Recognizing that thread drift is A Thing, and trying to bring it back to the original topic - making
Traveller more popular with TTRPG players - an article that I'm formatting for the upcoming issue of
Freelance Traveller made mention of a thought pattern that I think is still valid, even though it seems to have fallen out of general topical discourse.
First, I'll state the obvious:
Traveller is not D&D. The
reason I say that, however, may not be so obvious.
Let's go back a few years, to something called
GNS Theory. Under this view of ludology, in the purest forms, a TTRPG might be oriented toward achievement and "winning" ("Game-ism"), or it might be oriented toward telling stories ("Narrative-ism"), or it might be oriented toward simulating an assumed reality ("Simulation-ism"). Few TTRPGs, if any, are purely one of the three; if you draw a triangle with the three corners labelled G, N, and S, most games will be somewhere inside the triangle, not on an edge or a corner.
Traveller and its ilk pretty clearly fall fairly close to the N/S line. There's no real mechanism for character advancement within the game; there are generally no set "universal" goals, and any rewards for accomplishing something are generally fleeting. In other words, you don't "win" at
Traveller. The
Traveller player is typically going to be more interested in
doing than in
achieving, and it's likely that the
Traveller player is attracted by the collaborative storytelling.
Dungeons & Dragons and its ilk, on the other hand, focus on
achieving rather than
doing. The mechanism for character advancement is "baked in" to the system; when your character vanquishes an opponent, you get "experience points", and you "gain levels" when you accumulate enough "experience points". Your character faces more powerful opponents the more powerful s/he is; the game is focussed more on the character progression than it is on the collaborative storytelling. Admittedly, this is somewhat tempered now as compared to the earliest days of the game, making this class of games more G/N than pure G.
The two games appeal to two kinds of players that are
fundamentally different. If we want to increase the uptake on
Traveller, we need to do one of two things:
- Get Traveller out into the perception of players that are more interested in the collaborative storytelling than in "winning", but who don't know about Traveller already, or
- Make Traveller attractive to the players that are more interested in "winning" than in the collaborative storytelling.
#2 has been tried (
Traveller20), but with less marketing than needed, and it really couldn't be considered a success. It's being tried again, as (working name)
Traveller 5E. Perhaps the marketing will be better this time around.
BUT...
Is it reasonable? Can one fit a game designed for Narrative-ism and Simulation-ism into a framework that has strong Game-ism elements? More to the point, do you still have
Traveller, or do you end up with
Starships & Slugfests? How do you make a NS game attractive to a G or GN player? Alternatively, how do we find and attract more NS players to
Traveller, or to the hobby at all?