What This Post Is. This is an attempt to summarize what "Traveller" is. What makes Traveller Traveller. What underpins Traveller. What the guys who created Traveller were thinking.
UPDATE. A better definition of Traveller's fundamental concepts can be found in T5 Book 1 pp14-17.
This is originally based on Daryen's list.
THE FIVE POINTS OF TRAVELLER
I. Travel. Travellers spend a week in jump.
II. Open Limits. Every world and starport is different, including niches, anachronism and atavism.
III. Material. Characters advance through gaining friends, equipment, wealth, and influence, rather than leveling up.
IV. Risks and Rewards. The "risks" in Traveller, from low berths to combat to wilderness refueling, mark out the most important parts of the game.
V. Sociology. People are still human. A traveller crosses classes and breaks stratification.
UPDATE. A better definition of Traveller's fundamental concepts can be found in T5 Book 1 pp14-17.
Marc Miller via LBB said:Travellers travel.
Bill Cameron said:There are design assumptions underlying Traveller which were used to create a corpus of rules.
Mike West said:Traveller is all about a base set of assumptions... Violate these, and you lose the "Traveller"... Keep these, and setting probably doesn't matter.
This is originally based on Daryen's list.
THE FIVE POINTS OF TRAVELLER
I. Travel. Travellers spend a week in jump.
II. Open Limits. Every world and starport is different, including niches, anachronism and atavism.
III. Material. Characters advance through gaining friends, equipment, wealth, and influence, rather than leveling up.
IV. Risks and Rewards. The "risks" in Traveller, from low berths to combat to wilderness refueling, mark out the most important parts of the game.
V. Sociology. People are still human. A traveller crosses classes and breaks stratification.
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