Traveller Store CotI Features New Posts Mark Forums Read Register


Go Back TravellerRPG.com > Citizens of the Imperium > General Traveller Discussions > The Lone Star

The Lone Star Meet, greet and socialize with your fellow Travellers in the Lone Star Lounge. Random Topics.

Reply
 
Thread Tools Display Modes
  #1  
Old March 20th, 2018, 09:41 AM
creativehum's Avatar
creativehum creativehum is offline
Citizen: SOC-14
 
Join Date: Sep 2008
Posts: 1,251
Gallery : 2
creativehum Citizen++creativehum Citizen++creativehum Citizen++creativehum Citizen++
Default Interview with Marc Miller at Gary Con X

Mike already posted a link to this interview at the tail end of another thread. But I think Miller's comments are worthy of their own thread. I also know a few people don't like following links. And I believe some of the comments are so interesting they're worthy of quoting directly.

At the recent Gary Con, Miller ran a game of Traveller. After the game Miller stayed and chatted with several of the players, answering questions. Then one player stayed a bit longer and asked more questions. He posted his record of what Miller said and posted Millers comments on his blog. I've posted some of the responses below.

Quote:
1. When Mr. Miller designed Traveller, he intended it to be a generic sci-fi roleplaying game system, in which we could play any science fiction game we wanted. The Third Imperium setting came later.

2. The rules, or systems, he included are there as an aid for when your imagination fails. He shared the example of world creation. “Think of a world. Now think of another one. And another. After a while you run out of imagination or things get a little boring.” That’s where the world generation system steps in and helps you by creating worlds that you now have to creatively explain. Why would millions of people choose to live on a desert world with a tainted atmosphere, for example? The more I learned about his play style, and his original ideas for the game, the more it became apparent that the systems, while there to aid us, could be completely ignored (and should be) in order to simply play the game

3. While playing Traveller, Marc role-plays. Very little rules. Traveller is truly a rules-light game system once you start playing. For our scenario, we generated characters by only rolling up stats. No skills. Just stats and pick your service. All rolls were made against those stats, but you couldn’t roll against the same stat again, until you had used them all. Oh, and you had to support your decision on which stat to use. After that, it was all role playing. Creating a communal story. He made it up as he went along, allowed us to build the story, and acted as “referee” just as intended. After we were through, he said “There. Now you know how I play Traveller.”

4. Originally, there was no intention to publish anything except rules. He wanted players to use their imaginations and play in whatever world they wanted.

The Imperium became the setting after a reviewer made a comment that he wouldn’t play a game that did not include a pre-defined setting. Marc implied that he didn’t want to play in one in which there was one. He said he had even written an article about it.

I thought I recalled seeing it, but could only find a comment made in “Challenge/JTAS” Issue 29. Marc writes, “In our own naive way, we thought that the basic rule set was enough. It was a review in a fanzine run by Tony Watson that changed my mind. The reviewer, talking about Traveller, complained that there was not enough background and detail for the Traveller rules: each player had to make up his own. And Tony (as the editor) inserted a comment that he would never play a system that imposed a background on him. … it was my responsibility, as a game designer, and our responsibility, as a game publisher, to provide support for the role-playing system.”

I believe that the ‘fanzine’ may have been “Space Gamer”.

5. Money. It’s come up here a couple of times, so I asked Miller how he envisioned money would work in Traveller. He said he never thought people would really be transporting money, like credit or even cash. Instead, he gave the example that on one world you would buy a cargo load of pigs. You would go to the next world and sell the pigs for a cargo load of turkeys and, hopefully, enough local currency to get supplies, fuel and repairs, and then move on, repeating the process. Personally, I think “Firefly” does a great job of demonstrating this in action. Of course, that still doesn’t answer how a ship gets paid off, and I didn’t ask.

6. Traveller was most influenced by the “Dumarest Saga” books…

7. His favorite version of the game is still Classic Traveller. Yeah us!

8. He loves the character creation system because the dice rolls give you interesting characters to play. He pointed out how, during the weekend, he had several PCs that were really just dumb, and it was fun to see how the players handled playing those characters. He mentioned that this is what made the game interesting, and gave exciting results.

9. During the game our rolls mostly consisted of “roll under the attribute”.

10. While he doesn’t play Traveller using lots of rules, he does like to play with systems. Just like many of us here who play with building starships, or worlds, or the merchant system. T5 is this way. He said “I always wanted a system that would make interesting aliens with 5 arms and stuff and I couldn’t figure out how to do it. Finally I did.” I haven’t read T5, but given how much fun I have personally had playing the games within the Traveller game, I may have to pick it up some time, just because.
My interest in Miller's comments is obvious, given my focus on Traveller Books 1, 2, and 3. But I know others might find this description of Miller's style of play, as well as details about the game's history and rules interesting as well.
__________________
TRAVELLER: Out of the Box. Lots of blog posts about original Traveller and playing with Traveller Books 1-3.
"The beauty of Classic Traveller Book 1, 2, and 3 is that the ref is free to make such decisions for themselves." -- Mike Wightman
"The beauty of Classic Traveller Book 1, 2, and is that the ref must make most of the decisions himself." -- flykiller

Last edited by creativehum; March 21st, 2018 at 11:13 AM..
Reply With Quote

Welcome!
To see more of this thread, please login or register.
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Marc Miller new novel Garyius2003 Agent of the Imperium 34 September 10th, 2018 06:07 PM
Marc Miller interview Stargazer The Lone Star 20 May 26th, 2017 08:46 PM
An interview with Marc the.barwickian The Lone Star 8 July 11th, 2012 03:50 PM
Interview with Marc Miller Andrew Boulton The Lone Star 27 June 3rd, 2010 10:26 PM
Marc W. Miller Interview kafka47 The Lone Star 3 November 25th, 2008 07:41 PM

This website and its contents are copyright ©2010-2013 Far Future Enterprises. All rights reserved. Traveller is a registered trademark of Far Future Enterprises .
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Copyright (c) 2010-2013, Far Future Enterprises. All Rights Reserved.