gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
I'm a history geek. I admit it.

One of the things that has been a bug in my ear for years was the name given to Traveller's ubiquitous Type S Scout/Courier—the Suleiman class. Now Suleiman the Lawgiver (Ḳānūnī Sulṭān Süleymān) was many things. A great leader, a scholar, a warrior. He was not, however, noted for being interested in exploring.

So I've decided, should I run Traveller again, that the Type-S Scout/Courier will be the Ibn Battua class.

Abu Abdullah Muhammed ibn Baatuah, also known as Ibn Battua, was a Berber traveler and scholar born in 1304. Over thirty years, he extensively explored various regions of the world, including but not limited to North Africa, the Middle East, East Africa, Central Asia, South Asia, Southeast Asia, China, the Iberian Peninsula, and West Africa. Before his passing, he left behind a detailed account of his travels, titled A Gift to Those Who Contemplate the Wonder of Cities and the Marvels of Travelling, better known as The Rihala.
gridlore: Doug looking off camera with a grin (Default)
Traveller was my first TTRPG experience and remained one of my great loves—the Third Imperium setting, at first remote and undefined, ground into a complex, vibrant place. I am proud to contribute to that growth by writing for Marc Miller's Traveller (AKA Traveller 4th Edition) and GURPS Traveller - Ground Forces, among other contributions.

But one thing always bugged me. The aliens in Traveller weren't very alien. Two of them, the Aslan and Vargr, were uplifted Terran animals (lions and wolves). One was just a variant human race that was only notable for their whole-hearted embrace of psionic abilities, something proscribed in the Imperium. The Hivers, starfish-like aliens with a penchant for manipulating other species through subtle methods, were nice, but my main problem came with the K'kree.
 

The K'kree are moose-sized hexapods, with the front two limbs evolving into arms. We know they are a herd species, extremely gregarious, and prone to panic if isolated from other K'kree for any time. They also tend to be claustrophobic, leading to their ships being massively oversized, even accounting for the size of an adult K'kree.
 

Note that these two conditions are also common in humans. We need social contact; numerous studies have shown that isolation, like extended solitary confinement, is mentally and physically damaging. Early hominids competed on the African veldt, wide open spaces brimming with predators. It's why walking upright was such an advantage. Humans, too, have an innate fear of tightly enclosed places. 
 

My point is as an intelligent species, we can get over these fears to advance. So can the K'kree. Portraying them as animals who freak out if alone for five minutes does them a disservice. A K'kree spacer will train to endure time in a vacuum suit doing a spacewalk where he can't smell his fellow crew members because they are smart enough to understand their fear and get over it. Every year, hundreds of U.S. Army Airborne School students train to overcome their natural fear of heights and falling to earn their jump wings. The same would go for a K'kree assigned to an artillery bunker or something similar.
 

The other substantial defining characteristic of the K'kree is their endless war against g'naak (carnivore/predator). This dates back to a war fought when the K'kree reached space, and a slower-than-light starship containing an aggressive carnivorous species came to Kirur (the K'kree homeworld). The ensuing war lasted decades and ended with the G'naak (nothing is known about the invaders, the K'kree destroyed all traces of their existence after the war) exterminated and Kirur devastated.
 

Once the K'kree developed the jump drive, they encountered other sentient species, many omnivores or carnivores. The K'kree solution was simple. Stop eating meat, or be exterminated. Saving The Noble Herd from a universe filled with g'naak took on every aspect of a holy crusade. Along with ancestor worship, shrines to the heroes of this Purifications are found on every K'kree world.
 

Many species did bow to the K'kree and had their cultures remolded to suit their new masters. Some contacted early in the development still see the K'kree as gods. Others accept survival over death. These servant races can be found on most critical K'kree worlds and serve on starships where their generally smaller size allows them to handle tasks the K'kree would find difficult.
 

Purification fleets still sweep out, as they have for thousands of years. The K'kree's government, the 2,000 Worlds, prefers a dead zone around their territory and claims the right to kill and g'naak found in their exclusion zone. Mostly, the Third Imperium respects this, though Vargr raiders constantly test K'kree defenses and resolve.
 

Now, here's my question. Does this paranoid, genocidal, reactionary species sound like they would trade with humans? We are g'naak! We are the K'krees' worst nightmare, a vast, advanced civilization made up of meat-eating species! The K'kree opinion of the Vargr is even lower. As for the Hivers, who not only are omnivores but will eat their own young while they are in the larval stage, there was a war that ended badly for the K'kree, and the 2,000 Worlds tend to ignore the Hive Federation.
 

The K'kree are cosmic hermits, staying inside their borders and trying to ignore the outside universe until a wave of quasi-religious mania sweeps a border region and a Purification Fleet is organized.
 

Next, I rip K'kree society to pieces using elephants.

gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
Longtime Traveller Grognard and the driving force behind TravellerCon, Keith Frye, has lost his battle with cancer. To help the family with bills, a Bundle of Holding has been put up on Drive-Thru RPG.

https://www.drivethrurpg.com/product/430303/Keith-Frye-Memorial-Bundle-BUNDLE
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
One funny thing today. A few weeks ago I bought the Cepheus Engine PDF from Drive-Thru RPG. I'd heard good things about the game system as a Classic Traveller reimagining and wanted to read more.

Well, I was very impressed. so much so, that I decided to splurge for the POD softcover. I just read better with a physical book. When I made the order, I got all sorts of warnings that due to high volume, shipping delays, and Vargr corsairs, I should expect at *least* an additional 6-8 weeks on top of the Usual 2-3 weeks for printing and cheap-ass shipping.

I made that order on November 21st. This morning, as I left for work at 0700, there was a box sitting in front of the door. I didn't have time to look at it, but when I got home after my first shift, I opened it up.

Cepheus Deluxe. Ten days after I ordered it.

I guess it misjumped.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
I've got the itch again. I want to run a game for a local group. I'm ready to go back to Traveller. Specifically, Mongoose Traveller v2. And the campaign I want to run is my old Finders, Incorporated campaign.

The premise is simple enough. Space is huge, and things and people get lost. Finders, Inc. locates those items and returns them to the client, or at least issues a complete report on why the target could not be recovered. Recovery operations fall into a few categories:

  • Skip Tracing Starships are massively expensive and meeting the mounting costs of loan payments and maintenance fees, plus fuel costs, crew salaries, etc., are sometimes more than the owner can handle. So they bugger off, changing transponders, forging ship papers, and trying to put as much distance between them and the bank as they can.

    Skip tracing brings in the biggest bounties, as recovery is usually measured in a portion of the ship's value. Of course, shipowners that have skipped out on their payments are not going to hand over the keys when asked politely. Getting a ship back requires planning, guile, and in the end, violence most of the time.


  • Bounty Hunting This isn't just tracking down fugitives from justice but tracking down anyone who has fled their usual situation. The heir to a planetary throne who ran off with the servant she fell in love with; the archeologist who went missing in the Trojan Reach and his family and university has posted a reward; a megacorp executive who has fled is suspected of trying to defect to a rival. . . all are fair game along with the usual criminals on the run.

    Of course, laws differ from world to world, so getting your target back on the ship might be an adventure in itself! Again, Skill trumps violence in this case, for the most part. It's Traveller, the guns will come out at some point.


  • Objects of Art or Historical Value Things get stolen, lost, or misrouted all the time.Tracking down a minor Imperial Count's heirloom chair can be quite rewarding. Recovering a lost masterpiece by one of the Vegan (the race, not the dietary option) master sculptors? Priceless. Finders might also be sent to search for obscure legal papers, family genbn=anks, or anything under the 11,000 suns of the Third Imperium.

    Each of these adventures will be a bit different. Recovering a stolen art piece from a crimelord's mansion will be different from getting access to the centuries-old archives of Strouden's family records. As a GM, I could've fun putting a rare bottle of Terran wine at the center of a firefight.


  • Debt Collection The reality of interstellar commerce means that debtors can avoid judgments from courts on different planets. The Imperium steps in these cases and will issue writs ordering the payment of the debt or seizure of assets to be auctioned off. Finders, Inc., is one of the companies bonded by the Imperium to carry out these writs.

    If you want to know how much fun this can be, look up Can't Pay? We'll Take It Away on YouTube.


  • "Special" Missions Sometimes, Finders get handed a mission so sensitive they don't even know what they are after. These usually come from the heights of power, A Count-Elector, the Imperial Navy, or a Megacorporation Regional Vice-President; and usually come with an NPC who oversees the mission. These can be quite nasty and even be used for deniable black ops. In which case, the Finders crew better realize that dead sophonts can't spill the beans and guard their collective lives.


The campaign would be episodic, so there would be downtime between assignments rather than continuous "what are you doing this week?" push. Four Player-characters would be optimal, with a mix of investigators, starship skills, and combat abilities.

I'd be looking to play every 2-4 weeks, based on everyone's schedule.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
Re-reading MegaTraveller character generation, and I've been struck by an idea that has probably appeared elsewhere, but I either never saw it, or saw it and it got buried in my head somewhere. It concerns technology levels and skills.

In MT, technology levels are grouped into eras. Primitive, Industrial, Pre-Stellar, Early Stellar, Average Stellar, and High Stellar. These are broad overviews, with more granularity in the actual tech level of each world. But it does give an idea of the broad average of what you will be dealing with when you visit a world in that range.

My idea concerns using these eras with skills. As an example, I served as an infantryman in the US Army, so I would have earned Combat Rifleman-2 (Ind), as my skills were with gas-operated weapons like the M-16A1 and the M-60. I can clean, maintain, load, and effectively operate pretty much any weapon in the world today with a minimal learning curve as they all use the same base technology.

But hand me a matchlock musket, and I'd be lost. I wouldn't know where to start with loading the thing, let alone being able to use it effectively. Same thing if a 4mm Gauss Rifle fell out of a time warp at my feet. The same thing goes for most things technological. Manual transmissions are almost extinct, so very few younger people learn How to drive stick. You can be an aces driver but stick you in a car with a stick, and you'd be stalling twenty times in twenty feet.

So my idea. Rather than accumulating extra levels in a skill, once you've reached two skill levels, you can turn a third award of that skill into familiarity with the skill from another tech era. I could spend some time learning and drill on how to fire that matchlock, and eventually be able to use my innate rifle skill with it. That would be recorded as "Combat Rifleman-2 Ind Prm" on my character sheet. So instead of having tasks become harder when dealing with items you aren't familiar with, you'd have that training to make it work.

It could also make for a fun part of backstories, like the Unified Army Commando who has Combat Rifleman-3 AvS Ind. "Oh, I spent a year on this backwater organizing local guerillas against the Zhodani backed local government. That's where I picked up this toy."

This wouldn't apply to every skill, but for ones linked to technology, it gives a chance to make the skill set broader while avoiding the problem of hyper-competent characters.

And when adventuring in the Far Future, it always helps when someone can drive stick.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
Well, that's a nice boost to my day. I follow the RPG Bundle of Holding announcements because they usually have interesting offers.

Today, they had two Traveller-related bundles, one for MegaTraveller and one for Traveller: The New Era. Vastly preferring MT, I paid $23 for the following:

- The Core Rulebooks
- Errata
- 2 maps of the Spinward Marches, pre- and mid-war
- A map of the Antares Sector
- Arrival Vengence
- Assignment: Vigilante
- Astrogator's Guide to Diaspora Sector
- COACC
- Hard Times
- Imperial Lines issues 1 & 2
- Knightfall
- MegaTraveller Journal issues 3 & 4
- Rebellion Sourcebook
- Referee's Companion

Notably absent, the legendarily bad Fighting Ships of the Shattered Imperium, or as we called it, Shattered Ships of the Fighting Imperium.

MegaTraveller was always my favorite, and at the time it was noted that Traveller had had ten years of playtesting, time to build a better game. The universal task system is so easy to use, combat is quick and deadly, and playing in a Hard Times campaign gives me what I always wanted out of Traveller: frontiers.

So I'm going to digest all this (insider pun for Traveller geeks there) and maybe set up something.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
I. Introduction

In 1977 Traveller was released by Game Designers’ Workshop, and the world of role-playing games changed. Traveller was the first real science-fiction game, and one of the first to introduce detailed character backstories through the character generation process. Traveller characters weren’t callow youths, but experienced professionals.

And, of course, you could die during the character creation process. It’s a tough galaxy.

What Traveller lacked, initially, was an official setting. This wasn’t uncommon, as it was expected that groups would create their own campaigns using the rules as a framework. But the gamers of the day wanted official campaigns and settings. So we got places like Blackmoor and Greyhawk, Glorantha and Tékumel, all epic worlds for fantasy adventures. Game Designers’ Workshop (GDW) handled things differently.

The first mention of an established empire in Traveller came in Book 4: Mercenary, which was released in 1978. The book states that Traveller assumes that there is a distant central government, the Imperium, that due to travel times and the vast area it controls, has little influence on the frontiers. As Marc Miller has stated that the idea was to create a Roman Empire feel, this image of the Imperium gave you the idea that games would be played in the interstellar equivalent of Gaul or Palestine.

The problem is that nature and gamers abhor vacuums. We demanded more details, and, with the rise of the internet, began to create more and more stuff to fill out this vague distant government. What became an issue was that most of these writers, fan and professional, were living in western federal states, with a strong central government that handles almost every aspect of government. The writers, knowing almost no other way to govern, began inventing Imperial ministries and departments. There were multiple variations on Imperium-wide law enforcement and court systems.

A great deal of this was caused not just by our reliance on centralized government in our own lives, but on a catastrophic failure to understand the consequences of information moving only at the speed of travel. We are all used to living on a globe where information and communication moves almost instantly. I could, right now, check the current weather in Istanbul, a city some 9,000 miles away. (46 degrees, but a little windy.)

It is impossible to overstate the consequences of Traveller’s “jump takes one week” rule on how an interstellar government would work. Even in a subsector, news of a crisis might take weeks to reach the nearest naval base of subsector capital, and weeks for help to arrive. Informing the Throne? Months. Just to get word of a crisis on the edges of the realm, even with high-jump couriers on stand-by, the core worlds will never have a handle on what is happening in the Imperium except on the largest of scales.

With that in mind, it is clear that the Imperium has to cede most of the powers of planning and enforcement to the local nobles and to the officers of the Navy. The Emperor simply cannot rule in anything short of plans for the next decade. The Imperium is ruled by the nobles of the realm under the guidance and authority of the Emperor. This is a paradigm shift and needs further explanation.
Last summer I read an amazing book. Seapower States, by Andrew Lambert. It examines those historical states the eschewed traditional land empires in favor of sea power and trade. It’s an incredible book, and I highly recommend it. But in reading it, I was struck by how states like Carthage and Holland resembled the canonical Third Imperium.

• The Imperium contains 11,000 worlds, but actually controls less than a hundred of them.
• The Imperium rules the “space between the stars", rather than worlds directly.
• The Imperium allows its members almost unlimited self-rule.
• Most of the rules the Imperium forces on member worlds enhance trade. (Universal currency, calendar, trade language, etc.,)
• The Imperial Navy is cruiser-heavy, and many of its missions support free trade.

From that reading, and close examination of the canonical writings on the Third Imperium, I have to conclude that, for most of its recent history anyway, the Imperium has been operating as a starpower state, if you will. Cleon Zhunastu saw that the cause of the Long Night, and what killed so many failed states during that era, was the failure of trade. The empire he forged was dedicated to one thing, and I’ve created a quote that sums up his view.

“Without the free flow of trade and ideas, without open markets and open minds, the flame of civilization dies in the darkness.”

The Third Imperium at its heart is a trade federation. Everything it does is to encourage trade. If you look at it that way, you see that there is no need for a large, central bureaucracy. The power structure of the Imperium is not a pyramid, it is a web, with all parts working in tandem.

But there is one final problem. Seapower states universally were run by parliamentary organizations. The Senate of Athens, the Dutch Staten-Generaal, even when there was some sort of hereditary monarch or other executives. I have to conclude that the Imperial Moot is far more than the debating society portrayed in official publications. At some point, the Moot grabbed the reins.

That is a topic for the next essay, which is my slightly modified history of the Imperium, showing how it went from expanding empire to trade federation. After that, I’ll tackle the structure of the Imperial government and the Moot, the role of Imperial Consulates on member worlds, and finally, having written Ground Forces, I’ll take on the Imperial Navy.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
So, who wants to see me write an epic set of essays based on the idea that Traveller's Third Imperium is more a seapower state than a traditional empire, which means the Moot will by necessity have more actual power? Bonus essays on the role or regional nobles, consulates, and making the Imperial Navy the primary arm of Imperial power.

I need to write, and I just need a nudge.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
In the default Traveller setting of the Third Imperium, written Galangic is a Logosyllabic script, with each symbol representing morphemes, often polysyllabic morphemes, but when extended phonetically represent single syllables.

This would allow written Galangic to be a truly universal language, as any literate sophont would be able to read it no matter what their spoken tongue, which for some aliens would be none at all.

This gives me the wonderful idea of "chat tables" at all your better Startown bars and hotels. It's a table with multiple handcomp ports. You plug in, choose your spoken language from the table's menus, and once everyone is in, you start speaking. The table transcribes your speech to Galangic and displays it as a hologram in front of you. Or on your comp's screen is discretion is necessary. These kinds of speech to universal text programs might be very common.

Just another bit of worldbuilding.
gridlore: A pile of a dozen hardback books (Books)
Seapower States: Maritime Culture, Continental Empires and the Conflict That Made the Modern WorldSeapower States: Maritime Culture, Continental Empires and the Conflict That Made the Modern World by Andrew D. Lambert

My rating: 5 of 5 stars


Absolutely brilliant. Lambert explores the histories of those states that rejected the usual path of land conquest and empire in favor of building trade empires and strong navies. Athens, Carthage, the Netherlands, and England are all examined in some details, as well as looking at states that became sea powers, but were never true seapower states, notably Portugal and Russia under Peter the Great.

What really made the book sing for me was the in-depth examination of the necessary political environment for a true seapower state to come into being. The requirement for a strong merchant class with true political power to control the building of a navy designed more for trade protection and forcing economic policies that favor free trade means that almost all of the states profiled were, to some extent, republics with varying levels of enfranchisement.

Reading this, mostly at Burning Man, made me think about the established setting for the SFRPG Traveller. The Third Imperium is really a seapower state in space, more concerned with free trade and communication than expanding and controlling territory. This inspired me to start writing, in my head, an essay on how to make the Third Imperium a true spacepower state. I love it when a book inspires me to create, and Mr. Lambert did it in spades.

If I have any complaints, it's that the author tends to hammer the same point over and over, almost like a student trying to fill his word count. It's mildly annoying but does not detract from the overall quality of the writing.





View all my reviews
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
Once again, it is time to reassess the classic setting, the Third Imperium of Man. From its birth in vague references in Mercenary and High Guard, the 3I has grown mightily over the years. The problem is it was never really designed. Dozens of authors working for different companies added pieces here and there. Oh there was the Moot, and we knew about the Imperial Armed Forces, but it stopped there. It was the broadest brushstroke of a setting. Which suited me when I was 13 years old.

I’m a bit older now.

So, I’m going to rip the Third Imperium to pieces and rebuild it. Comments welcome.

What is the Imperium?

11,000 worlds, the vast majority of them enjoying self-rule is the quick answer. Ruled by an Emperor and his loyal nobles. But most of the nobles seem to have no real power over these independent worlds. So what gives? My answer is that the Imperium is, in a very real sense, the Imperial Navy. It’s the navy that keeps the peace, polices the “space between the stars” and has the best-equipped troops in known space ready for action. The Imperium is a military state with civilian oversight.

But what is the Imperium? Born out of the ashes of the Long Night, Cleon I realized that what doomed interstellar civilization was the end of trade. The new empire was built on three concepts:

  • A universally accepted currency

  • A universally used calendar

  • Near universal freedom of trade


The Imperium is a trade federation, a classic seapower state where the free movement of goods, people, and information is paramount. Everything else is secondary. Threaten free trade, and the Imperium will destroy you.

The Imperial Court and the Moot )

The Nobility )

The Member Worlds )

The Imperial Navy )

I'll be writing more on these topics in the next few weeks. I look forward to feedback, either here or on Facebook.
gridlore: Old manual typewriter with a blank sheet of paper inserted. (Writing)
On Facebook the other day I asked the rhetorical question about why shouldn't I write the Great Traveller Novel. This came as I was struggling with a piece I had been working on that needed more damn explanation of the universe to make sense, and I was getting sick of trying to shoehorn in more expository material in without it sounding like a guided tour of my world.

The advantages of writing for Traveller are many. I know the material backward and forward. I have a history as a contributor both as a fan writer and in my small way, as a pro. There is an existing market for Traveller, unlike what I'd face as a first-time author with a new setting.

Plus I think one thing Traveller has lacked over the years is strong fiction support. D&D brought in plenty of new players with their fiction line, and what the Black Library has done for WH40K cannot be understated. I'd like to see some good Traveller novels crack that market.

A few people mentioned the issue of owning intellectual property rights to the title and setting elements. Obviously, I would not go forward without a deal in place with Marc Miller and FFE. If I'm going to do this, I'm doing it right, which means spending money on professional editing and cover design.

Because if I ever only get my name on one science-fiction novel, it's going to be the best I can make it be.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
The Imperium calls this volume of space District 268 and says they will incorporate it into their empire.

The Sword Worlds call it the Víðáttan and say it is their's by right of blood.

The Fteirle call it needed territory and says that we will make room for the Ihatei fleets.

Well, we call it ours. And if you come here, remember this: your laws don't apply, and help is thousands of hours away.


Anyone who wants to help build a subsector, or contribute art, or edit, contact me.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
"Welcome to the Mortrith Sports Dome and Lunion State Entertainment! I'm Tory Andelson, and with me is four-time Planetary MVP, Nagano Tanak. Tonight we have a friendly Rollerball match between Consolidated Mortith and Consolidated Ling Standard Products. Tanak, many fans see this as a meaningless friendly, but you disagree?"

"Absolutely, Tory. These are two very good teams and with early selection for the Strouden Cup looming, the players will be looking to stand out. LSP has an incredible, fast defense, so Mortith will need star carrier Janco Marais to continue to crash walls and reach the goal."

"Thank you, Tanak. Looks like we're all in for a good match tonight. We'll be right back after these messages from our sponsors.


One of my favorite short stories ever was The Roller Ball Murders by William Harrison. The 1975 movie, Rollerball remains on my list of the top 10 science-fiction movies. James Caan is brilliant as Rollerball hero Jonathon E. Amusingly, the movie is set in 2018. But what really got me was the sport. Merging roller derby, hockey, and a bit of basketball and soccer, the sport is fast and brutal. So I had to put it in Traveller.

As I see it, the birth of Rollerball came when workers were tearing on the colony ships apart and turning it into Lunion's first orbital port. Working in zero-gravity, workers became adept at tossing tools and material long distances to other workers. This led to bragging, which led to competitions using magnetic grapples as targets which led to teams fighting to hit the grapple first with a large ball bearing.

With the port nearing completion, and after several serious accidents playing "Grapple", the game was banned. But furloughed worker brought the game down to the surface, trading vacuum suit maneuvering jets for wheeled footwear. Over the next few decades, the game was refined and popularity grew as Lunion's population exploded. Today, some 500 years later, and it is still the most popular sport in Lunion March, and has spread to neighboring sectors.

The goal of the game is simple. Put a 2.5kg steel ball into a conical magnetic goal set 2 meters up on the track wall. The magnet is strong enough that if the ball enters the cone, it will most likely be drawn to the magnet, scoring one point. The team with the most points at the end of the game wins.

Rollerball is played on a track 10 meters wide with no more than a five-degree slope running from the wall down to 29 meter point. the last meter is level. At the inside of the track, there is a line showing where the playing area ends. This is known as the inside line. At the center of the track is an area 20 meters in diameter. This is where the team benches are located, as well as the officials' tower. The track around the goal is painted a distinctive color (usually the home team's official colors) in a 10-meter semicircle to designate that this is the goal area, with special rules apply. If a player manages to get the ball into the goal from outside this circle, three points are awarded.

Each team is allowed 24 active players, seven of whom are allowed on the track during gameplay. Most teams use shifts, sending out set line-ups to allow players to rest. In the game, there are three basic positions. Carriers are the players best at taking the ball and scoring. They tend to be fast and agile. Blockers are the enforcers, clearing the way for the carrier or knocking players out of the way to stop an opposing player. Finally, there are the Mounts. Each team is allowed two motorcycles on the track during play. These bikes have handles attached to the back so the Mount can tow other players.

Gameplay is straightforward. An official title the Controller fires the ball from a magnetic cannon into a channel that runs the length of the track. The visiting team is always given the first chance at a score. Once caught, the player with the ball must keep it in sight at all times. To score, the ball must pass over a line on the track opposite the goal. This is called the midline. Other lines at right angles to the midline cut the track into quarters.

The team on defense will try to stop the ball from reaching the goal. They can do this by taking the ball away from the carrier by stripping him of the ball or picking it up if it has been dropped; preventing the ball from making forward progress for five seconds; or having the ball cross the inside line. The latter two results in the ball being declared dead and the players form up for the next ball to be fired. If a player scores, a horn sounds, and the ball is dead.

Play continues for three 20-minute periods, with a 10-minute intermission between periods. There is no overtime except in playoff games. Each player begins with five foul points. There are three referees on the track and the crew chief in the tower. Fouls run from one to three points. Cross the inside line and returning to play is a one-point fine. Holding or grabbing a player costs you two points. Get really nasty, like using the ball as a weapon or intentionally hitting someone with a bike, gets you three points. Lose all your points and you're done, out of the game. Interestingly, fouls are assigned to the bikes, not the Mounts riding them. So a team with a sloppy rider can find themselves without a critical tool late in the game.

Teams are organized into leagues commonly known as "Associations." These range from pick-up teams to organized youth leagues. Associations for professional players are numerous on highly populated worlds, and the bigger Associations use the lower-levels as a farm system. The league every kid dreams of playing in is the Premier Rollerball Association of Lunion. Legends play at this level.

300 years ago, the champion team of the Strouden Professional Rollerball Association challenged the reign champions from Lunion to a "friendly" match. As interest grew, the then reigning Marchese of Strouden commissioned a magnificent platinum cup for the victors. Strouden won that first match, and three years later Lunion repeated the challenge, this time in the form of tournament. Thus was born the triannual Strouden Cup, where teams from all over the Marches come to play. Entrants are split into groups according to ranking and play three round-robin heats. The eight teams with the most points then play a series of elimination games to see who gets to hoist the cup in triumph.

"Well, Tanak, I think we can say that this match did not disappoint, and what a finish! I cannot believe what we just saw!"

"You said it, Tory. If you had asked me earlier today if Janco Marais had the arm strength to hit a 3-pointer, I would have laughed. But we all saw it, with less than five seconds left in the 3rd period, Marais left everyone in the area in shock."

"They'll be talking about this for years. Please stay tuned for our nightly wrap up and highlights from across the planet, coming up right after this important message from Planetary Testing Board. Your test is coming, are you ready? Goodnight from Mortrith Sports Dome!"
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
OK, I got a little off-topic at the end, but I can fucking WRITE again! I like this new medicine.


I've been thinking a great recently about how economies work in various fiction settings, from the ridiculous amount currency floating around in most fantasy settings to the odd assumptions made to force interstellar merchants to be viable in science-fiction.

Which, of course, led me to my second home, Traveller's Third Imperium. A state built on the howling wasteland (or at least it should have been, I write, scowling at Imperium Games) that resulted from the collapse of trade in the Second Imperium after faith in interstellar currency fell apart. For those wondering how that could happen, imagine what would happen around the world if the dollar lost all value over the next week. Trillions of dollars evaporating. The oil market is backed by the US dollar. By the time a new currency could stabilize the market (probably the German mark) it would be too late.

But anyway, the Third Imperium was built on the idea that Trade Must Flow, because humans are stupid and settle everything they find. The end of regular trade would doom trillions, again. To that end, the first Emperors laid down a strict set of rules: a universally accepted currency (the Credit, backed by nothing but faith and dreadnaughts), a universal calendar, and the decree that while the Imperium ruled the space between the stars, they would own a starport on almost every Imperial world that was not subject to local law so that trade could take place. More often than not, the starport expands to include the local Imperial Consulate if the world rates one, or the offices of the poor sap who got knighted and assigned to be the Imperial watchdog.

On many poorer worlds with starports that are little more than flat bedrock and a few shacks, you may find that the local Colonial Administrator is also the Starport Authority Port Master, the Customs Officer, and run the best bar in town. It's the only bar in town, and he's out hunting for a week.

But with worlds having almost total autonomy on everything except interstellar affairs, how do you get the Imperium the money you need for all those suits of battle dress and heavy cruisers? An income tax would be a nightmare, as most worlds with strong economies have local currencies used on the planet. Some worlds don't even use money, their populations living in communist settlements where everyone works for survival and takes what they need.

The answer is very simple. Every subsector Count (in a previous piece I changed the noble rank in charge of subsectors to Count-elector) taxes worlds directly based on their Gross Planetary Product. 20%, off the top. Payable to Finance Ministry at the Count's complex. The subsector government keeps about half of this income and sends the rest to the Sector Duke, who skims his half for running the Imperial interests in the sector and sends it up the chain to the Domain and on to the Throne.

It may seem like the Emperor is getting the short end of this deal, but recall that he will be getting income from close to a hundred subsectors. On the other end, 20% of GPP may seem high, but Imperial worlds don't have to pay for defense, their freedom of trade is protected, and they don't have to support embassies on dozens of worlds. The Imperium does that for them. Even if a world wants a Navy to protect its territory, the Imperial Navy is quick to sell off older, out of date ships to member worlds. The Imperium subsidizes the required muster of regiments for the Unified Army of the subsector. Member states actually come out ahead with this taxation deal.

As an example, let's use one of my favorite places, Lunion March in the Spinward Marches. Yes, I changed that as well. I figure if you're going to call a place "the Marches" it makes sense for the subdivisions to be called (Name) March.

Lunion has 25 systems with an approximate population of 16 billion sophonts and a Subsector Gross Product (SGP) of roughly 149.46 Trillion Credits (TCr). Taxing at 20%, the Markgraf's government (yes, German titles. I mess with things! Besides, they sound cool) receives 29.892 TCr in tax payments. After forwarding half up to Herzog of the Marches, they have 14.946 TCr to spend.

Much of that is going to support the Subsector Navy and the subsector's share of the Unified Army forces. Aside from the allowances to nobility (who get paid based on the economic output of their fiefs) and the maintenance of the Count-Elector's holdings, the rest will be invested back into the well-being of the subsector. The government will invest in infrastructure projects to increase trade, back industrial factions, give grants and scholarships to institutions of education and research, back cultural exchanges to reduce tensions in-between member worlds.

One important event that the Count's offices give support to is triannual Strouden Cup Rollerball tournament. The game is played almost everywhere in the subsector and a few places beyond. Teams are raised based on world population, so there are always several teams from Lunion and Strouden and smaller worlds field consolidated teams. The entrants and seeded in pools and play in a round-robin tournament for gaining points rounds, gaining points to move on to the next stage. The last eight teams play in elimination games until a champion is crowned.

The 1114 Tournament was canceled due to the Fifth Frontier War. The up-coming 1117 event, hosted on Lunion this year, is already controversial, as Border Worlds Consolidated, a team from the worlds stripped from the Sword Worlds in the late war, has applied to play and has been approved by the Marches Rollerball Association.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
I recently was alerted to the existence of a program called Explanator. This is a world-building aide for Traveller, which takes the extended Universal World Profile (UWP), a string of numbers and letters that give the raw details of a system, and expands them into rough prose. An amazing tool for both a little gear-heading and a more readable text-based description of the world.

And when I say rough, I mean rough. The output needs a ton of cleaning and revision. Because the program essentially takes raw data and plants it in an assigned place. But still, the depth of information generated is gratifying to a busy game master.

To test it out, I turned to one of my favorite planets, Lunion, capital of Lunionmarch and crossroads of the Marches! Lunion is a large, heavy world with a thick atmosphere choked with pollutants and dust. Several billion people live there, enjoying a fair government and high technology.

Now to flesh it out. Reading the "first impressions" block, I got a vision of a world of mostly dry wastelands. With only 47%of the surface covered by water, there isn't much of a heat trap to drive weather. So much of the world away from the isolated seas and lakes are dry as a bone, and the dense atmosphere holds dust in a perpetual haze. A 38-degree axial tilt means that during the summers and winters, heating is going to be drastically uneven, causing powerful windstorms. At the Great Southern Ocean, summer brings real weather to the region.

Lunion has life, although it is primitive. Great mats of a yeast-like organism are found on most of the seas and lakes. These yeast-analogs, called Glien, form the basis of Lunion's food supply. Small shrimp-like critters feed on the mats but aren't eaten by humans because they are toxic to humans. Large mollusks can be found in most tidal areas. Their shells are highly prized by artists since they incorporate the dissolved metals found in the ocean water. Life on land is more limited, with some mosses and lichens which are mainly found in the southern hemisphere.

The planet is home to 8.589 billion sapients. Due to the harsh conditions, the vast majority of the population live in giant arcologies known as "Urbs." The five largest Urbs house over a billion residents each. Massiurb, the largest of the five great urbs, sprawls over 41,000 square kilometers and its towers rise several kilometers into the sky. A small percentage of the population lives outside the urbs. These are mostly the members of the population involved in harvesting Glien from the oceans.

Government is a civil service bureaucracy operated as a strict meritocracy. Testing is a fact of Lunionese life. Ever step in life requires testing; from advancement in school, to getting a promotion at work, even as far as gaining government office. The idea of patronage or nepotism is anathema to Lunion's idea of a perfect society. Testing involves not only examination of academic and physical qualifications for the position being sought, but psychological testing as well.

The actual governing functions of society are carried out by councils. Between the local neighborhood councils in the urbs to the Executive Committee that runs the system, there are thousands of councils running every aspect of the government. The councils hold legislative and judicial powers over their area of responsibility. The execution of those regulations and rulings are in the hands of police forces. Rulings from the highest level councils override lower council decisions. But travelers should be aware that the laws can change wildly from place to place, even inside one urb.

In general, the laws and law enforcement are very light-handed. Police are there to maintain the peace. While carrying weapons of most types is technically allowed, anyone doing so will find themselves being asked to leave commercial areas and attracting the attention of law enforcement. "Disturbing the Order" is a common offense visitors find themselves charged with.

The consent pressure of testing, and the fear of unending review, has left most Lunionese somewhat tense. Dealing with a Lunionese business can be exhausting, as everyone rushes around making sure that they show that they are doing their best to welcome the visitors and conclude their business quickly. Lunionese work long hours, rarely take breaks and are cut-throat when it comes to winning favor with their superiors. Because there's always a dark rumor that the tests can be manipulated.

Lunion is an industrial powerhouse, with multiple shipyards in orbit and extensive manufactories on the surface. Some of the smaller urbs are nothing but the housing for a single industrial plant. Lunion produces much of the heavy equipment used in the neighboring subsector.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
Back in the Golden Age of Wargames, one of my true loves was SPI's Freedom in the Galaxy, designed in response to the space-opera film craze set off by Star Wars. The premise was simple. One player was the Evil Empire, seeking to crush all dissent by any means necessary, while the other player was the plucky rebels, fighting against hopeless odds to topple the cruel regime and bring, well, freedom to the galaxy. Like it says on the box.

The board showed several star systems split into five sectors. Each system had a ring-shaped track for each planet showing what environments were on the world, any special notes, and a loyalty track showing how strongly the world was cheering for the Emperor. Actions taken by both players move that marker from utterly loyal to outright rebellion.

What made the gameplay so interesting was that it wasn't just cardboard counters being pushed around the map, each player had control of several characters who could move from place to place and perform missions to gain allies, find equipment, kill the enemy characters, or shift the alliance of a world in their direction.

Which made for some interesting strategic planning, as you had to have the right people in the right place to advance your agenda while foiling the plans of your opponent. Is this the right time to send young Adam Starlight to kill the seductive but deadly Thyssa Kimbo? Or is he needed to accompany Doctor Sontag on a desperate mission to destroy the dread Planetary Stabilizer?

Given the large number of characters, items, and ships available, play changes with every game. Which I like in a wargame. There are only so many ways for the Warsaw Pact to invade western Europe, no matter how many times you play the Third World War series from GDW. Mixing up what was almost role-playing (the group I played with totally acted all the parts) with traditional board gaming was a lot of fun.

In actual gameplay, the key was to focus on one of the four outer sectors and work all the worlds towards rebellion without actually triggering one. You had to make sure that when you did trigger the uprising, the domino effect would spread the call to rise to other worlds without you having to do anything. As the Imperial player, you need to crush these insignificant worms before they can do just that. Harder than it looks.

SPI took this track with another of their great games, Swords and Sorcery. As the name suggests, this game is set in a totally cliched fantasy setting, with even more puns and industry in-jokes. Not quite as fun as Freedom, but still playable.

I'm thinking about this game, and its character cards, because since I've dropped my NaNoWriMo project after what I learned from my psychologist, I've turned back to planning a Traveller game. Yes, again. Trust me.

I want to do my Finders, Inc. game. The players are contractors for a corporation that finds things for a fee. Starships skipping on their bank loans, missing heirs, a rare book last seen in a museum shortly before the Sword Worlds landed troops . . . that kind of thing. It's great for an episodic game, as each mission is self-contained while giving hints of a larger arc.

The setting will be Glisten March and the surrounding areas in the Spinward Marches sector. Yes, I'm not using subsector, it annoys me. Besides, Exarchos sounds so much better than Duke, don't you agree? I'm trying to find a good list of all the Freedom in the Galaxy character cards (or a set of the cards themselves) because they'd make awesome NPCs. Emperor Coreguya becomes Exarchos Coreguya, Kephalē Glisten. I can use the existing character structures in the game to build a nice web of intrigue for the characters to get caught up in. Nothing like palace politics in a backwater province to spice up life!

But yeah, working on my setting and game gives me something to that I can cut into small pieces. Which is good for me right now. I'm going to spend some time really reading the Mongoose Traveller book (which I still call Rikki Tikki Traveller for obscure reasons, ask if you're interested) and begin doing text details of the systems, first in Glisten and then District 268.

Hopefully, I'll have something ready to run by next March. I'm taking this slow and not over-promising. Who knows, maybe the characters really will fight for freedom in the galaxy!
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
Today I dropped off a ton of books and old games at Half-Price Books and got just enough back to pick up Mongoose Traveller 2nd Edition. I like Half-Price because even though they don't pay the highest price, they take everything you bring in. We have cleared enough space to shelve all our books on actual bookcases, with room to spare.

My standard for removing a book from the collection is simple. If I look at it and either remember it completely from reading a single line or just have no desire to ever read it again, it goes away. I know many of my friends see getting rid of books as anathema, but we live in very cramped quarters and need the space.

Now to Traveller, purchased at my Friendly Local Game Store. Whenever possible, I prefer to buy locally and from small businesses. I practice what I preach. The new Traveller is a very nice book. The print is clear and large enough to be easily read. There are some odd breaks here and there that leave you searching for where the text resumes, but that's pretty rare. The illustrations are full color and well done, evoking the feel of Classic Traveller. I love that the equipment chapter is set up as a catalog, with illustrations and sales text. This moves Central Supply Catalog to the Must Buy Soon position.

First look at the rules shows a nice, clean system that uses a simple target number system. 2D6+Skill+Characterisitic modifier. Clear rules for time (and the benefits and penalties for taking your time or rushing things) and modifiers for things like having excellent tools or working under harsh conditions. Combat is equally streamlined but will have a bit of a learning curve to master. On the surface, it looks deadly, which I approve of heartily.

Lots of options in character generation. No, dying is no longer an option. These kids today will never know that joy. But you have 12 broad career paths, each with three subsets, allowing for lots of customization. As an example, the Noble career allows you to be in Administration, serve as a Diplomat, or, my favorite, the Dilittante, a useless scoundrel living off the family's fortune and name . . . or is he something more?

In each four-year term, the character gets a misnamed survival roll and an advancement roll. Failing the survival roll takes you to a disaster table and ejection from that career (usually). There is also an Events table for each career category. These rolls really help define the character, creating not only narrative points, but giving the character contacts, allies, and rivals, all of which create potential storylines to explore.

A character is free to try to enlist in a new career after each term, although it gets harder as you get older. One career, Drifter, is an automatic option for anyone expelled from a previous career. (This really describes the career path of Beowulf Shaffer, come to think of it.) Mustering out and aging is similar to earlier editions.

There is a 13th career path: Prisoner. Several results on the various disaster tables can send you to prison; local, planetary, or Imperial, it's up to you, and you stay until you roll for parole. Again, a great character-building tool.

Just thinking about it, I'm realizing that John Rambo was a three-term character: Army, Drifter, Prisoner. No one would say he was an inefficient character!

Delving further, we get the skill listings with subskills as needed. I might make a pistol/longarm subskill requirement for my game. The skills for shooting are quite different. But the skills are comprehensive and well described. A good chapter on environmental dangers, animals, and encounters. All sorts of way to die!

Then we get the starships! Operations, combat, and a selection of some of the classic designs all with "exploded floorplan" deck plans. Very, very nice, but I have to reread the chapter to answer some questions I have about fuel use. A short chapter on psionic powers, trade, and then a woefully short chapter on world building.

Lastly, we get the sample setting: the Sindal subsector. This one hurts a bit, as Sindal is in the Trojan Reach. I had the contract to write the Trojan Reach for Steve Jackson Games, and the project got killed due to my failures and declining sales of GURPS Traveller. Still, it's a good basic subsector.

This is a good game and playable as is. I'll have no trouble teaching new players. I plan on starting a game in January. Finders, Inc. is looking for YOU!
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
(Sorry if this is choppy, my case manager called in the middle of writing it.)

The Great Hall of the Moot has been described as one of the most impressive spaces in known space. Under a soaring 50 meter dome featuring an Imperial Sunburst crafted from the remains of a First Imperium warship, lay the desks and benches of the nobles of the Moot, each a work of art celebrating the home County of the noble. At the center is the pure black marble of speaker's dais, and opposite the great main doors to the chamber is the raised throne of the Lord President of the Imperial Moot. An impressive sight, with banners for each of the 300-odd noble houses hanging from the ceiling, the trophies and relics in niches around the viewers' gallery. Not to be missed.

It's also almost empty most of the time. The full Moot only meets sporadically, usually to vote on measures and packages to be presented to the Emperor. The true work of the Moot happens in hearing chambers and offices.

But who are the nobles who serve in the Spire? Currently, there are 347 members of the Moot, each one either an Elector or representing an Elector. The vast majority of seats are held by Counts-Elector, with 12 Baron-Electors and one Duke-Elector. Only a fraction of the actual title-holders serves on Capital. Time and distance combined with the responsibilities of holding an Imperial title force many Counts-Elector to remain at their county capitals.

Various Imperial Orders have, over the years, refined who can serve in the Moot. All Electors are required to maintain a presence on Capital. As the Imperium grew, that presence was allowed to fall into the hands of family members "of appropriate rank." Which means that a Count-Elector's representative must be drawn from the immediate family. This is often a duty given to favored cousins, and one eagerly accepted, as the social whirl on Captial is unsurpassed anywhere in known space. For many noble families, a stop at Capital is de rigueur on a young noble's grand tour. A chance to learn the ins and outs of the Imperial bureaucracy and make important contacts for the future.

Such noble stand-ins are granted a limited Imperial Patent naming them Viscount [County name] for the duration of their tour in the Moot. This patent can be revoked by both the Emperor and the actual Elector. While serving as Viscount, the noble has all the powers of the elector but is expected to keep his lord well-briefed and obey any commands issued.

The day to day business of the Moot is advocacy. Each and every member sitting in the Great Hall is there to get the best for their homes. More money for defense, increased allocation of assets, subtle cloakroom maneuvering to solidify power in the home sector. The hallways of the Moot Spire are always filled with intrigue and secrets. Much of the open work is done in the Standing Committees. These ad hoc groups are formed with the permission of the Lord President, and some have endured for centuries. The Standing Committee on the K'kree Issue, for example, is made up of nobles from Gateway and advocates of a larger navy. They exist to convince the rest of the Moot and the Emperor that the K'kree are the greatest threat to the Imperium and that naval building and deployment should reflect that fact.

There are dozens of such committees that meet daily, drawing on the advice of the hordes of experts that descend on Capital every year. Every committee and faction chimes in on the many reports and proposals that get forwarded to the Emperor. Generally, a majority of the Moot must sign off on any document destined for the Palace, but this is not a hard rule. Minority reports are politically risky, as offended factions within the Moot can call for a new Lord President or work to sabotage rivals and their agendas.

There are two days when the full Moot meets in all their glory and finery. Holiday, when the Moot is formally opened for the new year, and the Emperor's Birthday, where the assembled nobles receive an Imperial address and renew their vows to the Imperium and to the Emperor.

The Loyal and Honorable Nobles of the Imperial Moot live in either spacious estates for the older, wealthier noble houses, or in luxury apartments in the Palace Districts. Most have large retinues of servants and advisors as well as personal house troops guarding their estates. The social circle of parties and receptions is seen as being just as important as the hearing rooms of the Spire for getting business done.

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gridlore: Doug looking off camera with a grin (Default)
Douglas Berry

October 2023

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