Review of Mongoose Traveller, Part 1
On Friday night, I got to run a one-shot of one of my favorite systems: Traveller. Or more specifically, the Mongoose Publishing version of Traveller (usually shortened to Mongoose Traveller or MGT). You see, there are quite a few versions of Traveller, the oldest of which was released in 1977. Mongoose Traveller is an updated version of the original Traveller with more modern mechanics. The result: pure awesomeness!
The most ingenious part about Traveller in all its forms is character creation, which is basically a game in and of itself. Most RPGs have you create characters as they are in the present and any thought about their past is usually an afterthought relegated to a character’s backstory. Traveller works the other way. Your character’s statistics are a direct result of their past life events, which are randomly determined to some extent. Although you will likely wind up with a different character than you envisioned, the result is a character with greater depth and history.
The first thing you do is roll 2d6 to determine your six basic characteristics. There’s the standard RPG attributes like Strength, Dexterity, Endurance, and Intellect, but there are also two more: Education and Social Standing. Just like the PSAs tell you, a better education means that you have more career choices. But being famous helps too.
You start your character as a teenager on a planet somewhere out in space. You get a few skills based on your homeworld and upbringing, then you get to apply for your first career. If you make it, then you’re off to good start. If not, you can either let the military draft you or you can become a Drifter (or as we like to call it, a Hobo).
After that, you advance your life in four year stretches of time. You get training in a skill to indicate your learning on the job. Then you have to make a roll to see if you “survive.” In old versions of Traveller, failure meant you died. Time to make a new character! But in Mongoose Traveller, failure just means that you were ejected from your career for some reason. You roll on a mishap table to figure out why. Perhaps your journalist got arrested and sent to prison because of something they wrote. Or your marine led a blunderous assault and was severely wounded, resulting in his discharge. Either way, it’s time to find a new career.
If you succeeded in your survival roll, you get to roll on an events table to determine what notable thing happened to you in the last four years. Perhaps your scout managed to get in contact with a previously undiscovered alien species. Or your noble had some political squabbles and gained an enemy. After this, you roll to see if your character gets a promotion of some sort in their career. Then you can repeat the cycle again for the next four years of life.
If you decide that your character is getting too old, then you can end character creation and decide to start the game at whatever age you stopped at. There is a tradeoff to aging: you become more skilled, but the physical toll of aging starts to catch up to you. I think that this is a really brilliant mechanic because it makes it so a 26 year old and a 62 year old are both on about equal terms in the entourage while still having very different talents.
Another important part about character creation is that you gather contacts, allies, rivals, and enemies. These add more depth to the character (and give lots of great plot hooks to the GM). Contacts and allies can also be another player character, reflecting your shared history. I even had one player made another player character into a contact, then roll a life event saying that their character became romantically involved with one of their contacts. So the characters wound up marrying! I can’t say that I’ve seen that happen in any other system.
To sum it all up, character creation is a blast and is definitely a unique system! Next week, I’ll be reviewing Mongoose Traveller for the actual gameplay.