Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Digest Group Publications. Show all posts
Showing posts with label Digest Group Publications. Show all posts

Monday, 25 May 2026

[Fanzine Focus XLIII] The Travellers’ Digest Number 10

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.

The publication of The Travellers’ Digest #1 in December, 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Travellers’ Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Travellers’ Digest and thus when the campaign begins is 152-1101, the 152nd day of the 1101st year of the Imperium.

To best run ‘The Grand Tour’, the Referee will need access to The Atlas of the Imperium, Supplement 8: Library Data (A-M), Supplement 11: Library Data (N-Z), Supplement 7: Traders and Gunboats (or alternatively, Supplement 5: Azhanti High Lightning), as well as the core rules. In addition, other supplements would be required depending on the adventure, in the case of this issue, The Travellers’ Digest Number 9, that would only be Book 8, Robots. For ‘Reference Point’, the tenth part of ‘The Grand Tour’, the Referee will also want access to The Travellers’ Digest Number 8 and The Travellers’ Digest Number 9 for the subsector maps that appear in those issues. CHALLENGE Magazine No. 27 will also be useful. Of course, that was in 1987, and much, if not all, of the rules or background necessary have been updated since. The campaign is also specifically written for use with four pre-generated Player Characters. They consist of Akidda Laagiir, the journalist who won the Travellers’ Digest Touring Award; Dur Telemon, a scout and his nephew; Doctor Theodor Krenstein, a gifted-scientist and roboticist; and Doctor Krenstein’s valet, ‘Aybee’, or rather, ‘AB-101’. The fact is, AB-101 is a pseudo-biological robot, both protégé and prototype. Consequently, the mix of Player Characters are surprisingly non-traditional and not all of them are easily created using the means offered in Traveller or MegaTraveller. This is addressed within various issues of the fanzine.

The Travellers’ Digest Number 10
was published in 1987. One major change announced in the editorial is the magazine will no longer print the Universal Task Profile. In past issues, this has explained the mechanical format used in The Travellers’ Digest, but with the publication of and its application in MegaTraveller, it seems redundant. This gives the magazine two extra pages to play with! In previous issue, The Travellers’ Digest Number 9, and ninth part of ‘The Grand Tour’ brought the Travellers to Capital, the heart of the Third Imperium, and the Emperor’s court at ‘Before the Iridium Throne’. When ‘Reference Point’, the tenth part by Gary L. Thomas,
opens, the Travellers found themselves with a problem. To get to Capital, the four Travellers were granted Imperial space-required travel vouchers. However, the Emperor’s largesse does not run in the opposite direction. Thus, they find themselves on Capital, the core of the Third Imperium, with nowhere to go and now way of paying for it! Fortunately, three of the four have transferable skills aboard ship and the other is a member of the Traveller’s Aid Society and so can begin make their way. They decide to see more of the Third Imperium and head Rimward towards Sol in the Solomani Sphere.

This is fun set-up, shifting the adventurers of the Travellers into something that is more peripatetic and more like a classic Traveller campaign. In ‘Reference Point’, the Travellers find themselves husbanding a difficult species from one zoo to another, pulling a few strings based on their various reputations, and so on, until they receive a message from Eneri Balan, who had been the protocol assigned to them on Capital. He has a task for them that he can pass on from the Moot, the primary deliberative assembly of the Third Imperium, composed of all nobles holding the rank of Baron or higher. The Baron of Wolton holds his patent on Kigaru in the Ilelish subsector, but it was destroyed along with other records in a fire. Fortunately, copies of all such records are held in the computers on the Scout Base underground on the world of Reference. Here, the records of the Third Imperium go all the way back to the First Imperial Grand Survey and the Second Imperial Grand Survey. Unfortunately, when copies of the records about Kigaru were returned, there was no mention of his barony and it was in fact, public property. This effectively strips him of his title, so he sought help from the Moot. The Travellers are to travel to Reference and investigate this discrepancy, as two of their number are computer specialists. Besides investigating this problem, the Travellers’ arrival on Reference will trigger another couple of plots, which though small, are quite interesting. The Referee will develop some of the NPCs and scenes in the mini-adventures that the Travellers will encounter and so bring them to life, ‘Reference Point’ serves up a thoroughly enjoyable slice of life with small stories that push the Travellers onwards on ‘The Grand Tour’.

‘Reference Point’ is followed by a second adventure, ‘Plague of Perruques’. This is by Gary L. Thomas and Marc W. Miller and is set in the Regina Subsector following the end of the Fifth Frontier War. The party, led by Baron Ganidiirsi hault-Reitan, are touring his holdings, surveying them for damage, when he has arranged a hunting trip for the Rebacked Slonth on Uakye in Regina Subsector. The scenario is divided into two parts. In the first half, the Player Characters go hunting, but in the second, they return to the capital to discover that a strange and unfortunately deadly plague has broken out. Its symptoms include grey fibres appearing at the roots of suffers’ hair and covering the skull in a few days, followed by a film growing over the eyes, leading to blindness and fever. It kills half of its sufferers. This is an investigative scenario in which the Player Characters need to travel to various locations, sifting rumour from fact. It is challenging and needs some set-up by the Referee to ensure that the players have some pointers to get started, but this is a solid scenario, and like ‘Reference Point’ before it, has its world data presented in same format as for The Grand Survey. Task details are provided for the hunting half of the scenario, and whilst the scenario was originally written as a tournament scenario, it does not come with any pre-generated Player Characters.

The ‘Library Data of the Core Sector’ is surprisingly extensive, paying particular attention to Cadlion and Chant Subsectors which are also detailed, compete with maps. There is a lot of detail here, and some of the entries are marked with Referee suggestions for their use. The ‘Playing the Characters’ series comes to close with an examination of Akidda Laagiir, the journalist whose Travellers’ Digest Touring Award at the start of ‘The Grand Tour’ sets the campaign off. This is useful, more so if the Referee is starting the campaign from the start. The ‘Traveller Q & A’ provides answers to the readers’ questions. These include a very detailed explanation of what MegaTraveller and Traveller: 2300 are and what the differences are between (and the original Traveller); why nobles are actually banned from taking anagathic treatments (useful in conjunction with the later article in the magazine); the stats for the Princes Lucan and Varian, and Margaret, Grand Duchess of Delphi; and much more. Some of the information here is quite technical, entirely in keeping with Traveller as a roleplaying game.

This is followed by a series of departments, old and new. For the ‘Tech Briefs’ department, any player of Akidda Laagiir will be pleased to see that the device detailed is ‘Holorecorders’. This is a recording and playback device as well as an editing suite using holocrystals. It is a highly detailed description and also suggests other applications too, such as holographic recording robots for hazardous environments, medical imaging, police crime scene recording, and more. The next department is ‘The Gaming Digest—Referee’s Tips—Part 1’ for which Gary L. Thomas explores ‘More Effective Roleplaying’. He observes that the quality of roleplaying varies wildly, especially in Traveller, but points out that actually roleplaying is a skill and can be made better with practice. This is a surprisingly deep examination of roleplaying, exploring the differences between character and player, the limitations of player knowledge in what they know and do not know, tailoring content to players’ interests, and more. The article is aimed at both the player and the Referee and is actually informative and useful, possibly more so when the issue of the magazine was published.

‘Anagathics, the Drug of the Ages’ by Joe D. Fugate Sr. examines the development of the anti-ageing drugs and how they are obtained, what their possible side effects are, and more. Anti-ageing treatment becomes available at Tech Level 12 and rules are provided for this, and then again at subsequent Tech Levels up to 15. There are fewer side-effects as the science advances, but the article also examines what happens if a Player Character takes a break between treatments or runs out and suffers withdrawal symptoms. However, the article is more technical than social, so the social consequences are not explored, which is a pity. Otherwise, this comprehensive guide and useful should players have their character seek out anagathics. ‘Statistics From the Second Imperial Grand Survey’ brings the support for Traveller in the issue to a close. It consists mostly of numbers so is not that interesting.

The last few pages of The Travellers’ Digest Number 10 are devoted to Traveller: 2300. First, William Connors describes ‘Pentapod Constructs for 2300’, a number of biological devices available on the open market from the alien species. They include a ‘Breather’, a lifeform that when worn enables the user to breathe freely underwater (the lifeform does look like a Facehugger though…); the ‘Hibernation Inducer’, a black blob that when placed on the back of an injured person induces unconsciousness and a greatly lowered metabolism to enable the person to be transported to medical safety; and ‘Atmospheric Filter Symbiots’, tiny creatures that can be injected into the lungs to filter out trace elements that would normally harm the host. The ‘Briefcase Library for 2300’ by Robert Parker describes a briefcase-sized device that uses optical storage drives to store vast amounts of information suitable for personal use and transportation to the frontier. Of course, it looks vastly outdated by modern standards, being the equivalent of the modern laptop. Nancy Parker gives a very detailed breakdown of the ‘Medical Kit for 2300’, detailing what medical kit contains and must be carried by vehicles with a passenger capacity of thirty or more and also by emergency workers. Lastly, Robert Parker also describes ‘The Life Foundation “Squid” for 2300’, a relatively cheap and easily customisable submersible for frontier use. Unfortunately, there are no technical details or deck plans, but otherwise, this is a nice description.

Physically, The Travellers’ Digest Number 10 continues the physical improvement begun in the previous issue. The artwork is improved too and overall, this is a much more professional looking issue.

After the tumultuous events explored in The Travellers’ Digest Number 9 with the assassination of Emperor Strephon, The Travellers’ Digest Number 10 settles down and concerns itself with providing solidly gameable support for both MegaTraveller and Traveller: 2300. The scenarios in the issue are good, ‘Reference Point’, the tenth part of ‘The Grand Tour’ is really quite enjoyable. The Travellers’ Digest Number 10 is simply a good issue with good support for both roleplaying games from Game Designers’ Workshop.

Monday, 4 May 2026

[Fanzine Focus XLII] The Travellers’ Digest Number 9

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.

The publication of The Travellers’ Digest #1 in December, 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Travellers’ Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Travellers’ Digest and thus when the campaign begins is 152-1101, the 152nd day of the 1101st year of the Imperium.

To best run ‘The Grand Tour’, the Referee will need access to The Atlas of the Imperium, Supplement 8: Library Data (A-M), Supplement 11: Library Data (N-Z), Supplement 7: Traders and Gunboats (or alternatively, Supplement 5: Azhanti High Lightning), as well as the core rules. In addition, other supplements would be required depending on the adventure, in the case of this issue, The Travellers’ Digest Number 9, that would only be Book 8, Robots. Of course, that was in 1987, and much, if not all, of the rules or background necessary have been updated since. The campaign is also specifically written for use with four pre-generated Player Characters. They consist of Akidda Laagiir, the journalist who won the Travellers’ Digest Touring Award; Dur Telemon, a scout and his nephew; Doctor Theodor Krenstein, a gifted-scientist and roboticist; and Doctor Krenstein’s valet, ‘Aybee’, or rather, ‘AB-101’. The fact is, AB-101 is a pseudo-biological robot, both protégé and prototype. Consequently, the mix of Player Characters are surprisingly non-traditional and not all of them are easily created using the means offered in Traveller or MegaTraveller. This is addressed within various issues of the fanzine.

The Travellers’ Digest Number 9 was published in 1987 and is a very special issue, published at a momentous point in the history of Traveller and a momentous point in the history of the setting of Traveller. It is special because it marked the move to a larger format, both in terms of size and page. It is special because it was the first to have a full colour cover, for this issue depicting a member of the Emperor’s Guard, standing under the Imperial Palace in sight of the Moot Spire, the seat of power for the Third Imperium’s nobility. It was the first to cover content for Game Designers’ Workshop’s other Science Fiction roleplaying game, Traveller: 2300, hence the issue also carrying the tagline, “The quarterly adventure magazine devoted to GDW’s science fiction role playing game”. It was special because it brought the fanzine’s ongoing campaign, ‘The Grand Tour’, to Core, the capital of the Third Imperium. Which was highly pertinent because The Travellers’ Digest Number 9 was published for the tenth anniversary of Traveller, an event marked by that momentous point in the history of Traveller and a momentous point in the history of the setting of Traveller. The former was the publication of MegaTraveller, effectively the second edition of the roleplaying game which the team at Digest Publications had been developing. The latter was the assassination of Emperor Strephon and its calamitous consequences.

However, the momentous occurrences at the heart of The Travellers’ Digest Number 9 would have consequences upon the fanzine—arguably now a magazine—itself. The publication date for the issue is 144-1116, the 144th day of the 1116th year of the Imperium, but the events of the issue take place in 1104. This is because the journalist, Akidda Laagiir, is actually publishing the stories anew over a decade after they happened, long after his Grand Tour is over and with the benefit of hindsight. That year, 1116, is also the year when Emperor Strephon is assassinated. In fact, all of the key figures involved in that assassination appear in the issue’s feature adventure, ‘Before the Iridium Throne’. Which will be odd for any Traveller fan playing through the scenario, knowing what will happen in twelve years’ time and knowing that their characters can do nothing about it.

Since The Travellers’ Digest is now “The quarterly adventure magazine devoted to GDW’s science fiction role playing game”, the other major consequence is that there will be a dichotomy in its support for Traveller. This is that the magazine will continue to tell the story of ‘The Grand Tour’, taking place from 1101 onwards, whilst also providing content that supports the official timeline from 1116 and the assassination of Emperor Strephon. Which also means a dichotomy between the support for Traveller and MegaTraveller—although the magazine’s development and continued use of the ‘UTP’ or ‘Universal Task Profile’ offsets that. Of course, this is in addition to the dichotomy between the content for Traveller and Traveller: 2300!

After introducing the quartet of Player Characters for the ‘Grand Tour’, ‘Before the Iridium Throne’ sets up them with a deep concern as detailed in a lengthy bit of fiction, ‘Knight Falls on Capital’. This is the fact that ‘Aybee’, or rather, ‘AB-101’ is a robot and therefore not human, and technically should not have been knighted and inducted into the Order of the Emperor’s Guard. Akidda Laagiir, Dur Telemon, and Doctor Theodor Krenstein are guilty of deception at the very least. ‘Knight Falls on Capital’ is meant to be read out by the Referee, which is a lot of exposition to expose. The scenario is short, representing a chance for the Player Characters to explore Capital and the parts of the Imperial Palace complex as well as actually attend the audience with the Emperor himself. However, there really is not a lot for the Player Characters to do and not a lot of actual adventure. So, it can be completed in a single session. If the Referee wants more, the scenario suggests that Emperor Strephon actually asks the Player Characters to arrange a sixteenth birthday part for his daughter, Princess Cencia Iphegenia. Which is an interesting social challenge, but one that the Referee will have to develop herself—and there is not a lot of advice to that end.

The dichotomy in The Travellers’ Digest Number 9 comes to the fore with the second scenario in the issue. This is ‘Lion At Bay – A MegaTraveller Scenario’ by Gary L. Thomas. Being written for use with MegaTraveller, it is set in 1116. However, it is set on Capital and it is set against the backdrop of the assassination of Emperor Strephon. The Player Characters are the crew of the trade vessel, Eiriakh, an Aslan Khtukhao class transport which has ferried an Aslan trade mission from the Yerlyaruiwo clan to Capital. The trade mission is interrupted by the events in Imperial Palace, for which initially, the Aslan are blamed. As the events are reported on the news channels—again leading to a lot of exposition—the Aslan crew, currently tourists, quickly become subject to anti-Aslan sentiment and realise that they have to get off-world. Complicating this  is the need to get one of their colleagues out of gaol. Beyond that, although challenging, there is not a great deal for the Player Characters to do, expect be aghast at the news coming out of the Imperial Palace. Given this limitation, the scenario is actually a better read for its historical detail than it is for giving the Player Characters much to do.

To further support the setting of Capital and the Imperial Palace, The Travellers’ Digest Number 9 presents four more articles. ‘Crack Troops: The Imperial Guard’ by Terry McInnes details the history, guard life, dispositions, and organisation of all eleven regiments that protect the emperor and his family as well as serving elsewhere. It suggests the possibility that a Player Character might have served in the Imperial Guard. ‘The Imperial Palace’ by Rob Caswell and William W. Connors describes the Grand Palace of the Third Imperium in the city of Cleon on Capital, including the previous palaces, facilities, and history. This is accompanied by the description of the spire that is ‘The Moot’ by Gary L. Thomas, as well as a good map of ‘The Imperial Palace Grounds on Capital’. Pertinent now to the Player Characters of ‘The Grand Tour’ is Bob Swarm’s ‘Noblesse Oblige: The Imperial Nobility’, which examines the role and place of the noble class in the Third Imperium. It draws a clear distinction between the orders of knighthood, honour nobles (knights, baronets, barons, and maquis), rank nobility, and high nobility, and the broad responsibilities of each. It gives guidelines too on creating nobles as Player Characters and NPCs, and a more granular means of determining status within the nobility. This is very well done article that gives a guide to one of the archetypal NPCs (and potentially Player Characters) in Traveller

There was element of humour in ‘Knight Falls on Capital’, the ‘Grand Tour’ scenario in the issue in its depiction of Emperor Strephon. This humanised him, as does the subsequent ‘An Interview with the Emperor’, conducted and written in game by the journalist, Akidda Laagiir. Again, it also touches upon what is regarded—in game and out—as ‘Strephon’s worst decision’, the appointment of Dulinor Ilethian as Archduke of Ilelish. He defends the action, of course, but as we know, the Emperor’s critics were proven to be right. Nevertheless, an interesting read that gives his view of the Imperium.

‘The Core Sector: XBoat Routes’ is a simple blocky map, and it is followed by Dale L. Kemper’s ‘Library Data of the Core Sector’. Given its history and prominence in Third Imperium and Charted Space, it should be no surprise that entries do detail a larger number of the great and the good, battles, wars, and the like than is the norm. There is a particular focus on the founding of the insular Interstellar Confederacy (a major opponent to the rise of the Sylean Federation) and the Civil War of the Interstellar Confederacy (both hundreds of years before the foundation of the Third Imperium). It is accompanied by maps of the ‘Bunkeria Subsector’ and Cemplas Subsector’ in Core sector, where the Interstellar Confederacy was established.

‘The Gaming Digest: Let’s Get Physical’ by Gary L. Thomas and Bill Paley examines the definitions, uses, and limitations of the Strength, Dexterity, and Endurance attributes in Traveller. This is a follow up to the earlier examinations in previous issues of the fanzine, providing basic skill rolls, using the UTP—or ‘Universal Task Profile’—for all three. 

The issue is rounded out with two last articles. One is ‘Traveller Q&A’ in which both Joe D. Fugate Sr. and Marc Miller answer questions about Traveller. Such as what does the Imperial flag look like and what is the colour is the flag of Third Imperium? The answer being that it is the symbol and shape of a star—originally Capital’s G3 star of yellow on a black background—that matters, not the colour.  The other questions cover assigning task difficulties in scenarios and differences between the distribution of high-tech, high starport-rated worlds in the Sol subsector versus the Vland subsector. The answer to the latter is interesting again from an in-game points of view and an out of game one too, examining how worlds are distributed across sector and subsector maps. The other is ‘Civilian Vehicles for Traveller: 2300’ by Rob Caswell. This describes the Saab-Sikorsky ‘Condor VX’ VTOL, which is found on Earth and across the colonies, and the Renault ‘Pioner’ HUV, which is an ATV found on many frontier worlds, but especially those of the French Arm. This is the only support for Traveller: 2300 in the issue.

Physically, The Travellers’ Digest Number 9 feels cleaner and tidier than previous issues. Some of the artwork is also much better and overall, this is a much more professional looking issue.

There is another dichotomy to The Travellers’ Digest Number 9. On the one hand, as a gaming fanzine, there is little to actually game with in the issue. The two scenarios are both short and very specific in their content. On the other, background content is excellent, expanding the world of Traveller and the Third Imperium with intriguing details, from a very high level, but also showing how little that the average Player Character or ‘Traveller’ can do to change things. The Travellers’ Digest Number 9 gives a fascinating prelude of things to come, is a fantastic read about the state of the Imperium years before any of those things come to pass, and will be enjoyed by the Traveller fan for its background rather than its playable content. If The Travellers’ Digest has always been an interesting read, with The Travellers’ Digest Number 9, it becomes a genuine historical artefact as much as it is slice of history.

Monday, 6 April 2026

[Fanzine Focus XLI] The Travellers’ Digest #8

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.

The publication of The Travellers’ Digest #1 in December, 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Travellers’ Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Travellers’ Digest and thus when the campaign begins is 152-1101, the 152nd day of the 1101st year of the Imperium.

To best run ‘The Grand Tour’, the Referee will need access to The Atlas of the Imperium, Supplement 8: Library Data (A-M), Supplement 11: Library Data (N-Z), Supplement 7: Traders and Gunboats (or alternatively, Supplement 5: Azhanti High Lightning), as well as the core rules. In addition, other supplements would be required depending on the adventure, in the case of this issue, The Travellers’ Digest #8, that would be Alien Module 2, K’kree (though it is actually listed as ‘Alien Module 3, K’kree’ in the introduction) and Alien Module 7, Hivers. In addition, Book 8, Robots will be very useful. Of course, that was in 1987, and much, if not all, of the rules or background necessary have been updated since. The campaign is also specifically written for use with four pre-generated Player Characters. They consist of Akidda Laagiir, the journalist who won the Travellers’ Digest Touring Award; Dur Telemon, a scout and his nephew; Doctor Theodor Krenstein, a gifted-scientist and roboticist; and Doctor Krenstein’s valet, ‘Aybee’, or rather, ‘AB-101’. The fact is, AB-101 is a pseudo-biological robot, both protégé and prototype. Consequently, the mix of Player Characters are surprisingly non-traditional and not all of them are easily created using the means offered in Traveller or MegaTraveller. This is addressed within various issues of the fanzine.

The Travellers’ Digest #8 was published in 1987 and is the last to be published in digest format. From the ninth issue it would be larger and have an increased page count, but these were not the only planned changes announced in The Travellers’ Digest #8. They included coverage of Game Designers Workshop’s other Science Fiction roleplaying of the Traveller: 2300. The editorial also highlighted the strengthening relationship between Marc Miller, the creator of Traveller, and Digest Group Publications, and announced the then forthcoming publication of Grand Census, a companion to Grand Survey.

The eighth part of ‘The Grand Tour’ in The Travellers’ Digest #8 is ‘Feature Adventure 8: Shoot-Out at Shudusham’, written by Gary L Thomas and Joe D. Fugate Sr. The publishing date for the adventure is 060-1113, or the sixtieth day of the year 1113, whilst the starting date for the campaign as a whole is 014-1103, or the fourteenth day of the year 1103. The adventure takes place in the Shudusham system of the Core subsector of the Core Sector. The four travellers are just four weeks’ travel away from Capital where they are due to knighted by Emperor Stephon himself! Shudusham is a water world best known for the location where the Shudusham Concords were signed by the Sylean Federation, a century before the founding of the Third Imperium, which governed the types of weaponry which could be mounted on robots. For the past seven hundred years, it has been the venue for the Shudusham Robotics Conference, a year-long event which takes place every ten years and attracts hundreds of thousands of visitors and delegates from across explored space. The Shudusham has even built an underwater arcology specifically designed to host the event. OF course, given the nature of the event, both Doctor Theodor Krenstein and ‘Aybee’ are interested to attend.

Of course, nobody expects anything to happen at the Shudusham Robotics Conference, but when a K’kree delegate is accused by the staff of the Hiver Six Eyes booth, relations between the K’kree and the Hiver sour. The travellers get to witness this, but things get stranger when Akidda Laagiir, the journalist, is inadvertently passed a note about a planned theft of a robot. The players and their travellers may think that the intended target is ‘Aybee’, but it turns out that the target is the ‘Baby Bruiser Robot’ model warbot being demonstrated by the Hiver Six Eyes booth. Are the K’kree taking their revenge by stealing the Hiver’s robot? Well, yes, and no. The K’kree are not the only ones interested in stealing the ‘Baby Bruiser Robot’; there is also a local protest group which has decided to take direct action. It will take a bit of work to get all of the travellers involved –and the scenario makes this clear—and to the climax of the scenario. The scenario is quite short, likely taking no more than a couple of sessions to complete, because ultimately, there is not a huge amount of plot to get the travellers involved in. Indeed, almost half of the plot to the scenario takes off-screen and the travellers are likely to be completely unaware of it. Which is exactly how the Hivers like it…

The scenario is decently supported. This includes details of both Shudusham and the Shudusham Robotics Conference as well as full stats and details for the ‘Baby Bruiser Robot’ (it is a tough opponent as you would expect for a warbot), the various NPCs (including both Hiver and K’kree), and the Hiver Explorer starship and the K’kree Xeekr’kir! merchant vessel. There is not a map of the Shudusham Robotics Conference given, but there is a cutaway of the arcology where it is held.

As with previous issues of the fanzine, The Travellers’ Digest #8 details the Subsector where the scenario takes place. This time it is the Core Subsector of the Core Sector, including both a map and its data listing, which notably includes Capital, the capital of the Third Imperium. The corollary to this is ‘Core Sector: Library Data’, which provided expanded information for the whole sector. It highlights how the world of Ameros in the Ameros subsector is being used by the megacorporation Hortalez et Cie, LIC to test a fast, century long terraforming project, which is not going as fast as projected, whilst at the Imperial Navy base on Sabsee in the Apge subsector, an advanced fusion/plasma hybrid, dubbed the FGMP-16, has been unveiled. It is full of fascinating details covering an area which is not generally visited as part of Traveller campaigns.

Gary L. Thomas continues the exploration of the characteristics that are part of Traveller’s UPP, or ‘Universal Personality Profile’. In ‘Brains, Not Brawn’, it is the turn of Intelligence to be examined in Traveller. It explores how exactly to view Intelligence in the context of the rules for Traveller and actually takes the Education characteristic into account, looks at how to handle the gap between the players’ own mental acumen versus that of their characters. In this, the Game Master will need to account for what a character knows versus what his player knows, such as Doctor Theodor Krenstein’s skill of Robotics-5 versus what his prospective player will know. Ultimately, the article differentiates between Intelligence as brains, common sense, and quick-wittedness and Education as accumulated knowledge and training, and presents basic skill rolls, using the UTP—or ‘Universal Task Profile’—for both. The article may well be obvious in its conclusion, but it is interesting to see what how parts of the UPP were considered at the time.

The Travellers’ Digest #8 comes to close with a pair of technical articles. The first of these examines the transmission of information in much of Charted Space. ‘Hand Computers’ (actually wrist-mounted) by Gary L. Thomas looks at how the hand computer is used in the Third Imperium and beyond, how information is updated on it, and so on. This is a ‘future tech of the past’ type article looking at how an advanced technological device works in the then very far future, when today, we have very similar devices widely available. The technical specifications are given and how the information is accessed is explored, primarily through a subscription service, which is updated when new starships, typically the Scout Service’s X-Boats, arrive and transmit new data packets to local servers. Of course, there are limitations too, including how a user might search available databases and that does not take into account network problems. The ramifications feel very familiar to today, such as checking a fact to settle an argument or getting the latest weather details, but at the time, this would have been quite literally Science Fiction.

The second and last is ‘Beyond 101 Robots’. In what feels like a very robot-focused issue, The Travellers’ Digest #8 expands upon the supplement 101 Robots with more examples. Five designs are given from the Naasirka corporation. They include a ‘Ship’s Boat Pilot Robot’, a ‘Clerk Robot’, a ‘Servant Robot’, and so on. All decent designs and would fill certain niches in a campaign if so needed.

Physically, The Travellers’ Digest #8 is, as with all of the issues so far, very obviously created using early layout software. However, there is a marked improvement in the quality of the artwork, even so.

The Travellers’ Digest #8 is an enjoyably readable issue. The scenario is perhaps a little too short, but the supporting material is excellent and the ‘Hand Computers’ article is delightfully prescient and archaic at the same time. Overall, a solidly put together issue.

Friday, 19 December 2025

Friday Faction: This is Free Trader Beowulf: A System History of Traveller

“This is Free Trader Beowulf, calling anyone … Mayday, Mayday.” are the most famous lines in Science Fiction roleplaying and quite possibly some of the most famous lines in roleplaying, first appearing as the strapline on the black and white and red box that contained what would become the famous ‘Little Black Books’ for the roleplaying game, Traveller, when it went on sale on July 22, 1977, at the Origins III Game Fair. Not the hobby’s first Science Fiction roleplaying game, that would be TSR, Inc.’s Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship, or indeed the second, which would be Starfaring, from Flying Buffalo, Inc., both published the previous year. However, Traveller would be the first Science Fiction roleplaying game to have an effect upon the hobby, the first roleplaying to explore the concept of a metaplot upon a whole game line, and as we approach 2027, the oldest Science Fiction roleplaying game to be in print and to have remained in print in one edition or another for nearly all of those fifty years. It is these past four decades—and a bit—of Traveller history that are explored in This is Free Trader Beowulf: A System History of Traveller.

This is Free Trader Beowulf: A System History of Traveller is written by the author of Designers & Dragons and is a described as ‘A Designers & Dragons System History’. Published by Mongoose Publishing—the current publisher of Traveller—it takes the reader from the late fifties to the twenty-twenties in recounting the story of the many editions and designers of Traveller, from the 1977 ‘Little Black Books’ of Classic Traveller to the 2013 Traveller5 from Far Future Enterprises to the 2016 Traveller, Second Edition from Mongoose Publishing. The origins lie—as much of early roleplaying does—in the wargaming hobby, first in designs from Avalon Hill, but then in GDW’s own wargames and its Science Fiction board games such as Imperium and Dark Nebula. Elements of these Science Fiction board games would eventually be incorporated into the Charted Space setting that would eventually become the setting for Traveller.

The first five years of Traveller’s history very much involves its original creators and developers, but after that, thanks to the largesse of the its creator, Mark Miller, the roleplaying game and its setting begins to be developed by other publishers and creators—FASA, Paranoia Press, Gamelords, and others—most notably brothers, J. Andrew Keith and William H. Keith Jr. This is where the book is at its most interesting examining the influence of others upon Traveller and its development, in particular by the staff of Digest Group Publications, first through their fanzine, The Traveller Digest, followed by supplements that they would publish themselves and those they would write and develop for GDW. If it was not quite as obvious at the time, it is made clear that the relationship between GDW and Digest Group Publications was very strong, the latter effectively serving as a design house for the latter. Equally as interesting is the exploration of the response to Traveller and its development by its fandom, especially to the major changes wrought in the latter editions of Traveller published by GDW. First with MegaTraveller and the assassination of Emperor Strephon and its repercussions, and second, with its most far-reaching repercussion, Traveller: The New Era. This takes the reader deep into the development and complexities of the History of the Imperium Working Group, out of which would grow the next writers and developers of Traveller.

Part of the conceit of This is Free Trader Beowulf is that as much as it explores the history of Traveller and its setting of Charted Space, it maps that history onto the structure of the book. In the timeline of Charted Space, the period of economic collapse between the Rule of Man and the foundation of the Third Imperium is known as the Long Night, inspired by the collapse and subsequent interregnum detailed in Isaac Asimov’s Foundation series, but in This is Free Trader Beowulf, the Long Night is the decade between 1998 and 2007 following the collapse of Marc Miller’s Traveller or T4. Much like the collapse of the Third Imperium and Asimov’s Galactic Empire, support for Traveller in the early twenty-first century collapsed into Pocket Empires, each specialising in different treatments of the intellectual property. Thus, it collapses from one history into several—GURPS Traveller from Steve Jackson Games which kept Emperor Strephon and the Third Imperium alive, QuikLink Interactive which developed Traveler T20 based on the d20 System, Comstar Games and Avenger Enterprises which pushed the history of Charted Space even further into the future with the 1248 Sourcebook 1: Out of the Darkness, and even another ruleset with Traveller Hero. Yet like the Long Night and the Pocket Empires that hung on, their history is swept away with the coming of Mongoose Publishing, which since 2007 has been the publisher of Traveller, bringing about as This is Free Trader Beowulf alludes, a new golden era of content and support for both the roleplaying game and Charted Space. It ends the history on a hopeful tone, noting that Mark Miller is still creating his own content with
Traveller5 in parallel with the extensive support from Mongoose Publishing.

Throughout, with every era, ‘A View From The Industry’ gives context into which each new version of Traveller is published, paying particular attention to the state of Science Fiction roleplaying, whilst ‘What Could Have Been’ details different roleplaying games, supplements, scenarios, rulesets, and board games which might have been published by GDW, had things been different. Then, as a reference, every chapter in This is Free Trader Beowulf concludes with its own list of main references—the latter consisting of URLs, original sources, maps that mark the locations of various scenarios, and more. There is a checklist too of titles released, useful, no doubt, for the collector.

However, it does feel odd that This is Free Trader Beowulf, as a history of Traveller, was published in 2024 rather in 2022, which would have been the forty-fifth anniversary of the founding of GDW, or in 2027, which would have marked the fiftieth anniversary of the publication of Traveller. Further, the lack of interviews—although many interviews are referenced throughout the book—lends This is Free Trader Beowulf an impersonal air, even a feeling of austerity that dare I say it, echoes that of the original ‘Little Black Books’. That said, if This is Free Trader Beowulf lacks the personal touch, it is never less than clear on what the designers of and contributors to Traveller intended and what they achieved. Perhaps that personal touch might be celebrated for the roleplaying game’s fiftieth anniversary with a book of interviews and retrospectives that could be a welcome companion to This is Free Trader Beowulf?

Nevertheless, This is Free Trader Beowulf is a physically attractive book. The layout is clean and tidy, and it is illustrated with a wide range good art, including individual pieces that date back to the early years of Traveller and all the way to the present, as well as lots and lots of covers from the roleplaying game’s numerous editions and eras. That said, it does need an edit in places, including—amusingly—on the spine.

Of course, the author of This is Free Trader Beowulf has already presented a history of GDW in the pages of the first volume of Designers & Dragons: A History of the Roleplaying Game Industry. Some of that history is repeated here, which is understandable and unavoidable, but This is Free Trader Beowulf is in part, also the history of other publishers and their specific role in keeping Traveller in print, if not always successfully. The combination of the old and the new is a fascinating read, an exploration of the hows and the whys of not just the original contributors, but also the fans and the fans who became contributors. This is Free Trader Beowulf is not book for the casual fan of roleplaying necessarily, and it is possibly too specialised for many players and Game Masters. Whereas, for anyone with an interest in roleplaying history it is a volume that they should have their shelf and for the Traveller fan, it is a volume that they will appreciate above all, exploring as it does both their past and that of the hobby. This is Free Trader Beowulf: A System History of Traveller is the definitive guide to the history of the roleplaying hobby’s most popular and longest running Science Fiction game and certainly lays down a template for other roleplaying games of a similar vintage and varied story.

Monday, 25 August 2025

[Fanzine Focus XL] The Travellers’ Digest #7

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.

The publication of The Travellers’ Digest #1 in December, 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Travellers’ Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Travellers’ Digest and thus when the campaign begins is 152-1101, the 152nd day of the 1101st year of the Imperium.

To best run ‘The Grand Tour’, the Referee will need access to The Atlas of the Imperium, Supplement 8: Library Data (A-M), Supplement 11: Library Data (N-Z), Supplement 7: Traders and Gunboats (or alternatively, Supplement 5: Azhanti High Lightning), as well as the core rules. In addition, other supplements would be required depending on the adventure, in the case of this issue, The Travellers’ Digest #7, Adventure 5, Trillion Credit Squadron. Of course, that was in 1985, and much, if not all, of the rules or background necessary have been updated since. The campaign is also specifically written for use with four pre-generated Player Characters. They consist of Akidda Laagiir, the journalist who won the Travellers’ Digest Touring Award; Dur Telemon, a scout and his nephew; Doctor Theodor Krenstein, a gifted-scientist and roboticist; and Doctor Krenstein’s valet, ‘Aybee’, or rather, ‘AB-101’. The fact is, AB-101 is a pseudo-biological robot, both protégé and prototype. Consequently, the mix of Player Characters are surprisingly non-traditional and not all of them are easily created using the means offered in Traveller or MegaTraveller. This is addressed within various issues of the fanzine.

The Travellers’ Digest #7
was published in 1986 and is a ‘Special Starship Issue’, the editors highlighting this and the big interview with Traveller creator, Marc Miller, in the issue. It also highlights the forthcoming publication in early 1987, of the Grand Census, its companion supplement to the Grand Survey, and looks back at some of the previous issues with the publisher’s warehouse manager having found some back issues.

The seventh part of ‘The Grand Tour’ in The Travellers’ Digest #7 is ‘Feature Adventure 7: The Fourth Imperium’, written by Gary L Thomas and Joe D. Fugate Sr. The publishing date for adventure is 344-1112, or the three-hundred-and-forty-fourth day of the year 1112, whilst the starting date for the adventure is 014-1103, or the fourteenth day of the year 1103. The adventure takes place in the Dynam system of the Masionia subsector of the Lishun Sector. This is the site of an Imperial Naval Depot where over a thousand mothballed starships are held. These ships are held in readiness in the event of another interstellar war or emergency and all can be restored to full operation with relative ease. The Player Characters are continuing their journey to Capital and having got half way there, Doctor Theodor Krenstein wants to stop off at the depot in the Dynam system to visit the August, a 75,000-ton battlecruiser on which his great-grandfather served during the Third Frontier war. Admiral Walter, who has been in command of the Dynam Depot for over two decades, readily welcomes them and will even give them a guided tour, the fact that they all have been recently knighted for their bravery being a contributing factor towards their recognition.

The action begins with the Player Character coming aboard the August and beginning the tour, given by Ensign Amherst. The tour is brought to an abrupt halt when another Naval officer is discovered in the bridge of the ship, much to the Ensign’s surprise, as the officer draws his gun and shoots him dead! This leaves the Player Characters unarmed and facing an armed opponent, though ‘Aybee’ can use the laser in his arm. The scenario escalates from there, with the discovery of another four men aboard the ship, all armed, and then, once the Player Characters alert the rest of the base, it becomes clear that more of the mothballed starships are being powered up. And then some other ships turn up… It appears that there is a grand hijacking taking place.

‘Feature Adventure 7: The Fourth Imperium’ presents an interesting situation, but arguably, not one that is actually interesting to play. It starts with a lot of exposition, including directing what the Player Characters, notably, ‘Aybee’ acting oddly before the tour begins. Once past the point where the rogue Naval officers aboard the August have been dealt with, bar a diversion to find out what might be happening to fuel being siphoned off from the depot, the scenario rapidly scales up in terms of scope and away from what the Player Characters are expected to do. At this point, the Player Characters are no longer involved in events, primarily because only one of them has any applicable skills to participating in a grand space battle. Instead, the players are expected to play out the battle using the rules given in Traveller Book 5: High Guard, using the given stats for the various ships and incorporating the highly detailed sensor rules included in the scenario.

If the players are happy to switch from roleplaying their characters to handling such a space battle, then ‘Feature Adventure 7: The Fourth Imperium’ is fine. If not, half of the scenario is wasted. Either way, however the Game Master has had to tailor the adventure to her players, in roleplaying terms, ‘Feature Adventure 7: The Fourth Imperium’ is actually very short and should take no more than a session to play through. The space battle may be longer, but that is optional and the fact it is optional and it ignores the Player Characters is why it is simply underwhelming.

The key feature of the issue is ‘The Future of Traveller: An Interview with Marc Miller’. It covers how he got into gaming and founded Game Designers’ Workshop, and discuses some of the early games published, including its first roleplaying game, En Garde!, before getting into Traveller and its development. It also discusses the development of what would become Traveller: 2300 as a game alongside Traveller rather than replacing it, Miller making clear that he believes that the future of the roleplaying game to be secure. It is an interesting read, capturing the optimism of the period and about the future of the roleplaying game.

The scenario is further supported with background information for the Dynam System and the Masionia subsector, as well as ‘Library Data of the Lishun Sector’. There is also ‘Computer Software for High Guard’ by Dale L. Kemper and J. Andrew Keith, which adds three new programs. ‘Squadron Operations’ enables computer-linked ships to operate more efficiently; ‘Fleet Operations’ does the same for fleets; and ‘Simulation’ offers a means of handling simulations aboard ship without interfering with ship’s operation. These are useful for campaigns which focus on large scale ship operations and combat.

Gary L. Thomas examines the role of the Social Standing attribute in Traveller for ‘The Gaming Digest’ in ‘Characters with Class’. The article begins by acknowledging that Social Standing has little effect on game play if it is not ‘A’ or higher and a Player Character is not a noble. It breaks down the social classes according to Social Standing and suggests that a Player Character spend Cr250 per point of Social Standing per month to maintain it. Otherwise, it falls. This is fine in a static game in which Social Standing is important, but Traveller is about travel, the Player Characters typically moving from one star system to another. In which case, who is a Player Character trying to maintain his standing against? It also suggests that by spending more, a Player Character can improve his Social Standing. It should be pointed that this will only go so far and not beyond Social Standing ‘A’, since the Player Character is likely to be looked down upon as nouveau riche. Snobbery counts, after all. Also, a Player Character with high Social Standing spending time with someone with a lower Social Standing will also affect their Social Standing, which means that Player Character with high Social Standing will suffer for it by spending time with his fellows. The article comes to a close with guidelines for when a Player Character of higher Social Standing wants to throw his weight around, which are useful. Bar the breakdown of what Social Standing ratings mean, the rest of article is not, since it is divorced from the style of play at the core of Traveller—travel where few NPCs are going to know who a Player Character is versus a static location or even organisation where more NPCs are going to know who they are.

Rounding out The Travellers’ Digest #7 is more background support for the scenario, ‘Feature Adventure 7: The Fourth Imperium’. Part of the fanzine’s ‘Traveller Tech Briefs’, ‘Starships in Mothballs’ by Joe D. Fugate Sr. and R. Leibman, is a guide to putting a starship into and taking it out of mothballs. This is solid explanation of how it is done and nice background detail.

Physically, The Travellers’ Digest #7 is, as with all of the issues so far, very obviously created using early layout software. The artwork is not great, but it does its job and it is far from dreadful.

The Travellers’ Digest #7 is the ‘Special Starship Issue’, which it is and is not. Yes, there are lots of articles about starships and a scenario involving starships, but none of the content about starships in the issue is relevant to a Player Character. It is all pitched at a level above the core play of Traveller and whilst it is interesting, it fills out details of the Traveller universe rather than being immediately playable content. Similarly, unless the players are really keen on running large scale starship battles, the scenario does not offer the amount of play that scenarios in previous issues did. Overall, interesting, but not enough playable content.

Monday, 26 May 2025

[Fanzine Focus XXXIX] The Travellers’ Digest #6

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with
Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.

The publication of The Travellers’ Digest #1 in December, 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Travellers’ Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Travellers’ Digest and thus when the campaign begins is 152-1101, the 152nd day of the 1101st year of the Imperium.

To best run ‘The Grand Tour’, the Referee will need access to The Atlas of the Imperium, Supplement 8: Library Data (A-M), Supplement 11: Library Data (N-Z), Supplement 7: Traders and Gunboats (or alternatively, Supplement 5: Azhanti High Lightning), as well as the core rules. In addition, other supplements would be required depending on the adventure. Of course, that was in 1985, and much, if not all, of the rules or background necessary have been updated since. The campaign is also specifically written for use with four pre-generated Player Characters. They consist of Akidda Laagiir, the journalist who won the Travellers’ Digest Touring Award; Dur Telemon, a scout and his nephew; Doctor Theodor Krenstein, a gifted-scientist and roboticist; and Doctor Krenstein’s valet, ‘Aybee’, or rather, ‘AB-101’. The fact is, AB-101 is a pseudo-biological robot, both protégé and prototype. Consequently, the mix of Player Characters are surprisingly non-traditional and not all of them are easily created used the means offered in Traveller or MegaTraveller. This is addressed within various issues of the fanzine.

The Travellers’ Digest #6
was published in 1986 in the wake of the success of the Origins Convention, which took place from July 3rd to 6th in Los Angeles, very much still on the minds of the editors. The event cemented the relationship between Digest Group Publications and Game Designers Workshop and laid the groundwork for a number of forthcoming products, including 101 Robots. The editorial also gave an overview of future issues of the fanzine and where they would take the heroes of ‘The Grand Tour’.

The sixth part of ‘The Grand Tour’ in The Travellers’ Digest #6 is ‘Feature Adventure 6: The Most Valuable Prey’, written by Nancy and Robert Parker. The starting date for the adventure is 212-1102, or the two-hundredth-and-twelfth day of the year 1102 and surprisingly, the adventure does not need anything other than the standard books required by the campaign. The adventure itself is set on the world of Kaiid in the Shuna Subsector of the Lishun Sector. It is hot, wet world, described as a paradise, and is the seat of Count LeMorc, who permits parts of the world to be used as a hunting reserve. The primary target for the hunters is the Minlad, a bipedal creature that is easy to hunt and valued for its fur. However, its numbers are falling, a bone of contention between hunters who want to continue hunting it unabated, the hunters who want to limit the numbers that can be hunted, and environmentalists who want it stopped all together. Add into that is the fact that there are ongoing rumours and supposed sightings of giants out in the jungle.

The aim of the scenario is for Player Characters is to discover and prove to others that the Minlad are not just some simple species to be hunted, but a sentient species. Of course, hunting a sentient species is illegal in the Third Imperium—if it can be proved! This includes not only to the hunters, but also an on-world Scout team already conducting a survey and Count LeMorc himself. The Minlad are a primitive species, but they are capable of communication and part of the adventure involves interacting with the Minlad and learning to understand their speech. This is a fascinating scenario that really will challenge the Player Characters as they try to save and understand the Minlad without the hunters reacting badly to the loss of income and potentially, to the realisation as to what they have done.

The world of Kaiid is described in some detail. This includes silhouettes and descriptions other fauna found on the planet, a map of the single large settlement near the Starport, and full information about the Minlad and their language. The adventure also includes a list of ‘Rumours, News, and Other Activities’ which can be used to drive the scenario and as well as a specialised crowd-swaying task for use with the Universal Task Profile.

This is a challenging scenario to roleplay because the Player Characters will need to a do a lot of persuasion and learn another language. It is also challenging to run, and that is due to its organisation. The scenario is presented as a series of ‘Nuggets’, a format which would be developed in later issues and in scenarios for Mega-Traveller. This compartmentalises the scenario’s information and/or scenes into separate sections to make it both non-linear and easier to run, but it is not as effective as it should be. Ultimately, what it is missing is a good reason for the Player Characters to want to visit Kaiid and a better overview of the nuggets. Otherwise, a genuinely fresh and interesting scenario.

The ’Playing the Characters’ series continues its deeper look at and guide to roleplaying the four pre-generated Player Characters for ‘The Grand Tour’. This time, it should be no surprise given the first contact nature of ‘Feature Adventure 6: The Most Valuable Prey’, it is the turn of the ex-scout, Dur Telemon. With these, it is almost worth holding starting a playthrough of ‘The Grand Tour’ so that every player has one for their character. The scout/scout service strand to the issue continues with Nancy Parker’s ‘Persons and Unpersons’, which looks at what signifies Intelligence and how the Imperial Interstellar Scout Service defines it. The article first looks at the primary indicators—language and tool use—and then how the scout service reacts to it. This is an interesting read that nicely supports the adventure in the issue.

The Travellers’ Digest #6 details the Shuna Subsector, Subsector I of the Lishun Sector and part of the Domain of Antares and develops the Lishun Sector with ‘Library Data of the Lishun Sector’. All decent background, whilst Joe Fugate continues the fanzine’s examination and development of the UTP or Universal Task Profile in ‘The Gaming Digest: Tasks’ with a look at uncertain tasks. At the time, this would have been an interesting herald of what was to come, foreshadowing the upcoming adoption of the UTP for MegaTraveller. Today, it is less interesting unless the reader has a specific interest in the mechanical and rules development of Traveller. Lastly, the Traveller Tech Brief in this issue is ‘Grav Belts’. This fully details and describes the appearance, function, and operation of the grav belt. It includes a section on the use of grav belts in military operations which will certainly have application in some Game Masters’ campaigns.

Physically, The Travellers’ Digest #6 is, as with all of the issues so far, very obviously created using early layout software. The artwork is not great, but it does its job and it is far from dreadful.

—oOo—
The Travellers’ Digest #6 was the first issue of the fanzine to be reviewed. This was by Herb Petro in The Imperium Staple Issue #8 (October, 1986). Of the Feature Adventure in the issue, he wrote, “The feature adventure, The Most Valuable Prey, uncovers the truth about the mysterious “Giants” on the world of Kalid in the Lishun sector. I don’t want to give away anything to those who might be potential players, but it is very good. In my opinion better that the feature adventure in issue #5.” He praised several of the other articles in the issue, of which he said overall, “TRAVELERS’ Digest has been growing. This issue is better than the last and the next promises to be even better.”
—oOo—

Where The Traveller’s Digest #6 is at its weakest is making the connection in ‘The Grand Tour’ with the events of the previous issue and making clear why the Player Characters are on a minor hunting world. However, once they are, ‘Feature Adventure 6: The Most Valuable Prey’ is a very good scenario once the Game Master has it set up and worked her way around its Nuggets. The rest of the issue is good, but it is the scenario that really stands out for its depth and detail, as well as the demands it is going to place on the players (and their characters).