring the far reaches of space, or engaging in thrilling starship combat, Traveller provides a platform for storytelling that is limited only by your imagination.
As we look to the future of tabletop RPGs, the legacy of Traveller remains strong. It continues to inspire players and game designers alike, offering a template for how to create a game that is both mechanically robust and narratively rich. For those who have never played Traveller, there has never been a better time to dive into this classic game and discover the universe that has captivated gamers for over forty years.