TEXT: A guide to 
  the Classic Traveller 
  role-playing game system. 
  Understanding 
  TRAVELLER
  8 
  Science-Fiction Adventure 
  in the Far Future 
  - 
  Yame Designers' Workshop 
  
  Traveller 
  Traveller is a game; that is, it is a system of rules which allows players to par- 
  ticipate in a situation for recreation and enjoyment. It is a role-playing game, which 
  means that the players vicariously act out, or discuss, their actions in response 
  to some situation; they assume roles as adventurers or soldiers-of-fortune and then 
  actively seek out some goal important to them, such as money, or fame, or power. 
  Consider the following example: You, as a person on 20th Century Earth, could 
  easily describe how you would go about undertaking some journey, such as travelling 
  to Paris. You know who you are, and how money works, and you have some idea 
  of how air travel works. You have certain facts on tap which you can use in your 
  description of your actions. You can choose what you would do, and how you would 
  go about it. One description you might make could be: 
  "I would take the car to Chicago, and there buy a plane ticket, charging it to 
  my bank card." 
  The referee, at this point, interrupts, "Do you have a passport?" 
  "Yes," 
  you respond, "1 needed one last year for my summer of foreign study. 
  I remembered to bring it with me. I would board the plane, and enjoy my flight." 
  Now change the situation slightly, and assume that you are fleeing from someone, 
  perhaps the police, perhaps some personal enemies. Your choice of actions might 
  well be different. 
  "I would drive over to John's, and persuade him to lend me his car (so my license 
  plates couldn't be checked). Then I would drive to Peoria and get a birth certificate 
  for someone about my age from the courthouse; using that as proof of my identi- 
  ty, I would apply for a passport at the post office, and wait in town until it comes 
  in. When it does arrive, I would get a plane ticket from Peoria to Paris, paying cash. 
  Then I would take the flight to Paris." 
  Both the above descriptions are accurate in stating how a person could set about 
  a specific activity, even if the situation and the need for action remain highly im- 
  probable. Traveller is a game of just that sort of situation, but with refinements. 
  Traveller rules cover the basic facts of adventure in a logical, straightforward man- 
  ner. Rules begin by describing how combat works, including your chances of win- 
  ning or losing a fight. Traveller rules cover how starships work, and how much 
  passage costs. Rules sections also cover how much purchasing a starship costs, 
  how trade and speculation in commercial markets work, and how things like ex- 
  perience can help or hurt you. Finally, Traveller rules deal with what alien worlds 
  are like, addressing such concepts as atmosphere (and what equipment you need 
  in order to be able to breathe), gravity, the extent of oceans on a world, local govern- 
  ment and population, and the type of technology present. There are animals, casual 
  meetings with other people, ESP, and more. 
  Traveller rules are descriptions of how the universe works. Players read the rules 
  and play the game a few times to learn what is happening. They then start playing 
  
  in earnest, seeking out things they want, and 
  working to get them. 
  4 
  Traveller often, if not always, needs a 
  referee. The referee is responsible for 
  everything that happens in a Traveller 
  situation. He or she is the creator of 
  the universe, and administers the 
  laws of nature. A referee must be 
  . 
  p- 
  a very creative and imaginative 
  - r.hV ""j 
  person, at the same time follow- 
  *'- 
  ing the game rules and bending 
  the 
  to 
  !m to give variety and intrigue 
  his situations. The referee 
  usually begins by mapping out a 
  group of stars (called a subsec- 
  tor) in order to describe about 
  T 
  thirty worlds. Some are civilized, 
  others are primitive. He makes 
  notes about the types of worlds 
  they are, and may create some 
  puzzles or fortunes and place 
  them somewhere; clues are plac- 
  ed in other locations. Often, a 
  consistent background, only dim- 
  ly understood by players is also 
  created, and clues as to its 
  character are placed around the 
  subsector. 
  Because Traveller concen- 
  trates a great deal on space 
  travel, a beginning scenario could 
  be for the referee to create (under + 
  the rules given in Traveller), a 
  % 
  derelict space ship and place it 
  crashed on a world surface, or 
  adrift in an asteroid belt. Clues 
  might lead the players to its location, where they can try to salvage it. But, as the 
  clues are found and acted upon, the player may have adventures not necessarily 
  related to the starship they seek - they could get caught in the outbreak of war 
  on one world, and in a deadly epidemic on another. They could try their hand at 
  smuggling to make some money, and they could find that a prison break is necessary 
  for them to continue their adventures. The enjoyment is not in achieving their goal, 
  but in constantly finding goals to seek, and in striving to attain them. In fact, there 
  are actually no rules for winning the game; the winning is in the playing and the 
  staying alive. 
  And once any specific goal is reached, there is always more . . . the ship they 
  seek may not be in working order, and more effort will be needed to procure fuel, 
  
  parts, money, even the skills that will repair it. The game continues as the players 
  seek out these new needs. Finally, the players may decide to use the ship for their 
  own purposes from mercy missions to piracy. Obviously, more adventures will 
  follow. 
  Traveller, in the hands of a good referee, can duplicate any science fiction you 
  have ever read or seen. Star Trek. Black Hole. Star Wars. Battle Star Galactica. 
  Dune. Alien. Tron. Foundation. E.T. The Demon Princes. Or any situation that the 
  players make up themselves. 
  One very important part of Traveller is the player's character. At the beginning 
  of an adventure, each player creates a character, an alter ego, whom he will 
  manipulate as if it were himself. Each character has six characteristics, six numbers 
  which show his abilities - strength, dexterity, endurance, intelligence, education, 
  and social class. These six act as benchmarks in comparing people. Someone with 
  a strength of 1 5 (values range from 1 to 1 5 in each characteristic) is stronger than 
  someone with a strength of 10. Dexterity influences a person's aim with guns, and 
  strength affects one's ability with knives and swords. Endurance shows how long 
  one can work before getting tired. Intelligence and education affect the character's 
  chance of solving problems. Often, the player is not required to solve the problem; 
  the referee can decide that the character is smart enough to figure it out, or too 
  dumb to understand, based on intelligence and education, and regardless of what 
  the player himself thinks. 
  Rules cover how guns, knives, swords, spears and fists work; and a player who 
  understands the rules can win a fight, or know if he should instead run for his life. 
  A special feature of Traveller is the treatment of skills. Characters, as initially 
  generated, know very little. A specific procedure provides prior experience for the 
  character, before he begins playing the game. The prior career includes terms of 
  service in one of the military or exploratory services, and provides age, experience, 
  money, and skills. These skills indicate that the person is conversant with some 
  field of endeavor, for example, navigation, piloting, or vacc suits. 
  For example, a character with computer programming skill can tell the referee 
  that he or she is programming a computer in the game to perform some task or 
  to recover some data, and it will, if there is a computer available to the character 
  (not the player) in the game. The referee manages the activity, and the person playing 
  need have no actual knowledge of how a computer works or is programmed. 
  Traveller has a world of possibilities for role-playing adventure. It's the leading 
  science fiction system on the market today, and one of the top role-playing systems 
  available. 
  
  The Game System 
  It is important to remember that the Traveller role-playing rules deal with every 
  aspect of future society - as a result, it is impossible for the basic set of rules 
  to cover every situation or contingency. 
  The wide range of Traveller materials has been carefully designed to deal with 
  all aspects of Traveller play, and to provide materials for all tastes at the lowest 
  possible cost. To this end, specific types of materials have been produced, each 
  with its own appeal and merits. 
  Traveller materials include all of the 
  A 
  following different items: 
  1. Rules Sets. The basis for Traveller 
  is the Rules Set. There are four Rules 
  Sets: Starter, Basic, Deluxe, and the 
  wahk &*cues 
  Traveller Book. Each covers the basic 
  L TRAVELLER 
  IRnr.,ur ,&..YI ,I rules essential for playing Traveller, and 
  lk Is I* 
  any one is all that is needed to begin play- 
  ing. Depending on your own needs in 
  ,.,.,I 
  price, format, and content, you select the 
  starter set you want. Each contains the 
  basic rules for playing Traveller. 
  2. Books. Books are compendiums of additional 
  ? 
  rules, and range from 48 to 56 pages in length. 
  4 
  Books 1, 2, and 3 are available only as 48-page books 
  in Basic Traveller and Deluxe Traveller. Other books are 
  available separately. Book 0 (An Introduction to Traveller) 
  is contained in Deluxe Traveller, while excerpts from it are 
  included in Starter Traveller and The Traveller Book. Book 0 is also available separate- 
  ly. Book 4, Mercenary, is aimed at players interested in military operations, and 
  (in keeping with the individual orientation in Traveller) concentrates on small military 
  operations. Book 5, High Guard, provides rules dealing with space navies and large 
  space ships. 
  3. Supplements. At the other end of the spectrum from Books are the Sup- 
  plements, which tend to be compilations of data derived from Traveller rules. For 
  example, Supplement 1, 1001 Characters, is simply a list of pregenerated 
  characters; Supplement 2, Animal Encounters, is a set of encounter tables. 
  We realize that often the contents of a Supplement could be produced by a referee 
  from materials and rules already available. Supplements are priced in the hopes that 
  they will prove cost-effective. How much would you pay for a list of 1000 
  characters, pregenerated? If you need that list, you might think the price of a Sup- 
  plement is a legitimate price to pay for a list that would take you several hours; 
  but if you have the time, then you can simply pass up the Supplement. 
  4. Adventures. Playing Traveller situations is a primary focus for Traveller fans, 
  and Adventures are intended to allow players to begin immediately. Each includes 
  a brief introduction, a cohesive central theme, and a wide variety of materials 
  
  intended to direct the players and the referee through one or more Traveller situa- 
  tions. Adventures are usually 48 page booklets, with plans and drawings, 
  background data, and other important information. 
  For example, Adventure 1, The Kinunir, is a 48 page booklet dealing with a single 
  theme: Kinunir class battle cruisers. Within a subsector already mapped out, four 
  distinct situations are presented, with rumors to muddy the adventurers' path, and 
  Double Adventure I 
  Shadows 
  detailed deck plans and other information to make the 
  referee's job the easiest possible. Of course, the deck 
  plans are also usable in other situations in later adven- 
  I 
  tures as well. 
  5. Double Adventures. While adventures are intend- 
  ed as large, multi-session events, there is always a need 
  for shorter situations - a need we fill with Double Adven- 
  tures. Years ago, many small science fiction novels were 
  printed two to a book, in what were called Ace double 
  novels. That's the format we have adopted for Double 
  Adventures. Each is about 20 pages in length, with a 
  complete situation, 
  pregenerated characters, 
  background, maps or deck plans, additional data, and 
  everything else needed for an evening of Traveller fun. 
  - 
  Once one adventure is played, the other side can be us- 
  Sctence-Ftctron Adventure 
  In the Far Future 
  ed for another Traveller adventure later in the week. 
  For example, Double Adventure 1, Shadows backed up with Annic Nova, pro- 
  vides two distinct and unrelated situations. Shadows is an alien structure that must 
  be investigated; Annic Nova is a derelict starship. But in addition to the adventure 
  within, each Double Adventure is a format for other adventures. A referee reading 
  through the Double Adventure can find out what is needed to administer a short 
  situation. This format aspect of the Double Adventure makes the booklet useful 
  long after the situations have been played. 
  6. Boxed Modules. Sometimes an adventure needs some additional material, such 
  as a map, or a large chart, or some other item that just cannot fit in a book. The 
  Boxed Module fills that need as a Traveller adventure with something extra. It might 
  be a subsector map to pass around among the players, or a world map that lets 
  the adventurers chart their own course. Boxed Modules are companions to Starter 
  Traveller, but may be used with any Traveller Rules Set. 
  7. Boardgames. Many aspects of Traveller call for boardgame resolution. Role- 
  playing is often quite dependent on boardgames for flavor and detail, and Traveller 
  tries to provide the greatest possible variety for players. But boardgames also fill 
  another need for Travdler players. Sometimes it is difficult for more than two players 
  to get together, or for the group to have a referee ready to run a game. In such 
  cases, boardgames.let the group get together and play Traveller, even if it is not 
  strictly a role-playing adventure. 
  Contents depend on the requirements of the game. Generally, the game includes 
  a set of die-cut counters, a map, and a rules set. Mayday is one example of a Traveller 
  game. It deals with starship-to-starship combat using a variant of the starship combat 
  rules in the Rules Sets. The several hex grid maps, die-cut starship counters, and 
  detailed rules make the game fun to play for an evening, and ideal for resolution 
  of starship combat in Traveller. Mayday won the coveted Charles Roberts Award 
  
  OURNAL 
  for Best Science Fiction Game of 1979. The Charlie is adventure gaming's equivalent 
  of the Oscar. 
  8. Miniatures Rules. Just as many aspects of Traveller are best handled with 
  boardgames, many are also best handled with miniatures rules. Traveller miniatures 
  rules allow players to participate in group games while still furthering their Traveller 
  campaigns. Often a good miniatures battle can be the high point in a continuing 
  Traveller game. Miniatures rules also allow battles and situations from the far future 
  even without attendant role-playing situations. 
  Striker is the Traveller miniatures rules set for 15mm scale troops and adven- 
  turers. An extension of Book 4, Mercenary, the rules cover the wide range of troop 
  and combat situations in the far future. But there's morel Striker provides detailed, 
  though complex, rules for designing combat vehicles of the future. 
  9. The Journal. Many, many aspects of Travelkr simply cannot be put into a book, 
  or a game, or an adventure, or a supplement. To cover 
  this material and to make it available to Traveller players, 
  the Journal of the Travellers' Aid Society is published 
  quarterly. Filled with both feature articles and continu- 
  ing departments, the Journal presents the latest in ideas 
  on how to run Traveller games, and how to stimulate 
  various aspects of the future when playing Traveller. 
  Departments include Ship's Locker, with descriptions of 
  equipment which can be purchased and used; Amber 
  Zone, with scenarios for players; and Ref's Notes, which 
  cover how to play specific aspects of the future. Other 
  features include reviews of games just published, and 
  editorials on current trends: Finally, the Journalcontains 
  all the latest information on new Traveller material as 
  soon as it is published. 
  Back issues of the Journalare available for as long as 
  supplies hold out - Journal No. 1 sold out within a L 
  month of publication. On subsequent issues, our print 
  run has been increased, and back issues generally remain available for three to six 
  months after publication. Your best bet, however, is a subscription. Subscriptions 
  are available from the GDW Customer Service Department. 
  Every year, the past four issues of the Journal are carefully reviewed, and the 
  best articles compiled into The Best of the Journal. This anthology of articles means 
  that the best and most useful scenarios, situations, and rules will remain available 
  even after the Journal issues themselves go out of print. 
  THINK IT OVER 
  Can you see how all the materials for Traveller have been carefully fitted together, 
  taking into account player and referee needs and areas of interest? Books provide 
  rules, supplements provide easily-produced data for fast reference, and adventures 
  provide situations. Games and miniatures rules provide parameters for playing out 
  scenarios, and also provide Traveller situations to play without a referee. The Journal 
  provides continuing up-to-date materials for use with Traveller. It all fits together 
  to make the best science fiction role-playing system in the galaxy. 
  
  Playing Traveller 
  Traveller is a world of fascinating game activity, whether played between a referee 
  and a group of players, without a referee, or even alone. What can be done depends 
  on the mood of the moment, but the list below should provide some direction. 
  1. Generate Characters. Generate Traveller characters, complete with individual 
  characteristics. and personal skills. The challenge to create an excellent character, 
  and then muster-out before failing a survival or an aging throw can make this an 
  interesting activity, even played solitaire. Keep records of the characters generated 
  to use them later in adventures, as non-player characters, or random encounters. 
  2. Practice Combat. Acquaint yourself with the Traveller Combat System. Then 
  pit one generated character against another in a sample battle. Solitaire, or with 
  friends, this procedure can give valuable insight into how combat will work in ac- 
  tion, and should show which weapons are useful in what ways. 
  3. Build Some Starships. The Traveller Rules describe a system for the construc- 
  tion of interstellar starships, with costs, tonnage restraints, and other considera- 
  tions. Determine what type of starship you want to build, and then set about design- 
  ing it. Attention must be paid to fitting all the necessary components into the chosen 
  hull size. The Starship Economics section should then be consulted to determine 
  what sort of profit the ship can show in commerce. Maybe a redesign is in order. . . 
  4. Practice Space Combat. Traveller covers a space combat system for starships. 
  Assign a few starships to each of several players, and fight out a space battle, 
  perhaps to the death. The experience will show what to expect in space combat 
  during Traveller adventures. 
  5. Generate A Typical Subsector. Worlds are grouped into subsectors; Traveller 
  deals with the generation of the worlds on which adventures will be conducted. 
  Following the simple system given, generate a subsector of perhaps 30 stellar 
  systems, and record the results for later adventures. Before putting away this list, 
  use it to strain your imagination: examine the various characteristics for each world, 
  and try to imagine the circumstances which make it the way it is described. 
  6. Produce A Single World. Select one world from those in the subsector 
  generated, and produce it in greater detail, fleshing it out with animal encounter 
  tables, maps, and other important details. 
  7. Try Trade and Commerce. Assume you have a Free Trader starship; start out 
  in your subsector buying trade goods and travelling to new ports to sell them. Keep 
  track of profits and losses, and continue until you go broke or make a fortune. 
  8. Generate Other Characters. You may want to try your hand at generation of 
  other character types. Supplement 4, Citizens of the lmperium, contains character 
  generation instructions for twelve additional character career types. Generate some 
  of them, and be sure to record your results for use as non-player characters later. 
  Book 4, Mercenary, contains a very detailed character generation system for Ar- 
  my and Marine characters. While very complex, it also results in many skills for 
  the individuals. Produce some characters using that system, and record them for 
  later use. Also produce the resumes called for, and save them for recruiting situa- 
  tions later. 
  
  Book 5, High Guard, presents a detailed character generation system similar to 
  that of Mercenary, but directed at people who serve in the Navy. Generate several 
  characters using this system, and record your results for later use. 
  9. Create A Mercenary Unit. Using characters 
  you have generated using the Mercenary 
  generation system, put together a small military 
  unit. Follow the guidelines given in Book 4, 
  Mercenary. Equip it with weapons and material 
  from the lronmongery section. 
  10. Build Large Stamhips. Using the large 
  starship system in Book 5, High Guard, design 
  and build a truly large starship, paying attention 
  to whatever mission you devise for it. 
  1 1. Check Out Psionla. After generating a 
  character using one of the various systems, read 
  the section on psionics. Assume your character 
  is tested for psionic ability, and then have him 
  or her trained. Play around with the various 
  ' ' 'ercen; - 
  TRA VELLEI 
  W i c r i c f ~  
  Advmture rrl 
  the Far Future 
  abilities described. 
  12. Fight More Stamhip Battles. Starships 
  designed and constructed using High Guard are larger and more complex than star- 
  ships from Traveller Rules Sets, and they use a different combat system. Using 
  the starship combat system from Book 5, High Guard, and several starships con- 
  structed with the High Guard system, fight out a few space battles. The experience 
  can prove useful later when such battles happen in adventures. 
  13. Think Up Some Sltuetlons. Using whatever inspiration you can find (including 
  novels, movies, and interesting events), think up a situation and express it in terms 
  of what Traveller characters will encounter and what they must do to deal with 
  it. Useful models for expressing situations include Adventure 1 (which goes into 
  great detail), Double Adventure 1 (which shows somewhat less detail), and Amber 
  Zone situations. (Amber Zone situations are sketchy, and leave a great deal to the 
  referee). 
  DON'T THINK THIS STEP COMES LAST 
  14. Play Traveller. Get together a group of people, and have them generate 
  characters. Then present them with a situation, or simply have them set out into 
  your pregenerated subsector. 
  
  Traveller Rules Sets 
  - 
  - -- 
  For garners just beginning to play Traveller, we have four sets of rules that ex- 
  plain the game. Each set is aimed at a somewhat different audience, although every 
  set contains all the rules necessary to begin playing published adventures or devis- 
  ing your own adventure scenarios. 
  Basic Traveller is the original rules set, first published in 1977. It contains three 
  books - Characters and Combat, Starships, Worlds and Adventures - which ad- 
  dress the entire spectrum of rules required for Traveller. The Basic Set presumes 
  some player knowledge of role-playing, and does not include any ready-to-play 
  adventures or information on the background of the Traveller universe. 
  Starter Traveller is the newest rules set. This edition presents a streamlined, slight- 
  ly simplified version of Traveller and is aimed at a younger, less experienced au- 
  dience. The most complex (and least necessary) rules for Traveller have been 
  deleted, leaving a game that is easier to learn but still entirely compatible with all 
  the other Traveller sets, adventures, supplements, rules, and boardgames. The 
  Starter Edition also includes ready-to-play adventuring material and some 
  background information. 
  Deluxe Traveller is a large, more expensive package that includes the full range 
  of Traveller rules, a special Introduction to Traveller booklet for new players, an 
  Introductory Adventure, and a special map of the Spinward Marches region of the 
  Traveller universe. Although there is no background information on Traveller, this 
  set is suitable as an introductory package (even though the rules are unabridged), 
  or as a gift set. 
  The Traveller Book is the "best buy" of Traveller sets. It contains the complete, 
  unabridged rules to Traveller, special introductory information for new players, two 
  adventures, suggestions for other adventure situations, and a wealth of background 
  information on the Traveller universe. The Traveller Book is suitable for new garners 
  (although the rules are unabridged), but is especially aimed at experienced role- 
  players who are getting into Traveller and demand all the information on the Traveller 
  universe. 
  
  The Traveller Universe 
  When Traveller was first published, a reviewer said he wouldn't play any role- 
  playing game that didn't provide a background for adventuring. The editor inserted 
  his own comment after the review saying that he wouldn't play any role-playing 
  game that did; he wanted to create his own background. 
  Traveller responds to both needs. The basic rules, the foundation concepts for 
  Traveller, are universal - they describe how the laws of nature and of society work. 
  Any referee can take those basic rules and create any background he or she desires. 
  Traveller can realistically support any science fiction concept in existence. But for 
  many players and referees, there just isn't enough time to do everything in the crea- 
  tion of a science fiction universe, and that's where the Traveller universe comes in. 
  Traveller adventures, games, and supplements deal with a specific Traveller 
  universe centered in the Imperium. This Third lmperium is populated by humans 
  and other intelligent races, and spans hundreds of parsecs in this spiral arm of the 
  galaxy. Bordering the lmperium are other interstellar empires dominated by alien 
  races with motivations and configurations of their own. 
  Most Traveller adventures are set within a small portion of the Imperium; either 
  the Spinward Marches on the frontier of the Imperium, or in the Solomani Rim (the 
  same sector that contains Earth, some 3,600 years in the future). Typically, Traveller 
  adventures from GDW can be converted with little difficulty to use with some other 
  campaign; a referee who has created his own universe can make the alterations 
  with little difficulty. 
  THE IMPERIUM 
  The lmperium (more properly, the Third Imperium) is a far-flung interstellar com- 
  munity encompassing over 1 1,000 worlds within a region some 2,500 light-years 
  across. It has now ruled its territory for eleven centuries and looks to continue for 
  many more. The lmperium is straining at its limits and depends on two basic con- 
  cepts to hold it together - a strong feudal system headed by an emperor, and an 
  exp.ress boat network that speeds messages between star systems at an average 
  speed of about 10 light-years per week. A message from the border areas to the 
  centrally-located Capital can take upwards of a year. 
  TRAVELLER COVERAGE 
  Traveller materials which expand on the basic concepts of the lmperium include 
  games, supplements, and adventures. For example, Game 3, Azhanti High Lightn- 
  ing, shows details of a class of frontier cruisers in service to the Imperium. Game 
  4, Fifth Frontier War, chronicles the progress of a border war between the lmperium 
  and a belligerent neighbor. Supplement 3, The Spinward Marches, and Supplement 
  10, The Solornani Rim, map sectors within the lmperium which are the location 
  of many of the published Traveller adventures. Supplement 8, Library Data (A-MI, 
  and Supplement 11, Library Data (N-ZI, provide background material on the Im- 
  perium and on the alien races that surround it. And most adventures provide some 
  clues, in the course of their action, to the nature of the universe. 
  
  A ~ ~ r o v e d  
  For Use With Traveller 
  One of the most important aspects of Traveller is the wide array of accessories 
  available for the system. A wide range of publishers and manufacturers are given 
  permission to produce materials Approved for use with Traveller'. Products with 
  such approval are intended for Traveller; there is no hassle converting universal 
  statistics meet the Traveller game system; instead, they are usable off the shelf 
  with Traveller. 
  Products marked Approved for use with Traveller range in type from adventures 
  to play-aids. Adventures are similar to those produced by GDW, but may have more 
  or less detail depending on the designer's aim and the publisher's policy. Plans for 
  ships provide deck plans and some background. Blank forms provide sheets to record 
  information about characters, ships, and exploits. Play-aids are universal items which 
  reproduce or reiterate some aspect of the Traveller rules for the convenience of 
  the players and referee. 
  PRODUCERS OF APPROVED PRODUCTS 
  The following publishers and manufacturers produce products for Traveller. 
  A. FASA, Box 6930, Chicago, Illinois 60680. FASA produces adventures and 
  starship deck plans. Typical FASA products for Traveller include an adventure en- 
  titled Ordeal By Eshaar, and deck plans for the King Richard class interstellar liner. 
  6. Judges Guild, RR 2, Box 9, Decatur, Illinois 62526. Judges Guild produces 
  play-aids, adventures, sector maps, blank forms, and other materials. Typical pro- 
  ducts include their Traveller Referee Screen, and Dra'k'ne Station adventure. 
  C. Games Workshop, 27-29 Sunbeam Rd., London, United Kingdom. Games 
  Workshop produces play-aids and adventures. Their IISS Ship Files starship plans 
  is a typical product. 
  D. Marischal Adventures, PO Box 237, Elk Grove Village, Illinois, 60007. 
  Marischal Adventures produces adventures and play-aids, set in the Reaver's Deep 
  sector. Typical titles for their adventures include Fleetwatch and Salvage Mission. 
  E. Avar Products, Box 17209, Denver, Colorado 8021 7. Avar Products produces 
  play-aids. Typical products include their referee board and their player board. 
  MINIATURES 
  Several manufacturers currently produce miniatures for use with Traveller. 
  A. Martian Metals, Box 778, Cedar Park, Texas 7861 3. Martian Metals produces 
  15mm scale individual figures for Traveller, including humans, aliens, adventurers, 
  troops, and beasts. Not available in the United Kingdom. 
  6. Citadel Miniatures, Ltd, 10 Victoria Street, Newarl, Notts, United Kingdom. 
  Citadel 15mm miniatures cover a wide range of individual figures for Traveller . 
  Not available in the United States. 
  C. Steve Jackson Games, Box 18957, Austin, Texas 78760. Steve Jackson pro- 
  duces Cardboard Heroes, stand-up miniatures for use with Traveller. 
  D. RAFM Company, Inc. 19 Concession St., Cambridge, Ontario, Canada N1 R 
  2G6. RAFM produces 15mm miniatures under license and markets them in Canada. 
  
  The Complete Traveller Line 
  Traveller is available in better hobby shops throughout the world, and is getting 
  more popular every day. 
  Players, Referees, and Garnets: The best place to buy Traveller is at your local 
  hobby shop. There you get an opportunity to look over products and to make an 
  informed decision. Besides, your local hobby shop is a place where you can meet 
  other Traveller players. 
  Hobby Shops and Retail Stores: As a retailer, your source of Traveller is your 
  favorite hobby distributor. Ask him for Traveller next time you place an order. 
  Distributors: Your source of Traveller is Game Designers' Workshop. Write or call 
  for more information. 
  GAME DESIGNERS' WORKSHOP 
  Box 1646, Bloornington, Illinois 61 701 
  TRAVELLER PRODUCT LISTINGS 
  The following are the current and projected Traveller items available from GDW. 
  Basic Traveller. Basic Traveller is the foundation of the Traveller system. Players 
  and referees alike need it. Boxed three booklet set with Books 1, 2, and 3312.00 
  Deluxe Traveller. For the novice or the beginner, Deluxe Traveller provides the 
  three books of the Basic Set, plus Book 0, lntroduction to Traveller, Introductory 
  Adventure, and Spinward Marches Map ............................................. 
  $20.00 
  Starter Traveller is a streamlined, somewhat simplified edition of Traveller aimed 
  at younger and less experienced players. It still contains all the rules necessary for 
  play, and is compatible with all Traveller materials .............................. $0.00 
  The Traveller Book is a hardcover 8 1 I2 by 1 1 inch format book presenting the 
  Traveller rules, plus additional background and adventures in 160 pages of 
  illustrations .................................................................................... 
  $1 5.00 
  Book 0, lntroduction to Traveller. Beginners guide to role-playing Traveller. This 
  book is also contained in Deluxe Traveller, and parts are presented in The Traveller 
  Book and Starter Traveller .................................................................. 
  $6.00 
  Book 1, Characters and Combat. Available only as part of the Basic or Deluxe 
  Traveller Rules. 
  Book 2, Starships. Available only as part of the Traveller Rules Sets. 
  Book 3, Worlds and Adventures. Available only as part of the Basic or Deluxe 
  Traveller Rules Sets. 
  Book 4, Mercenary. Rules for soldier-of-fortune type military action and for the 
  generation of military characters ......................................................... $6.00 
  Book 5, High Guard. Rules for design and construction of huge starships and for 
  the generation of naval characters ....................................................... $6.00 
  Supplement 1 , 100 1 Characters. Pregenerated characters for encounters. $ 5.00 
  Supplement 2, Animal Encounters. Over 100 animal and event tables, keyed to 
  .......................................................... 
  world size and atmosphere type 
  $5.00 
  
  Supplement 3, The Spinward Marches. Details of the locale for most Traveller 
  adventures. Sixteen subsectors with maps ........................................... $5.00 
  Supplement 4, Citizens of the Imperium. Twelve character types, and lists of pre- 
  generated characters .......................................................................... $5.00 
  Supplement 5, Lightning Class Cruisers. Background, deck plans, and details for 
  Azhanti High Lightning class cruisers. Available only in Azhanti High Lightning. 
  Supplement 6, 76 Patrons. Sixty thumbnail patron encounters and sixteen 
  mercenary tickets, enough to keep a campaign going for months ............ $5.00 
  Supplement 7, Traders and Gunboats. Deck plans and data for eight ships and 
  four small craft ................................................................................. $5.00 
  Supplement 8, Library Data (A-MI. Information listed in encyclopedia format.$5.00 
  Supplement 9, Fighting Ships. High Guard statistics and illos for 28 ships.S5.00 
  Supplement 10, Solomani Rim. Details and maps of the sixteen subsectors in 
  the stellar region around Earth three thousand years from now ............... $5.00 
  Supplement 11, Library Data IN-Zl. The companion to Supplement 8...$5.00 
  Adventure 1, The Kinunir. A journey through the Regina subsector in search of 
  a lost battle cruiser. lncludes deck plans, library data, and star map. H. G. Wells 
  Award Winner ................................................................................... $5.00 
  Adventure 2, Research Station Gamma. Venture into an Imperial Research Sta- 
  tion; then try to get out again, alive1 .................................................... $5.00 
  Adventure 3, Twilight's Peak. In search of a valuable lost cargo, with danger lurk- 
  ing at every turn, unknown enemies hidden in every corner, and the fate of the 
  lmperium hanging in the balance. lncludes Droyne character generation system. 
  H. G. Wells Award Winner .................................................................. $5.00 
  Adventure 4, Leviathan. A merchant exploration mission to worlds beyond the 
  borders of the Spinward Marches. Includes deck plans and star maps ..... $5.00 
  Adventure 5, Trillion Credit Squadron. Rules for designing and producing star- 
  ship battle squadron2 for tournaments and campaigns ........................... $5.00 
  Adventure 6, Expedition to Zhodane. A flight into the heart of Zhodani territory 
  and the center of the psionic menace .................................................. 
  $5.00 
  Adventure 7, Broadsword. An 800-ton mercenary cruiser, complete with crew 
  and mercenary unit, plus scenarios and situations ................................. 
  $5.00 
  Adventure 8, Prison Planet. The Devil's Island of the Imperium ............ $5.00 
  Double Adventure 1, Shadows/Annic Nova. An alien structure and an alien star- 
  ship both await exploration. Includes floor plans and background ............ $5.00 
  Double Adventure 2, Mission On Mithrih'Across the Bright Face. Two adventures 
  as players race across two different worlds in a struggle to survive ........ $5.00 
  Double Adventure 3, The Argon Gambit/Death Station. A mystery to be solved 
  and an orbiting station to be challenged. lncludes deck plans and essays on the 
  Solomani people and the Solomani movement ....................................... $5.00 
  Double Adventure e, Marooned/ Marooned Alone. Two separate but intercon- 
  nected situations, one for a group and one for a single character ............ $5.00 
  Double Adventure 5, Chamax Plague/Horde. Alien monsters threaten a world and 
  must be dealt with ............................................................................ 
  $5.00 
  Double Adventure 6, Divine Intervention/Night of Conquest. A raid on a religious 
  ........................................ 
  dictator's flying palace, and a native uprising 
  $5.00 
  
  Game 1, Mayday. Ship-to-ship combat using vector movement o n  astromorphic 
  .............. 
  maps. Die-cut counters. Charles Roberts Award winner. Boxed 
  $8.00 
  Game 2, Snapshot. Personal combat aboard starships in the far future. Includes 
  deck plans for a scout and a free trader. Boxed ................................. ...$8.00 
  Game 3, AzhantiHigh Lightning. A 60,000 ton starship, complete with deck plans, 
  scenarios, background data. Charles Roberts Award Winner. Boxed ...... $22.00 
  Game 4, Fifth Frontier War. The progress of the current war between the Im- 
  perium and the Zhodani, charted out in game form. Map o f  the battleground in the 
  ....................................... 
  Spinward Marches, counters, rules. Boxed 
  $
  1
   
  5.00 
  Game 5, Invasion: Earth. Historical game o f  the final battle of the Solomani Rim 
  ........................... 
  War, with forces fighting for control of Earth. Boxed 
  $1 2.00 
  Miniatures Rules, Striker. Detailed science fiction miniatures rules for use with 
  1 5 m m  figures. Extensive combat and organization rules, plus design rules for 
  vehicles. Three booklets, boxed ......................................................... 
  $1 5.00 
  Best of the Journal of the Travellers' Aid Society, Volume I .  A n  anthology o f  
  articles from Journal issues 1 through 4 ............................................... $5.00 
  Best of the Journal, Volume 2. A n  anthology o f  articles from Journal issues 5 
  through 8 ......................................................................................... 
  $5.00 
  AND THERE'S MORE ... 
  Our web site [ www.farfuture.net <http:lhwv.farfuture.net> ] also provides coverage of 
  MegaTraveller. Adventures in the Rebellion. 
  Traveller: The New Era. The Chaotic Virus era decades after the Rebellion 
  Traveller 4th Edition. Adventures in the first years of the Third Imperium. 
  Traveller 5th Edition. The comprehensive edition. 
  PLUS COVERAGE OF 
  GURPS Traveller. Steve Jackson Games GURPS edition 
  Traveller 20. The D20 edition from RPGRealms. 
  Traveller Hero. 
  Mongoose Traveller. 
  
  1 
  TRAVELLER is available from- 
  www. farfuture. net 
  for hardcopy rep rin ts 
  for CDROM electronic collections 
  for links to individual Ebooks. 
  - 
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  a 
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SOURCE: textdata/thevault/Traveller/EXTRA/Guides and indexes/Traveller - Understanding Traveller.pdf