Saturday, December 14, 2024

Classic Traveller: The Imperial Fringe Review

The Imperial Fringe was published in 1981 as an "introductory adventure" included with the Deluxe Traveller boxed set.  I acquired it on the "Classic Traveller" CD from Far Future Enterprises, which makes it a little hard to evaluate its value for money.

Calling The Imperial Fringe an adventure is somewhat misleading.  It is actually the sketch of an enormous, sector-spanning, 20-year campaign.  It is also, however, brilliant documentation on the designer's expectations about how a Traveller campaign might be run.  I wish I had read this like 10 years ago when I was first getting started with Mongoose Traveller.

The pitch, basically, is that a senior member of the Scout Service contracts the players to do a survey of the sector and provide up-to-date UPP codes, based on in-person observations, of each of the 440 planets in the sector, with a time limit of 20 in-game years (1040 weeks).  Reminder: a subsector map is 8x10 hexes and usually about 30-40 planets, and a sector is 16 such subsectors.

This sounds extraordinarily ambitious to someone coming from Mongoose 1e - our games have usually been confined to single subsectors and maybe two years of game-time.  Occasionally a plot point would take us a little bit off of the edge of the subsector but the assumption was that this was a temporary state of affairs and that we shouldn't expect additional subsectors of prep effort.

The players get paid a fixed sum per world surveyed on submitting survey reports at Scout Service offices.  This sets up a brilliant incentive to actually travel - you don't get paid for visiting the same planet a second time.  And this leans into something I've liked about Traveller, which is that "planet of the week" allows a lot of variety.  One week you can do Alien on a derelict, the next week you can do Blade Runner in the big city, the week after that you can do Mad Max stranded on a desert planet looking for water to run the reactor on, all with the same set of characters, without breaking continuity or suspension of disbelief, while continuing to build campaign capital.

I also really appreciate that this setup shows rather than tells you a lot about the Third Imperium.  It is so huge, and travel so slow, that they do the census basically every 20 years, and official records about the state of whole planets can fall completely out of date in that time.  And their solution to this problem is contracting the census out to a handful of retirees on a shoestring budget and a deadline measured in decades.  The implications about the state capacity of the Imperium mark it as a very different situation from ours.  Imperial subjects probably aren't filing individual tax returns with the central Imperial Revenue Service every year.  The empire can just lose track of millions of people for decades.  What does the response time of Imperial law enforcement look like?  Weeks, months?  If your ship gets "pulled over" by the Navy and they want to "run your plates", how out of date is that particular patrol cruiser's database of ship registrations?  Is there even a standard Imperial-issue identification document like a passport?  So it raises lots of fun questions.

Returning to gamier matters, The Imperial Fringe also makes explicit:

The assumption in the adventure is that one character has possession of a type S Scout/Courier and thus provides transportation for the group. The referee should suggest that one player attempt a scout career. If, after all character generation has been performed, no scout has a scout ship, one of them should be arbitrarily given a scout ship in order to further the adventure.

Obviously, I'm not thrilled at the suggestion to respect neither the oracular power of the chargen dice rolls nor the consequences of the risk/reward decisions of the players during chargen.  But it is interesting to see that even this early, the official Word of Miller was "give 'em a ship," at least for introductory campaigns.  And with a campaign of this scale, I have to wonder how many people started "introductory" campaigns and then ended up playing it for years of real-time.

Giving a known ship makes setting up appropriate rewards a lot more viable, plannable; if you know what their monthly ship costs are, and you know the rate at which they can survey, then you can set the pay structure up to keep them under light monetary tension, without it spiraling either down into overwhelming debt and desperation, nor up into huge piles of cash.  And this makes sense in the world; your patron also knows what it costs to run a Scout/Courier and wants to encourage you to actually get the job done, rather than either failing due to lack of funds or retiring due to excess of funds before finishing.

The combination of the known-small cargo hold of the Scout/Courier and the strong incentive to keep moving on to new systems to write fresh survey reports probably constitutes a workable solution to the Golden Pair problem (though not a very general solution).  It doesn't matter if there are two planets with strongly-complementary trade codes next door to each other; you barely have the means to exploit this opportunity on any single transit between them, and you have strong incentives to not do anything in a loop.

And while the initial setup procedure may not be maximally respectful of player agency, once the game has started they're just let loose upon the sector.  No further railroads here...

Until you start inserting other published CT adventures into suggested systems, per page 19; then you might run into some small-scale railroads.  I salute the hustle of using the introductory adventure to advertise the rest of the product line.  But still, even if you do go buy all of those adventures and drop them into the sector map, you still have a big sandbox with a couple more-detailed points of interest rather than an adventure path like The Traveller Adventure, which came out a year later in 1982.

This suggestion to drop in modules throughout the sector does highlight one obvious weakness here, which is that there are a lot of worlds described with UPPs and no further details, and this is very much not a ready-to-use, "grab-and-go with no prep" kind of product.  Significant Assembly Required to make each world interesting, to keep the game from turning into a "we jump, we descend, we check the survey boxes, we take off, we jump..." routine.  Religious observance of the random encounter rules is probably wise, but not mentioned here; it might be easy for a new Traveller GM to miss.  Maybe at the time knowledge of their use was more assumed, from old-school D&D?

The other difficulty that I have with The Imperial Fringe is a less universal one - it probably doesn't handle open-table play particularly well.  You're going places well away from the main routes, so justifying characters appearing and disappearing out in the boonies strains disbelief a bit.  And the ship doesn't have enough stateroom capacity to justify a "you're carrying everyone but half the crew has food poisoning this week" approach.  A bigger ship with more space and enough crew for PCs to fade into and out of the background might be a way to do it though; basically a Star Trek-style "survey cruiser" sort of thing.  But then you start having to think about command structures and payroll...

So yeah, I wish I'd read this back when I had a stable set of players in college, rather than adults with lives doing master's degrees while working full time jobs and raising kids and taking long vacations.

6 comments:

  1. Interesting campaign model indeed! I'm a little concerned about not having touchstone systems to return to and build connections to, but it certainly leans into the picaresque vibe. Perhaps a network of other profitable targets can be added as well to add reason to bounce back periodically - bounties to hunt, other NPCs that will pay for intelligence on various topics, the occasional patron, etc.
    I think the answer for an open table could possibly be related to their position as independent contractors paid per planet surveyed. If some players don't show up for a bit then they can be off hunting bounties or doing other contract work. It does kind of depend upon the Scout with a ship showing up though.
    I also wonder if this could be useful at a smaller scale, as an introduction to a subsector (or pair of subsectors) being used as a primary campaign setting. Good excuse to get a group to travel around and visit everything.

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  2. I think the maritime cruising model of NPCs could be a good fit for recurring characters for such a campaign. I do think that having additional patrons is expected though; strongly suggested by the pitch to drop other modules in. Another angle on touchstones might be to add constraints on where you can drop off reports for pay; if you have to actually go to scout *bases* to deliver reports, you might end up using scout base systems as hubs for a particular subsector.

    I don't love making the scout player the single point of failure or single constant character, yeah.

    I was thinking that a four-subsector area would be a nice compromise between my traditional one-subsector and a full sector, yeah. And having it actually be a small enough area to complete the survey in a timely fashion so that it serves as an introduction to the region where play then continues is an interesting idea.

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  3. I like your review of the Imperial Fringe. I’ve been thinking of revisiting Classic Traveller this year. I have a group who’ve played a lot of RPGs, but not much Traveller. A few years back (pre-covid) I ran a 6-7 year campaign in a homebrew universe for them, but was thinking of something different, perhaps focussed on exploration, since I haven’t done that in a very long time. So seeing a post on reddit that directed me to this blog was quite serendipitous.

    I started in 1979 at a convention, and my first real games were in 1980 with the old original ‘77 rules. It may have been the influence of D&D culture at the time, where it seemed everyone had house rules etc and fiddled with the game, but I never had problems with interfering with the oracular nature of dice rolls if it seemed necessary. If we wanted to play a game/scenario that had certain givens (e.g. a starship) and that wasn’t a guarantee from chargen, well the GM often gave the PCs a ship. Sometimes we got ‘free’ skills to round out the character team enough to do a scenario. And so on. There were even some non-random design hacks which I tried, but I found that a mostly random chargen suited me and my groups best.

    We also generated characters without a scenario necessarily in mind, and a lot of the time no-one had a ship. Most of the games I played in the early years were without a ship, and I had quite a few GMs who were good at improvising situations to cater for the characters that got created. Several early games were based off various adaptations of the Leviathan scenario, where PCs ended up as crew aboard a ship, and got ‘away team missions’ from the NPC command crew until we worked out way up the hierarchy. 76 Patrons was also a great boon early on for that sort of play. I don’t think we ever thought that there was a particular ‘intended’ mode of play. Mercenary + High Guard inspired no end of military & espionage campaigns for a while, and the few trading games I ever played were inspired by the Merchant supplement. Scouts was good for a flurry of Scout oriented games: often more to do with the Contact & Security Branches of the service. Citizens of the Imperium got us doing a set of games we called ‘Dregs of the Spaceways’ (well, that is how I thought of it). And so on. That is one of the things that has really stuck with me about Traveller, especially Classic — it allowed you to have a go at pretty much any older SF that inspired you, as well as ‘current’ (which is today quite old…).

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  4. Thanks for dropping by and for your perspective on playing CT in the early days! It's a fair cop that "intended way to play" is probably a bit of hyperbole. I think some of my Traveller groups/games have struggled with the lack of a clear core gameplay loop (especially without a ship) in comparison with D&D, so having a book that says "here's one all worked out from the very earliest days" seems to me to clarify a lot about how the designers were thinking about how to run the game. I appreciate Traveller's flexibility, but it can almost be paralyzing.

    > Sometimes we got ‘free’ skills to round out the character team enough to do a scenario.

    This is a really interesting remark! I quite liked that Mongoose Traveller had a rule called the "skill package", which was a selection of skills that the party could distribute among themselves after finishing their terms, for just the purpose you describe - making sure that they collectively have the skills the GM expects them to need for the kind of game being run. I was thinking about introducing something similar as a houserule; very neat to see that it was being done back then too.

    > Leviathan

    Perhaps I will read that one next! The premise sounds good.

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    1. I take your point, sometimes it was perhaps hard to see the gameplay loop. I think in my case it helped that I started with GMs who all had some idea of how things worked.

      Early CT scenarios suggested giving characters a skill level of “1/2”, which later became “0”, to represent a basic skill level in some skill needed for the scenario. Vacc Suit-0 for example for any spacer type / shipboard oriented adventure.

      Skill packages I think came in with Mega-traveller in terms of formally being in the rules, but it was house ruled various ways by different groups well before that. We used to discuss what sort of game we wanted to play as we were generating characters. I think a common rule from back then was to allow any single 1 point skill to be split into two zero point skills, or a level in any skill to be ‘taken’ to provide a level 1 in a skill that the group would need. Another method was a variation on this ‘Spied of the Imperium Campaign’ hack that we used:

      A) you roll up whatever career you want. You muster out.
      B) you’re then recruited by the IISS Security Branch. The GM would give you a choice of 2, 3 or 4 skills (depending on the GM) to represent Scout ‘spy’ training. Your previous careers were to provide background and experience and prevent your characters looking like you’d all graduated from spy school.

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    2. Leviathan got run pretty much as-is by one GM I had, but it was used as a skeleton for a Star Trek-ish game by a couple of GMs. It even got used for a Star Wars-ish adaptation of the Third Imperium iirc: we were on the fringes of ‘the empire’ so we didn’t see much that was wrong with it. Then there was a deep dark plot buried in the subsector we were exploring but we never got to see what the GM intended there. We played a few ‘Star Wars’-like games with Traveller rules.

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