|March 2013||Department||Article Title||Author|
|From the Editor||Jeff Zeitlin|
|Kurishdam||At Home, We Do It Like This: Slice of Life: The 30th Century Internet||Mike Cross|
|Critics’ Corner||Technical Manual 1: Reprieve-class Escape Pod||Timothy Collinson|
|Mongoose Traveller: The Third Imperium: Sector Fleet||“kafka”|
|One-Act Adventures: Vengeance by Proxy||Jeff Zeitlin|
|Up Close and Personal||Tulagai Slandon and Gamma Banner||Richard Morey|
|In A Store Near You||The Showroom: Kiracu-class TL11 Large Planetary Missile Defence Submarine||Richard Perks|
|The Showroom: Muller-class Passenger Hovercraft||Ewan Quibell|
|Combat Exoskeleton III||Ewan Quibell|
|Less Dangerous Game||Spindizzy||Scott Diamond|
|Raconteurs’ Rest||Funny Fish: For Luck (Part 1)||Andrea Vallance|
|Active Measures||Getting Off The Ground: New Bermuda||J.E. Geoffrey|
|Getting Off The Ground: Corp World||Joel Callahan|
The articles listed and linked above are also linked in their appropriate sections of our website.
From the Editor
Thirty-five years. That’s how long Traveller has been out in one form or another, and that is, therefore, how long there has been a Traveller community creating and sharing material to use with the game.
You can look at that collection of material and see a major part of the evolution of both science fiction/space opera and of role-playing games. You can see how both have gotten more sophisticated, more ‘three-dimensional’. But you can also see that Traveller started out with a certain ‘evolutionary advantage’ over its contemporaries—most of the contemporaries were strictly ‘hack-and-slash’, with no real thought for the wider setting—the world existed primarily for the characters to go out, hunt down monsters, kill them, and steal their stuff. Your goal was to do it as much as possible, and get Experience that would allow you to Level Up, and become a tougher character.
Traveller was different—your character had (the skeleton of) a real history, and skills to match, and a world that was more than a backdrop for your characters. Traveller encouraged you to ‘connect’ with your character, and with your character’s world. It wasn’t about Getting Experience and Leveling Up, it was about Doing Things, and not all such Things were violence-oriented.
Traveller was also, in a sense, the English language of role-playing games—its community did not hesitate to adopt (and adapt) ideas from any and all sub-genres of science fiction, and make those ideas part of the game.
That’s the kind of thing that makes a game special—the fact that everyone makes it their own, but with enough commonality for it to remain a shared experience. And I think it’s because Traveller was special in that way that it’s proven to have such staying power. So, let’s go forward to the next thirty-five!