Holidays, babies and exam revision have removed my regular group from play for a few weeks, so today you get another rant instead of the usual Monday evening game report.
I’ve already mentioned that I prefer the subsector generation rules in the 1977 edition of Classic Traveller to anything written since. The same is true for several other areas:
These grew increasingly complex as the rules developed over time; that’s especially true of ship encounters. I have never felt the need to move on from the originals.
The concept of generating critters by ecological niche was brilliant. The rules created beasts which worked the same mechanically whatever they looked like, with appearance and habits assigned by the referee. If he (or she) didn’t feel like doing that, the game lost much of its atmosphere but you could still play.
I still remember the PCs hunting 30-ton pouncers in AFVs. Man, that was nuts.
You have the basic stock designs, and a very simple system for building variants. Initially I spent a lot of time designing ships and house-ruling new ship systems, which was fun, but eventually I came around to the viewpoint one of my players put forward: The ship is only there to transport the PCs to the next scenario. Starship design grew increasingly complex for the next few editions of the rules, and for me at least, it stopped being fun.
As the number of stock designs increased, the ship encounter tables grew more complex too. See comments above.
There aren’t any. Nor do you need them.
At first I felt they were necessary to explain who was handing out thirty million Credit starships to retired scouts of good character, but consider this: A population 8 world with an average per capita GDP of Cr 50,000 (about the same as the contemporary USA), which spends 2% of its GDP on its armed forces (unusually low in the modern world), has a total defence budget of about a hundred billion Credits per annum. If half of that went on starships, and was spent so that an even amount of money (somewhere around 9 billion) was spent on each of the six types of standard starships, that one planet would could buy roughly 250 scout ships per year, and assuming upkeep is 10% of purchase price, the total scout fleet could be over 2,500 Type S for that one planet alone. If you say that one person per annum qualifies for the constructive possession of a ship, and that person just happens to be in the party, it seems plausible. Perhaps originally the President’s daughter wanted a ship, he signed it into law to get her one, and the bureaucracy never got around to repealing that law…
What about all those scout and naval bases? Well, if the planet has the technology and population to operate them – say TL 10+ and Population 7+ for the sake of argument – then they belong to local forces; otherwise, they belong to the nearest planet with those capabilities which already has bases (if it doesn’t have a base itself, it probably doesn’t project power abroad either). It’s easy to envision some sort of subsector-wide agreement for scout services allowing them to refuel at each other’s bases; that actually amplifies the argument for some scouts being spies, as you now need to spy on each other’s scout bases as well.
There were only the vaguest of guidelines for this, but there were also enough random tables that it could be done, hanging a campaign off the spine of interstellar commerce – keep dicing up characters until you get one with a ship, use the others as crew and other NPCs, then take your ship and crew around the subsector trading and dodging pirates.
… AND WHAT CT GOT WRONG
Of course, it wasn’t perfect; but then, the expectation in the 1970s was that you would use the rules as a starting point, and tinker with them.
There was no point-buy option for character creation. Players, including me, often had a specific character concept which the dice disagreed with. If I want my dreams crushed by random events outside my control, I don’t need to play a game for that, thank you, the real world is more than adequate. To be fair, in 1977 no other RPG really had that option, and you could always house-rule it in.
Combat was clunky; actually, it was OK except for the separate range and armour die modifiers. That was in line with the way D&D theoretically worked at the time, although I never played with a group that used the armour modifiers; but RPGs now have moved towards using range as a modifier on "to hit" rolls and armour absorbing damage. That is much better in my opinion, but again, no RPG in 1977 really did that. Traveller didn’t really catch on until Mongoose Traveller came out in 2008, although obviously the GURPS and Hero versions had that option.
Ship combat should have used range bands like personal combat. Starter Traveller adopted this idea after a few years. That bugs me less now, as space combat doesn’t appear very often in my games.
I really wish I had worked all this stuff out in the ‘70s, you know; my games would have been very different, and cooler. Still, we all had fun, so close enough.