Classic Traveller.-.Canon
Classic Traveller.-.Canon
Classic Traveller.-.Canon
The Traveller Canon is the body of work which defines the Traveller universe.
Individual game masters and players continue to define their particular universes
through their adventures, designs, and world generation procedures. The
common set of facts that all base their activities on is the Traveller Canon.
The Traveller Canon is defined as the set of Traveller materials published by
GDW as Classic Traveller materials. This list details the titles that are properly
included in the Traveller Canon.
The Traveller Canon
THE JOURNAL GAMES
J01 Annic Nova G1 Mayday
J02 Victoria G2 Snapshot
J03 Asteroids G3 Azhanti High Lightning
J04 Gazelle G4 Fifth Frontier War
J05 Imperium G5 Invasion: Earth
J06 Imperial interstellar Scouts G6 Striker
J07 Champa Starport Imperium
J08 Broadsword Dark Nebula
J09 War
J10 Planet-Building CHALLENGE MAGAZINE
J11 Striker C25 Fleet Escort Lisiani
J12 Merchant Prince C26 Contact: The Prt'
J13 Hivers C27 Grandfather's Worlds
J14 Laws and Lawbreakers C28 Contact: The Sabmiqys
J15 Azun C29 Scientists
J16 Susag C30 imperium
J17 Atmospheres C31 Hazardous Cargoes
J18 Travelling without Jumping C32 A World On Its Own
J19 Skyport Authority C33 Iris
J20 Ways of Kuzu C34 Traveller News Service
J21 Vargr
J22 Port to Port Jumping POSTERS
J23 Zhodani Philosophies Beowulf Traveller Poster
J24 Religion of the 2000 Worlds Vargr Poster
Imperium Map Poster
BEST OF THE JOURNAL
BJ1 Best of the Journal 1 PROMOTIONAL
BJ2 Best of the Journal 2 Understanding Traveller
BJ3 Best of the Journal 3 Traveller Galaxy Sticker
BJ4 Best of the Journal 4 Alien Hand-Out
BOOK 4. Mercenary
Mercenary was the first of the supplementary rules systems to
appear for Classic Traveller. It appeared in 1978.
Mercenary set the stage for Traveller's continuing emphasis on the
military. It was a natural expansion of two character types: Army and
Marines, and led ultimately to the Traveller miniatures rules set: Striker.
BOOK 6. Scouts
Scouts (1983) addressed in detail the Imperial Interstellar Scout
Service: its organization, duties, and operations. The central feature of
Scouts was its expanded star system generation sequence which
allowed determination of the specifics of a system's stars (by size and
spectral type) and creation of the many additional planets and satellites
in a system.
BOOK 8. Robots
Robots (1986) addressed an aspect of the future which Traveller
had previously acknowledged, but rarely covered. Based on material in
the first three issues of Travellers' Digest, it expanded and elaborated on
the concepts to produce Book 8.
The Traveller Books (0-8)
Title Print Runs Production First Published
Basic Traveller 12 64,320 1977
Basic Traveller revised 8 72,410 1981
Book 4 Mercenary 23 103,849 1978
Book 5 High Guard 17 100.638 1979
Book 6 Scouts 6 25.584 1983
Book 7 Merchant Prince 3 12.156 1985
Book 8 Robots 2 11.785 1986
Book 0 Introduction 7 48.707 1981
The Traveller Book 3 39,932 1982
Deluxe Traveller 6 37,882 1981
Starter Traveller 9 34,041 1983
SELLING GOLD
Steve Jackson has proposed a criteria for a Gold or Best Seller
standard in the adventure game field: 100,000 copies sold. By this
criteria, Basic Traveller, Book 4, and Book 5 sold Gold.
CLASSIC TRAVELLER
During the life of the first edition, Traveller was simply called
Traveller; various formats were called Basic, Deluxe, and Starter. The
term Classic Traveller (which refers to the first edition) arose to
distinguish it from later editions (MegaTraveller, Traveller: The New
Era, T4, GURPS Traveller, and Traveller5).
Yet More About The Traveller Universe
The short adventures for Traveller were created with the specific
intent of providing easy-to-play situations that players could game out
over the course of an evening. Because a short adventure took up only
20 pages or so, the immediate problem was creating a structure or
template suitable for short scenarios; one answer was the sometimes
confusing Double Adventure format. Another was the Short Adventure,
included in other products, as a magazine article, or as a tournament
adventure.
PRODUCTION INFORMATION
The production information given here was compiled from the original
production records in the archives of Game Designers' Workshop,
Signed Designer Copies. GDW had the general practice (not
always observed) of segregating the first ten copies of each new product
and affixing a sticker with the initial publication date and the signature of
the designer. A few signed designer copies were handed out to designers
and developers. The remainder were kept in GDW's archives. From time
to time, when a writer or collector needed a specific Adventure (and no
others were available) signed designer copies were sent out instead (so a
few are out in circulation or in Traveller collections).
Print Run Number. The publication data page of each of the Little
Black Books contains a string of numbers (1 2 3 4 5). The lowest
number in the string indicates the printing for the book. If the lowest
number is 3, the book in hand was the third printing. In some cases, the
printing numbers for books in the Traveller series reached as high as 23
(Book 4- Mercenary).
Price Points. The original price structure for the Little Black Books
reflected GDW's evaluation of the work involved and the general utility of
each type of product. Books (because they reflected basic rules which
were used over and over) were priced at $6.00; Adventures and Double
Adventures sold for $5.00; Supplements sold for $4.00.
one novel, he (most SF readers of the era were mate) turned it over with
a flick of the wrist and began the second novel,
Traveller Double Adventures imitated this format and combined two
short adventures back to back. The format suffered for two reasons. For
many referees and players, the obscure reference to Ace Doubles was
too opaque. In game stores, clerks were confused and sometimes
displayed the same Double Adventure side by side with itself. There were
reports of players buying the same adventure twice,
So begins the box back for Basic Traveller, leading the player to the
three books (Books 1, 2, and 3) that were the basis for the Traveller
science-fiction role-playing game.
The original Traveller game rules were known as the Little Black
Books (the LBBs): so named for their format as 5-1/2 x 8-1/2 digest-
sized booklets with stark black covers. These easy-to-carry and easy-to-
consult game books established a feel for the Traveller system that
players and game masters remember even today. Individual books sold
for varying prices (Supplements were $4; Adventures were $5; Books
were $6) with several appearing through the course of a year. Ultimately,
there were nine Books and more than 30 other LBBs (depending on
which titles are specifically counted).
The relative scarcity of the various books in the Classic Traveller
series is not (as might be expected) inversely proportional to the size of
their print runs. Although small print runs have made some books and
materials in the desirable collector's items, many books are hard to find
because their current owners will not give them up. The production
information given here was compiled from the original production
records in the archives of Game Designers' Workshop.
Signed Designer Copies. GDW had the general practice (not
always observed) of segregating the first ten copies of each new product
and affixing a sticker with the initial publication date and the signature of
the designer. Some very few players are lucky to have their particular
copy enhanced by a signed and numbered sticker.
Print Run Number. The publication data page (counting from the
front of the book, the publication data page is page 2: the page after the
title page) of each of the Little Black Books contains a string of numbers
(1 2 3 4 5 etc). The lowest number in the string indicates the printing
for the book. If the lowest number is 3, the book in hand was the third
printing. In some cases, the printing numbers for books in the Traveller
series reached as high as 23 (Book 4- Mercenary).