Solo uses the Cepheus Engine. The Zhodani Base speaks highly of it. And so I decided to check it out…
In a Nutshell: Traveller retroclone – old-school style SF RPG. The System Reference Document is a 208 page PDF by Samardan Press Publications released in 2016. Pay What You Want on RPGNow and DriveThruRPG.
The core mechanic is as it was in Classic Traveller: Roll 2d6, apply modifiers (notably a relevant skill level), meet or beat a score of 8 to succeed.
Introduction (9 pages): Overviews of roleplaying in general, the Cepheus Engine itself, common campaign themes, glossary.
Book One: Character Creation (83 pages): This will be familiar to anyone who has played Traveller. You roll 2d6 for each of six characteristics, roll to enter your chosen career, then cycle through various stages of the lifepath, gaining ranks, skills, and material or cash benefits as you go. There are 24 careers (basically the ones from Classic Traveller Book 1 and Supplement 4), and roughly 60 skills. Some items have been renamed, most likely to avoid using terms copyrighted elsewhere.
The Cepheus implementation of this addresses my dislike of the decades-long trend of skills bloat in Traveller; you wind up with roughly two skill levels per term served, and a smattering of skills at level 0, based on your homeworld’s trade codes and your career’s service skills. There are basic rules for gaining new skill levels in play, which explain how long that takes but not what it costs – the GM has to rule on that.
Although humans are as usual the baseline species, there are rules for creating alien races, and a few examples – avians, insectans, reptilians and some human variants: espers and merfolk.
Psionic powers remain an option, with whether they’re available at all, and if so how easy it is to get training, left to the GM. There’s a long equipment chapter with weapons, armour, survival gear, communications and computer gear, drugs, robots and drones, vehicles etc.
Personal combat is focussed on the use of a square grid; unusually compared to most games, but as one might expect for Traveller, the chance of scoring a hit degrades whether you’re long or short of optimal range for the weapon. Whatever damage isn’t absorbed by your armour is temporarily deducted from characteristics, and your status varies with how many of them have been zapped and which ones have reached zero – clunky, but it has worked for decades.
Book Two: Starships and Interstellar Travel (59 pages): How interplanetary and interstellar travel work, building and operating ships, starship combat, interstellar trade, travel on worlds, law enforcement encounters, bribery and punishment for crimes committed (I would’ve covered the legal topics in the next book but it matters little), a goodly number of example ships which are similar, but not identical, to the usual Traveller suspects. Space combat looks a lot more complex than I remember, but I hardly ever use that.
Book Three: Referees (43 pages): The effects of hostile environments, disease, poison, fire and so on; subsector and world generation using familiar Traveller methods; encounters – animals, NPCs, patrons, rumours, starships; rules for creating alien animal life; advice on refereeing the game and creating adventures.
This is following by assorted legal notices.
Colour cover; single-column black text on white, no internal illustrations (this is a System Reference Document, so you’d expect that), lots and lots of tables.
SUGGESTIONS FOR IMPROVEMENT
I’d like to see a point-buy character generation option included; this is useful for players with a detailed character concept, and also for play via email, forum or VTT. However, a random method is still useful for new players.
I really don’t like dynamic initiative. It requires me to track both the default initiative score for each character for a given combat as well as the current score as modified by surprise, dodging etc, and remember when it resets to the default. Ain’t nobody got time for dat.
This is an excellent retroclone, which integrates and streamlines parts of several editions of Traveller; I recognised elements of Classic Traveller, Megatraveller and Mongoose Traveller, and there may have been components from other editions which I didn’t recognise – I am an inveterate CT fan and haven’t played that much of the others.
All the topics I would expect are here, in familiar forms but with some well thought out expansions.
I keep thinking about dipping my toe in Traveller waters again, and if I do that, this is the edition I’d use. However, it’s not quite enough to tempt me away from Savage Worlds just yet.
Overall Rating: 4 out of 5.