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Traveller RPG Rulebook

Roleplaying Games > Traveller
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Traveller is back, and it is better than ever! Based on the Classic Traveller rules set, this book has been streamlined for modern roleplaying, and yet still retains that unmistakable Traveller aura. With complete rules for character and world creation, spaceships, encounters and trading, it is your gateway into new universes. The Traveller Main Rulebook is the cornerstone of all your Traveller games, to be expanded upon with core supplements such as Mercenary and High Guard, or used with different settings like Starship Troopers, Judge Dredd and, of course, the Original Traveller Universe. Written by Gareth Hanrahan, the Traveller Main Rulebook contains many things fans of the classic game will find familiar, but always with a new twist. Traveller has come back. Discover what is out there.

  • Hardcover
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I'm new to the Traveller game, but an experienced RPGer in several other systems. I picked up a copy of the free introduction (Traveller 0) on Free RPG day, and, after it whetted my interest, quickly decided to check out the full version.

This edition of Traveller is based upon a solid, easy to grasp mechanic using only d6s. Generally any die rolls in the game simply involves modifying the roll of two dice, either up or down, based upon the difficulty of the task, the skill of the character, and any other factors, and then trying to score over 8. The lack of other dice, and the nearly universal nature of this system means that it is quick to grasp, and relatively easy to play even for none RPG veterans.

The book itself is entirely in black and white, but is well illustrated, and the fact that there are diagrams of most important aspects, such as ship floor plans, is quite nice. The majority of the book is clear, and well presented; though at times it can get a bit confusing due to the size and variety of tables provided.

The game is, as the book states, set in the far future. The book itself does revolve mainly around the original Traveller setting of the Third Imperium, but it is full of ideas, information and suggestions to make other settings, ranging from Star Trek-type high-tech diplomatic stories to more gritty Firefly/Serenity variants, and anything in between. That being said, the focus on creating a solid and adaptable system leads to a surprising lack of information on the Third Imperium setting itself, which is mainly relegated to the small grey boxes which appear on the bottom of several pages. This gives GMs (or 'Referees' as they are called here) a great amount of freedom, but can be a bit annoying if you are not in the mood for huge amounts of world-building.

To offset this to a considerable degree, however, the book does contain vast quantities of tables, allowing you to generate quickly and effectively a wide variety of planets, foes, job opportunities, and even important NPCs with a few rolls of the dice. This proliferation of complex-looking tables can be a bit daunting, but the book walks you through the creation of most well, even providing worked examples for some of the more complex aspects.

The character creation system is where I feel the game really shines. Unlike most RPGs, even those with a random element involved in character creation, Traveller allows you to choose the route you take through life, but then adds random elements meaning you are not in full control of how your avatar turns out. You have a fair degree of influence, say whether he joins the army or becomes a scientist, but whether he succeeds or fails in these careers is up to the whims of fate.

All in all Traveller provides a robust, enjoyable system which can be adapted readily to almost any form of science fiction or game play desired by you and your group. The book provides everything you need to play, and is not reliant on supplements or additional core books; but these may be useful if you want a better feel for the setting or a bit more veriety and detail. A well deserved 9.5, and a large recommendation from me.
Rating: 9.5
Reviewed by: ted.swalwell
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