Traveller may be played in any of three basic configurations: solitaire, scenario, or campaign. Any configuration may be unsupervised (that is, played without a referee; the players themselves administer the rules and manipulate the situation). Recommended instead is the refereed game (wherein a separate player administers the rules and secretly creates and manipulates situations).
The use of a separate, independent referee allows a large degree of flexibility and continuity often not possible of the players themselves control the game. In addition, the referee inserts some measure of uncertainty in the minds of the players as they travel through the universe.
Anyone can play, but generally an experienced person should assume the post of referee. The referee must make some preparations before he assembles the characters and begins actual play.
The referee should generate the basic facts of his universe before play begins. If no referee is used, the universe may un-fold randomly using the world generation tables in Book 3.
As the campaign unfolds, the players may range far and wide through the un-iverse, perhaps beyond the referee's original boundaries. In such cases, the campaign may be temporarily halted as the referee expands his data (or, the referee may be forced to work through the night getting ready for the next day's adventures).
THE REFEREE
Crucial to the continuing campaign is the referee; he actually creates a universe, and then catalogs the creatures and societies which populate it.
In order to begin, the referee creates a star map and generates the specifics of the worlds noted on it (Book 3 gives details for this procedure). Initially, however, only clues (sometimes misleading or false) as to the nature of the universe will be available to the players.
The referee may also indicate possible quests for the characters, using rumor, barroom conversation, or so-called general knowledge. For example, rumor may indicate the sources of potential wealth or power; subtle or not-so-subtle clues might exist which could lead to devices or techniques to save the world from cataclysm. The possibilities are endless.
In any case, the referee can make or break a campaign, as it is his imagination which the other players use as a springboard to adventure.
The referee is responsible for maintaining the master maps and charts of the universe, and for determining the various effects of natural forces, chance, and non-player characters on the adventures. He must settle disputes concerning the rules (and may use his own imagination in doing so, rather than strictly adhering to the letter of the rules). He also acts as go-between when characters secretly or solitarily act against the world or their comrades.
Skills and the Referee: It is impossible for any table of information to cover all aspects of every potential situation, and the above listing is by no means complete in its coverage of the effects of skills. This is where the referee becomes an impor-tant part of the game process. The above listing of skills and game effects must necessarily be taken as a guide, and followed, altered, or ignored as the actual situation dictates.
In some game situations, actual die roll results must be concealed from the players, at times allowing them to misconstrue the reasons for their success or failure. In other situations, the referee may feel it necessary to create his own throws and DMs to govern action, and may or may not make such information generally available to the players.
In order to be consistent (and a consistent universe makes the game both fun and interesting), the referee has a responsibility to record the throws and DMs he creates, and to note (perhaps by penciling in) any throws he alters from those given in these books.
The actual circumstances of each encounter are governed by the referee, in accordance with the encounter provisions of Book 3.
A non player character party will attempt to escape at the option of the referee, based on the situation.
Referees may feel free to create other weapons to suit the needs and desires of Traveller society.