Showing posts with label Traveller. Show all posts
Showing posts with label Traveller. Show all posts

Monday, October 4, 2021

Traveller 2300AD: The Dark Between The Stars

     Hey folks, long time no electrons. This is the info page/FAQ for my 2300AD campaign, The Dark Between The Stars. The game is based on the first edition Traveller rules and 2300AD setting from Mongoose Publishing, and is currently in the planning/recruitment stage.

The Premise: Rebco SAR is involved in more than just search and rescue operations in space and on Earth's far-flung colonies. As humankind has spread throughout the stars, it has encountered numerous alien species, mysteries, and threats. Humans being what they are, tend to take risks and meddle in things they're not necessarily well-equipped to deal with.

     That's where you, the heroes, come in. You'll be called upon to help people and organizations deal with the difficulties of off-world life on one of Earth's many colonies. With the shadow of the Kafers spreading throughout human space, will you be able to nurture and protect human civilization on the frontier, or will you simply fade into the dark between the stars?

What You Need: There are only two books you really need for this game: the Mongoose Traveller 1e rulebook and the Mongoose 2300AD 1e setting book; both can be purchased in PDF format from DriveThruRPG.
 
The Platform: Audio will be handled through Discord, while the virtual tabletop (VTT) may be handled either through Roll20 or Owlbear Rodeo. Players are not required to have their cameras active; I know I, the referee, will not.
 
The Rule of Rules (Rule Zero): As a friend of mine wrote on his own long-running campaign site:
Even if a game element is initially permitted, if it is later deemed incompatible with the campaign, it will be modified or removed. Any characters (PC or NPC) that use that element may be required to adjust to the change (in other words, grandfathering is not guaranteed). The (GM) will attempt to keep this sort of thing to a minimum (if at all), but sometimes this may happen in the process of keeping the rules appropriate to the campaign setting.

    That being said, while there are a ton of other Mongoose Traveller (and third party) books which are possibly compatible, the two aforementioned books are the foundation. Those books will be referred to and open for access as needed in the campaign at the referee's discretion. The same goes for material from the original Traveller 2300/2300AD RPG and related periodicals from GDW, Digest Publications, and Stygian Fox. Still, if an element presented in any of the material proves to be an issue, it will be removed or changed as needed.

Campaign Tone: While the Kafer War seems to dominate the setting of 2300AD, this campaign will be focusing on exploration, dealing with problems related to off-world colonies, as well as international (and interstellar) diplomacy, rivalries, and politics. As such, characters in the group will need to have a wide range of abilities and skills - medical, combat, sciences, etc. The Kafers will show up in the campaign, but they won't dominate it completely.

Character Generation: Beginning characters will be created using the rules as presented in Mongoose Traveller 1e, modified by the Mongoose 2300AD rules. I would recommend that characters be no older than 30 or 35, as I'm not aware of the 2300AD setting having anagathics to prevent the effects of aging. As with the original 2300AD, a deck of cards comes in handy for selecting a character's motivations. I'm willing to allow players to choose their character's motivations, so long as they are reasonable. Finally, all player characters are human, as the aliens in the 2300AD setting are NPCs.

Replacement Characters: Should a starting character be killed or otherwise need to be retired from play, the player may be offered the chance to generate a new character with access to one or more MgT1e career books at the referee's discretion. New characters joining the group, whether tied to a new player or to a current player, will have roughly the same amount of experience as the least experienced character in the group.
 
Rebco SAR logo by Ted Lindsay
About Rebco SAR
(from Mongoose 2300AD, p.85)
Headquarters: Lansdowne, Wellon, Tirane, Alpha Centauri, Core
Mission Statement: To provide the best and most appropriate human resource to tackle any problem, anywhere.
Products/Services: Employment services, troubleshooting, security and mercenaries.
Language(s): English, French, Urdu.
Culture: Free-wheeling but at the same time very cautious. All operations must be above-board.
Staff Levels: 125,000 throughout Human space, including contractors.
Scope of Operations: Human space.

     In the year 2244, two financial institutions on Earth, the Rawal Pindi Trading Company of Pakistan and the National Express Bank of America, merged to become Rebco. The majority of Rebco’s business involved financial services on Earth but in 2257, after developing a large internal security force, the corporation created a splinter group dedicated to providing short-term security forces to organisations on colony worlds.

     This began with uniformed guards for corporations and over time ranged up to include mercenary troops for small colonial governments and even rescue operations. Rebco relocated their new organisation’s offices to the colony of Wellon, on Tirane and they called it ‘Rebco Search and Rescue,’ or, more succinctly, ‘Rebco SAR’. Since then, Rebco SAR has expanded from providing security forces to matching persons seeking employment with employers looking for experienced personnel.

     Missions for Rebco SAR can involve anything. If there is money to be made, Rebco SAR will most likely be willing to get involved, although its coordinators pride themselves upon their honest reputation and will avoid overtly criminal activities.


House Rule: Character Improvement
    One of the big questions of Mongoose Traveller was how characters advanced in skill levels during their adventures. I put the following system together to answer that question. In addition, I hacked some of the XP and learning/teaching rules from MegaTraveller (Player's Manual - p. 41-43) and Traveller: The New Era (p. 133-134) to expand upon how characters can teach (or learn from) others.

Basic XP Guidelines
  • 1 XP for surviving the adventure.
  • 2 bonus XP for good roleplaying and/or ingenuity in the game.
  • 1 XP for each skill used repeatedly or in a particularly dangerous situation.

Spending Experience Points
    Players keep track of what skills their character used during the adventure. Only these skills are eligible for improvement with the cost in XP being equal to the new skill level (e.g. Skill-1 costing 1 XP, Skill-3 costing 3 XP, etc). Boosting a skill from Skill-0 to Skill-1 costs 1. Learning a skill from scratch up to Skill-1 costs 2 XP.

Learning via Observation and Training
    Characters may also learn through observation and training. A character observing another character successfully performing a task gains 1 XP for the relevant skill. This works only if the character explaining the task has a skill level twice that of the observing character (e.g. a Skill-2 character teaching a Skill-1 character how to do something; or a Skill-4 character teaching a Skill-2 character to do a task).

    Teaching a character to do something requires a Difficult check of the teacher's relevant skill (i.e. using Repair to teach another how to repair something). The students' INT and EDU modifiers are also taken into consideration when totaling the final DM. For multiple students, average the INT and EDU modifiers if you so choose.

    The teacher must have at least one level in the skill being taught and the student cannot have a skill level equal to or higher than the teacher's. If the teacher succeeds at their roll, they gain 1/2 XP per student (minimum of 1 XP). The teacher's roll is followed by the student's roll to demonstrate understanding. The comprehension DM is the difference between the teacher's roll and the target number. if the student succeeds, they gain a certain number of XP

     If the number of students is less than half the teacher's skill level, each student gains 3 XP. If the number of students is more than half the teacher's skill level, each student gains 1 XP.
    Example: Corey has INT 10 (+1 DM), EDU 7 (+0 DM), and Repair-1. His teacher, Brian, has INT 13 (+2 DM), EDU 9 (+1 DM) and Repair-2. Brian is going to teach Corey how to repair his pistol. The DM for the task is -2 (Difficult). Brian rolls 2D6, adding the task DM of -2 (for Difficult), his own INT and EDU DMs (+2 for INT, +1 for EDU), his repair skill (Repair-2) and Corey's INT and EDU DMs (+1 for INT, +0 for EDU) he gets a total DM of +4. He rolls a 7 adding the +4 to get 11; this gives a +3 (11 - 3 = 8) DM to aid in Corey's understanding. Brian has succeeded in adequately explaining the task; now Corey has to demonstrate his understanding.

    Corey rolls 2D6, adds his INT and EDU DMs (a total of +1), his repair skill (Repair-1), and the +3 comprehension DM. His roll is a 9, giving a total of 14. He shows that he understands. For his success in teaching, Brian receives 1 XP, since he has only one student. Since Corey is the only student and he understands what he has been taught, he receives 3 XP.

    Characters with a skill at Skill-0 may still learn a skill, either through observation, instruction, or trial and error (also called "The Hard Way").

Skill Caps
    Characters are limited in the total number of skill levels they can have. This limit is the sum of their INT and EDU scores. Untrained and level-0 skills do not contribute to this total.

    Additionally, a character is limited in how many high-level skills he can maintain at a time. This limit is typically one level-4 skill and two level-3 skills. If a player raises a skill up to level-3 or level-4, and thus exceeds this limit, he must simultaneously drop a skill down from that level as well.

    If the sum of the character's INT and EDU DMs is greater than zero, they are allowed that many additional skill levels toward their total. A character with an INT and EDU both of 9 (+1 DM for both) could have up to 20 levels in their skills (9 + 9 + 2 = 20). This does not allow them any additional level-3 or level-4 skills.

Skill Caps, Enhancements, and Aging
    Cybernetic enhancements will not allow a character to surpass these limitations.

    Should a character suffer a loss of either INT or EDU due to aging, the character's skill caps are also affected. For example, the same character fails an aging roll and has his INT reduced by 1, dropping it from 9 (+1 DM) to 8 (+0 DM); the character's EDU is 9 (+1 DM). Where once the character had two additional skill levels, he now loses one skill level and must drop one skill by a level to reflect this deterioration if he had previously hit his maximum number of skill levels. If the character had not already hit the maximum, they do not suffer the loss of an active skill level, only the reduction of the maximum number of skill levels they can have.

Improving Characteristics
    Characters may also improve their characteristics through training. The target characteristic score's DM, in addition to any aging modifiers, is the DM for the training roll; characteristics cannot be improved through training beyond +1 per year.

    To quote the MT rules "...a character could regularly lift weights to improve his Strength; he could study fencing to improve his Dexterity; or he could run regularly to improve his Endurance. A memory course could enhance his Intelligence, and he could regularly participate in a reading and discussion group to increase his Education."

    The exceptions to this rule are social stats (Caste, Charisma, Social Standing, and Territory). These cannot be increased through formal training or experience. Instead, "it requires significant cash expenditures and consequent changes in lifestyle to 'become' part of the desired social class."

House Rule: Sanity
     At least two of the original GDW adventures (one being "Bayern", the other remaining nameless to avoid spoilers) had scenarios and rules regarding how encountering alien intelligences affects the human psyche. The purpose of having these rules isn't to make 2300AD into some eldritch dark space where sanity-blasting xenomorphs lurk in every shadow. No, it's just to provide some point of reference in how humans deal with encountering the truly alien with little or no points of reference in common.
 
     Because the original 2300AD system differs from the Mongoose Traveller rules, and because Mongoose Traveller's base rules don't handle anything regarding sanity (Book 4: Psion has rules for psionic trauma), that leaves a bit of a gap. I've crafted some workable (at least to me) rules from the psionic trauma rules in Book 4: Psion, the rules from WildFire's out-of-print Chthonian Stars setting, and Terry McInnes' article "Losing It" from The Travellers' Digest #17. You can find them here.

House Rule: Psionics
     The original 2300AD didn't allow for PC psions. Some GDW adventures had PCs encountering psionic aliens (again, no spoilers), and as above, had rules for such encounters' effects on the human psyche. As it stands, I'm using Patrick M. Murphy's 2300AD psionics house rules as a guide, as well as my own common sense. In other words, if your character has psionic abilities, don't expect them to be crushing starships or flinging jets of fire from their fingertips. As per the Mongoose Traveller rules, characters cannot have psionic talents at generation without permission from the GM. My guidelines for psionics in Mongoose 2300AD can be found here.

House Rules: Armor Ablation and Other Options
     Combat will use both the Knockout Blow and Random First Blood optional rules on p.66 of the MgT1e book. With regard to damage to armor, one (1) point of armor protection is lost for every three (3) points of damage that gets through.

So What's The Difference (Between Games)?: Around 1986, Game Designer's Workshop released Traveller: 2300, which was essentially a follow-up to Twilight: 2000. Unfortunately, the title caused a bit of confusion, and so GDW revised and retitled the game 2300AD.
 
Different and yet...

     In "The 2300 AD Revision" (Challenge Magazine #34), Lester Smith writes (bold emphases are his as they appear in the original article):
Some people originally confused Traveller: 2300 with Traveller or thought that there was some link intended between the two games. By changing the title to 2300 AD, we put an end to that problem, while at the same time maintaining the continuity of the releases in the 2300 line. Let me emphasize here for anyone who might still be wondering: 2300 AD has nothing to do with Traveller. Not only are the rules to the two games much different, the games are set in different "universes," with completely different alien races, different routes of travel between the stars because the FTL drives in each game operate on completely different theoretical bases, different technologies (there are no grav plates in 2300 AD, for instance), and different themes. Traveller spans the Milky Way galaxy and concerns humanity's struggles to maintain a civilization over that broad reach of space. 2300 AD reaches stars just beyond 50 light-years from Sol and concerns humanity's struggles just to survive among those stars.
     Flash forward to 2012, and Mongoose Publishing releases their edition of the 2300AD license - with "Traveller" emblazoned on the cover. Granted, the second edition doesn't have that same point of confusion, but I'm not really thrilled with the second editions of either Mongoose 2300AD or Mongoose Traveller. Overall, I find it rather ironic that Mongoose Publishing has unintentionally reinstated the relationship between Traveller and 2300AD.
 
     "So, what about 2320AD?" you say. Well, that's a different matter. If the campaign timeline runs through the end of the Kafer War, we'll cross that bear when we get to it.

     If anything else should need to be addressed with regard to the game rules, it will be added to this blog post. Now, let's reach for the stars.

Friday, November 4, 2016

In the Beginning...


"The story so far: In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.”
― Douglas Adams, "The Restaurant at the End of the Universe"

I have just spent the better part of my Thursday overnight shift breathing life into a series bible for Project Frying Pan. If there's one thing I have learned thus far in the process, it's this: Creating a universe from scratch is a lot of hard work, even if it's been percolating in the back of your brain for over a year. The sheer act of organizing, clarifying, defining, and just plain expressing it is daunting, exhilarating, and exhausting all at the same time. I have drawn upon my favorite aspects of various authors' universes as well as some of my own unpublished writing to find interesting bits to add.

No worries! I'm not dead yet!

While I will be taking a brief rest from the Project Frying Pan creative process this weekend, it is far from over. While the series bible (Did I forget to mention Project Frying Pan is the first in a series?) stands at an ephemeral eight pages in length, there is more to come and more to develop. The Frying Pan-verse (there will be a better name for it, I promise you), is in its infancy not only in the present, but also in its past and future.

Research will continue apace as I delve into the worlds of astronomy and con artistry. Project Frying Pan may be a science fiction book, but it's still got to have some basis in reality, after all. Of course, that's just a small part of the bigger picture. Historical research as well as some further reading in the genre is needed as well, all of which I look forward to.

Another part of the process is going to be resolving how to set parameters for the development of characters, technology, and all that other fun stuff. Being a tabletop gamer, I've got what I consider a number of useful tools at my disposal for defining things. The big decision is what system (and edition) to use. No system is perfect and part of my brain is itching to pair Project Frying Pan with another ongoing project on this blog.

What's ironic is that this fits Douglas Adams' opening quote to "The Restaurant at the End of the Universe" perfectly. I have no doubt that someone, somewhere is now foaming at the mouth, fingers feverishly poking at their keyboard in an effort to "educate" me on how "wrong" I am to use an RPG as a tool to define my characters and the universe they live in. In fact, that subsection of my aspiring authorial peers is doubtlessly a speck compared to the massive hipster horde pounding away at their keyboards about how whatever system I choose is wrong and how my use of tropes and aspects of other authors' universes is so "derivative" and "unimaginative".

As a writer, I readily acknowledge that there's nothing new under the sun - it's just a matter of what you do with it. That's where the real challenge lies. While I look forward to that challenge, I realize that failure is a possibility, and at the same time, it's a learning experience. No plan survives first contact with reality, let alone "the enemy". A slight change has already been made to one character and I'm sure more changes will be made to Project Frying Pan before all is said and done. The main thing to remember above all is this: "Don't panic!"

Sunday, July 31, 2016

The Silent Sage Publishing RPG Catalog

Welcome to the Silent Sage Publishing RPG catalog. All of the items linked here are free of charge. From time to time, links will be updated to reflect new and improved material. While it may appear small now, there will be more products added in the future.

BEYOND THE WALL

Flatland Games' fantasy adventure RPG combines rules from the newer editions of the world's most popular fantasy RPG with the simplicity found in the same game's older editions.

SBW1001 - BW1: GM and Player Reference Pack
Status: In revision but available as a work in progress! (Details here.)
You can download the full document here
When adventuring beyond your village, it always pays to be prepared - and that goes for the gamemaster too! In this product you'll find:
  • Color and black and white six-panel GM screens
  • A never-before-seen bonus color GM screen 
  • Regular and form-fillable character sheets
  • Character and adventure tracking logs for the GM
  • Indices for NPCs and monsters in all current material available from Flatland Games
  • Listings for cantrips, spells, and rituals found in the same material, including "Beyond the Wall - Further Afield!
It's dangerous beyond the wall - take this with you! 

Sunday, May 1, 2016

The Mongoose and the Big Red Button

 "They finally really did it..."

A while back I wrote my breakup letter to Traveller as a third party publisher and gave my reasons why. Today, I have to honestly say I'm glad I walked when I did. John Watts, head of Gypsy Knights Games, recently announced that he had major issues with the new Travellers' Aid Society terms and conditions, which you can't see until you go to upload something on DriveThruRPG. The terms state:
"'User Generated Content' shall be defined as the copyrightable elements included in your Work, such as original characters, scenes, locations and events. User Generated content shall not include the illustrations and cartographic artwork included in your work. Per the terms of this Agreement, you expressly agree that your User Generated Content, once submitted to the Program will become Program IP and useable by other members of the Program as well as the Owner as described in this Agreement."
 ...and furthermore:
No Reversion. Due to our licensing arrangement with the Owner and the collaborative nature of the Program, you are granting us broad licenses in your Work and your User Generated Content included in your Work, and the rights to your Work will not be reverted once it is published in the Program. You will have the ability through online tools at OBS websites to stop public display and sale of your Work on OBS marketplaces, but not to stop the sale of works of other authors in the Program even when such works use your User Generated Content that you originally created in your Work and thereby became part of the Program IP for other authors to use.
In short, surprise! You've just lost control of your intellectual property! Now, I don't have a problem with the way the original OGL states things - namely, if you clearly specify what material in your product is Open Game Content, as well as acknowledge the copyrights of the authors whose OGC you use in Section 15 of the OGL, you're fine. However, this - at least to me - implies the need for professional courtesy, namely, asking the author of the material you want to use for their consent. What the Mongoose TAS "program" does is eliminate the professional courtesy aspect of things and allows anybody who is part of "the program" to have their way with your material, even if you've taken your product off the market after another person makes use of the material in their product.

Further clouding the waters is the fact that now people can publish material for ANY part of the Third Imperium, including the Spinward Marches, which has long been a historical landmark for Traveller. The original licenses restricted OTU publications to the Foreven Sector, which was a player/GM reservation of sorts. Now it would seem nothing is holy to Mongoose Publishing. How Marc Miller let this slide is beyond me.

Overall, trading the freedom to write material for all of the OTU in exchange for giving up your IP rights is a bad trade - a very bad trade. With the Traveller and Foreven Sector licenses, there was still enough freedom in exchange for maintaining control over one's intellectual property. The choices were simple - you could write your own setting for Traveller under the Traveller license, or you could publish material for the OTU set in the Foreven Sector. The only checks and balances were that the writers had to ensure their products trade dress was significantly distinguishable from that of MgT or any other previous Traveller product (CT, MT, TNE, etc).

At any rate, there's discussion of the matter on the CotI boards and Mongoose forums. You'll have to log in to comment at either place, but given Mongoose's track record of a barely-supported SRD, a failed attempt at Traveller organized play, and running with bad ideas while ignoring playtest feedback, I'm not holding my breath for change.

EDIT: As I reflected upon what I wrote today, I felt it was a good idea to further explain why the TAS offer is such a bad deal as compared to the original Traveller/Foreven OGL. Additionally, I thought I was a bit misleading and hyperbolic regarding the discussion of the matter elsewhere online. While it has remained fairly civilized at both forums, Mongoose has been very quiet with regard to the concerns voiced by third-party publishers; meanwhile, general questions regarding Marc Miller's control over the OTU have been quickly answered... Make of that what you will...

EDIT #2: Some of you may have noticed all of my Foreven material has disappeared from my old Forge of Foreven blog. I purposely reverted everything to draft in order to prevent any "misunderstandings" between me and Mongoose Publishing. That being said, if any of it does see the light of day again, it will most likely be under the FFE Fair Use Policy. Meanwhile, John Watts of Gypsy Knights Games was kind enough to post the full language of the TAS "agreement" to the MgT 3pp group on Facebook. I'm providing it here for those of you who are masochistic enough to wade through a bunch of legalese. TL;DR version: "All your Traveller are belong to us. Good day."
This Community Content Agreement (this “Agreement”) is a binding agreement between you, the individual identified by your customer account on this website or the legal entity you represent, and OneBookShelf, Inc. (“OBS”) the parent company of website marketplaces including DriveThruRPG, RPGNow and more.
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Wednesday, April 27, 2016

Why I Create

When I started college, I had dreams of jumping feet first into working for a sci-fi/fantasy magazine along the lines of Analog or Starlog and then possibly moving into game design and writing. When I naively raised questions about getting into the profession on Usenet, a number of people were quick to tell me I wouldn't be making big money, not even steady money at that, if I went freelance. Disappointed, I quietly seethed, posted a few desultory flames, and sulked a bit before reformulating my plans for the future.

My naivete faded those next four years, but I remained hopeful that I would break into the industry and I would live my dream. As graduation neared, I weighed the options and knew that I had to have steady work in order to keep a roof over my head and a shirt on my back. So, I decided that I would work as a newspaper reporter and do my SF and RPG writing on the side. At that time I was already a member of Pete Maranci's amateur publishing association (APA) Interregnum. (Writer's Note: My first 'zine, Tales from the Electric Underground appeared in IR #5 and ran semi-regularly. After a while - somewhere between IR #31 and IR #35, the online archive for the APA is incomplete - I rebooted the 'zine and changed the title to The Chrome Libram; that 'zine lasted three issues and I left the APA in 2000 as it didn't feel the same without Pete at the helm.)

In 2009, before the luster of being a third party publisher for Traveller and an award-winning writer wore off, I envisioned my creations - and myself - being very popular. Over the past seven years, various events and individuals - some chronicled here, others not -  have made me reconsider the so-called "importance" of being popular, let alone being highly visible and well-known in the industry.

I can hear some of you saying, "But, don't you want to be successful?" Yes - who doesn't want to be successful? In a way, it boils down to defining what success means to oneself. Having lived as a small fish in a small pond before moving on to be a small fish in several bigger ponds, and dealing with people jealous of the successes I've had in life, I've learned that it isn't always good to be popular or visible. The politics of the Hugos, ENnies, and Origins awards, as well as the recurring dramatic performances of the Outrage Brigade, have reinforced that lesson. In short, it has shown me that it's better - for me, at least - to create things I like and can be proud of.

Unlike my younger self, I now like - no, I relish - the idea of some, if not all, of my works being hidden gems that someone finds unexpectedly. My products may not be groundbreaking or innovative by some peoples' standards, but I do quality work and creating something and doing it well makes me happy. If they sell well and become popular, so be it; if not, well, it's a learning experience.

Winning an award like a Hugo or an ENnie - or even just a nomination - would be nice, but to be honest, at this stage I'd rather just do what I like and do best. I'll leave the popularity contests to those who can weather it all the best. That being said, I have a lot of ideas to work on and more coming into focus every day. It's time I got to work.

Monday, January 4, 2016

It's Not Me, Traveller, It's You

     Soooo... This is a letter too long in coming... a "Dear John" letter of sorts... Actually, it's a "Dear Marc Miller and Traveller" letter of sorts...

     For all my years as a gamer, I've had an interest in Traveller ever since I saw the picture of the interdiction satellite from GW's IISS Ship Files book in Ian Livingstone's "Dicing With Dragons". I took the dive with T4, learned that 25 pages of errata is 24 pages too many, and forged ahead, getting the reprints of the CT books and the GURPS Traveller books.

     The relationship intensified when Mongoose came out with their edition of the game in 2008 and announced there would be an Open Game License, SRD, and a Foreven Sector license. That was when I came to see the unfortunate, true colors of a cancerous subsection of the Traveller community.

     You might think I'm guilty of excess hyperbole here, but it's true. The Traveller community has a cancer that it can't seem to cut out of its fabric. There's a subset of Traveller fans who apparently can't stand change. It's natural with any RPG fandom, but with Traveller it seems to be particularly virulent, resistant to any kind of common sense or diplomacy. Narcissism, sycophancy, arrogance, and hubris run rampant among a number of the game's fans, particularly some of its older fans.

     Happen to like the Rebellion in MT or the post-Long Night era of TNE? You're a heretic. Like Mongoose Traveller? Get ready to be burned at the stake. Favor a third party setting over the OTU? You obviously don't play "true" Traveller.

     Traveller holds a precarious position in the history and fabric of both the tabletop RPG hobby and industry. It was one of the first SF roleplaying games out there, but it is also one of the smallest. Rooted in the classics of SF, it favors hard science, but not to the exclusion of having a massive star-faring empire out of space opera.

     Because it fits in such a tiny niche within the hobby, its fandom is equally small. Despite its size, Traveller fandom is very vocal and active in trying to keep this venerable game and setting alive. Marc Miller's Kickstarter for Traveller5 was evidence of that. Sadly, that size and vociferous nature is also why the bile rises so quickly and drives so many away from the game's community. One would think that a fandom so dedicated to keeping the game alive would want it to grow in a variety of ways, including the creation of new settings. Unfortunately, that's not the case.

      But I digress. Early on, I decided to try and stand my ground. I put out a trio of good products - The Starfarer's Kit (a set of player and GM aids), the Starfarer's Kit Character Folio, and Captain Sturmhammer's Command Cards, under the OGL and the Foreven license. They did moderately well considering the size of the market I was working with.

     But, after witnessing and fighting the cancerous minority for several years, I was nearing my breaking point. That point came when Mongoose announced it was going to release a second edition of its version of Traveller. That alone really wasn't the problem - it was how Mongoose proceeded to handle it.

     I'm not a fan for pay-to-playtest schemes, not even when the publisher offers a $20.00 gift certificate for the final version of the rules once it comes out. Mongoose took it a step further and stated that third party publishers (3PPs) would no longer be able to release material for MgT1's license. If you want to publish for MgT as a third party, you have to wait for the new edition and its SRD and then invest in the new edition.

     As someone who works for a living separately from being a 3PP, that's unacceptable. I don't have the time, money, or space in my home or hard drive to devote to a new edition of a game I want to publish material for, let alone one with a cancer in its community. To add further insult to injury, Mongoose, in its hubris, refuses to listen to - let alone acknowledge - any kind of constructive criticism from any quarter.

     If you've managed to follow me through this wall of text, here's the endgame. It's not me, Traveller, it's you. While I love your universe with all its eccentricities and inconsistencies, the canonistas and zealots in your community make it impossible to do anything right as a 3PP. Coupled with a creator who can't see past the sycophants at his feet and a company that can't take a hint, and you can see where this is going.

     That being said, I've divested myself of most of the community. I'll lurk, but I won't be actively posting anything in any forums. I'll produce my own material under the Fair Use policy using the D6 system (and if we're all lucky some of it might find its way online), but I won't produce anything for profit. My Mongoose material is officially off the market, the last products being pulled from DriveThruRPG this past December. If you want it, sorry, it's not for sale any more.

      I'd like to thank John Watts, Ian Stead, Hunter Huntman, and many others not named here, for their support as fellow 3PPs and fellow Travellers. I wish you the best in your future endeavors with (or without) Traveller as your case may be. I'd also like to thank those of you who bought my product, showing me there are those who appreciate my efforts.

Clear Skies, Travellers