Traveller (role-playing game)
|Publisher(s)||Game Designers' Workshop
Imperium Games (Marc Miller's Traveller)
Steve Jackson Games (GURPS Traveller)
QLI/RPGRealms Publishing (Traveller 20)
Far Future Enterprises
|Publication date||1977 (Classic Traveller)
1993 (Traveller: The New Era)
1996 (Marc Miller's Traveller)
1998, 2006 (GURPS Traveller)
2002 (Traveller 20)
2007 (Traveller Hero)
2008 (Mongoose Traveller)
|Genre(s)||Science fiction space opera|
|System(s)||Custom, GURPS, d20 System|
Traveller is a series of related science fiction role-playing games, the first published in 1977 by Game Designers' Workshop and subsequent editions by various companies remaining in print to this day. The game was inspired by such classic science fiction stories as the Dumarest Saga series by E. C. Tubb, the Foundation stories of Isaac Asimov, H. Beam Piper's Space Viking, Larry Niven's Known Space, Jerry Pournelle's CoDominium, Poul Anderson's Polesotechnic League and several other works of science fiction literature.
Characters typically journey between various star systems and engage in activities such as exploration, ground and space battles, and interstellar trading. Traveller characters are defined less by the need to increase native skill and ability and more by achievements, discoveries, or obtaining wealth, gadgets, titles and political power.
Originally Traveller was intended to be a system for playing generic space opera-themed science fiction adventures in much the same sense that Dungeons & Dragons was a system intended for generic fantasy adventures. Marc Miller, one of the original designers of the Traveller RPG for Game Designer's Workshop, said that the idea for creating Traveller came about when he said "I want to do Dungeons & Dragons in space." Most published supplements for Traveller deal in some way with a default setting called the "Third Imperium", (sometimes referred to as the Official Traveller Universe (OTU)), but the main rules are generic enough so that a campaign can be played in any setting the referee chooses.
Key features derived from literary sources are also key features baked into the Traveller game in all its forms:
- Human-centric but Cosmopolitan
- The background of the OTU features a human-dominated universe. As such, the core rules primarily focus on development of human characters touching only briefly on a few non-human species. Despite the dominance of humanity, a large number of aliens was always implied to exist, inside and outside of Charted Space. There are numerous Traveller publications with rules and extensive information on playing aliens.
- Interstellar travel
- Interstellar travel is facilitated, and limited, by the use of a technology called the jump drive. These drives are capable of propelling a spacecraft between one to six parsecs depending on the individual drive's specifications. Regardless of the distance of a jump, the duration required for the trip is approximately one week.
- Limited communication
- A central theme to Traveller is that there is no form of faster-than-light information transfer – meaning no ansible, subspace radio or hyper-wave communication technology is available, thereby recreating an "age of sail" feel to the game. Most interplanetary communication is handled by courier ships, most commonly "X-boats", which are small Imperial vessels with long-distance jump drives that travel between systems transmitting and receiving vital data. Systems not on an X-boat route must rely on mail runs brought in by visiting ships.
- The limits on the speed of information means huge empires cannot directly command all member worlds. Since local rulers cannot be directly controlled by central authority, affairs are managed by independent nobility, who make use of classic titles such as Baron, Duke and Archduke.
- Non-utopian future and No Prime Directive
- The human race never evolves into a superior state. People remain people and continue to show courage, wisdom, honesty and justice, along with cowardice, deceit, and criminal behavior. Planets fight out internal wars, and capitalism is the major driving force of civilization. The same factors that shaped Earth shape the Traveller universe.
Classic Traveller introduced a 'lifepath'-style character generation system which helps it stand out from other role-playing games. Traveller characters get their skills and experience in a mini-game, where the player makes career choices that determine the character's life up to the point right before adventuring begins. These characters range from "everyday Joes in space" to crack mercenary teams. Some character "classes" are military-oriented, while others are civilian. A character can be human, robot, alien, or of a genetically engineered species.
In character generation, players take their characters through a career where the player rolls randomly on various tables that provides assignments and life events from which new skills, ranks and benefits are gained. There was also a risk that a character suffers injury (or even death) during the course of a career. A character can be a young cadet or a tried-and-true veteran, each with strengths and weaknesses. Keeping a character in service longer leads to more skills and benefits, but could also mean that basic attributes (such as strength and dexterity) begin to degrade with old age.
In most versions of Traveller, characters have six primary characteristics which range in level from 0 (nonexistent) to 15 (superhuman). The characteristics are:
- Strength (Str) - the character's raw muscular power
- Dexterity (Dex) - the character's physical coordination and agility
- Endurance (End) - the character's resistance to physical stress and damage
- Intelligence (Int) - the character's mental prowess and intuition
- Education (Edu) - the character's experience and knowledge
- Social Standing (Soc) - the character's ability to influence others and their place in society (high scores indicate nobility)
Players roll randomly for these characteristics (typically on 2d6) during character creation. Characteristics modify task rolls, thus higher values represent more capable individuals.
An additional, optional characteristic, Psi, measures a character's psionic strength.
The various incarnations of Traveller each have a task system which was used whenever a character encountered a task that required a random resolution to determine success or failure.
Classic Traveller, MegaTraveller, and Mongoose Traveller
In these systems, two six-sided dice (2d6) are rolled against a target number set by the referee — and usually the roll must be equal to or higher than the target number in order to succeed. Dice Modifiers (DMs) either provide a bonus or penalty to a roll (the + and – sign precede the number in such cases (+2 means add 2 to the roll, -4 means subtract 4 from the roll). Target numbers and DMs are determined by situation and vary per skill and attribute score.
Traveller: The New Era
Traveller4 and Traveller5
In both these versions, the number of dice rolled represents task difficulty ("Average" is 2D, "Difficult" is 3D, etc.), which approximates fixed target numbers without needing to recall those numbers, and the target number to roll under is Characteristic + Skill + situational modifiers.
Traveller, version 4 (T4), has levels of difficulty which call for a "half-die" to be used; for example "Difficult" is 2.5 dice and one die result (rolled as a different color die from the rest) must be halved when counted. Traveller, version 5 (T5) does not use a half-die.
GURPS Traveller and Traveller HERO
GURPS Traveller (GT) uses the GURPS character creation and task resolution system developed by Steve Jackson Games, and Traveller HERO (TH) uses the HERO System developed by HERO Games for character creation and task resolution. Both use three six-sided dice (3d6) which are rolled equal to, or below a target number. The target numbers are usually set by the character's relevant skill they are using, plus any situational modifiers.
Traveller20 (or T20) is the d20 System-version of Traveller, developed by Quicklink Interactive. A twenty-sided die (d20) is rolled and the result is added to any modifiers for task checks against a standard difficulty target number (referred to in d20 games as a "Difficulty Class" or DC).
Equipment in Traveller typically emphasizes wilderness exploration, hazardous environments, and combat. As a result, equipment lists are heavy on vehicles, sensor equipment, communicators, rations, personal armor, and weapons. Since primitive worlds exist near technological worlds, primitive weapons are also typically included, such as swords, shields, pikes, bows, and so on. And since high technology is available, cybernetic implants and non-sentient robots typically also show up in equipment lists, as well as artifacts from ancient, vanished technological civilizations.
While there are energy weapons in Traveller, there is also a strong presence of slug-thrower weapons such as rifles and pistols. The prevailing theory is that (usually) the most efficient way to stop someone is with kinetic energy (e.g. bullets).
Traveller's rules for starship design and combat are like games unto themselves with a complex balance of ship components fitting within certain hull volumes, technology levels, and modifiers based upon characters' skills. It is complex enough to be able to generically represent most starships used in role-playing games, and flexible enough to support custom add-ons to the system. (GDW published several board games allowing Traveller space battles to be played out as games in their own right - Mayday using the Classic Traveller rules, Brilliant Lances and Battle Rider using the Traveller: The New Era rules.)
Typical Traveller starships consist of control space (i.e. one or more bridges), a central power plant, a maneuver drive for in-system travel, a jump drive for interstellar travel, and payload space (weapons, living areas, etc.). The power plant and jump drive together require significant amounts of fuel. Alternate power plants, realspace drives, and interstellar drives exist for modelling different settings.
All of this equipment is fit into an armored hull of a given volume. Starship volumes are measured in "displacement tons" (also "D-tons" or just "tons"), equal to the volume of a metric ton of liquid hydrogen, or about 14 cubic meters. This unit is used for convenience in calculating jump drive fuel usage; a ship with volume D tons using a jump-N drive uses 0.1×N×D metric tons of LH2 fuel per jump (i.e. the fuel tank is N×10% of the ship's volume).
Computer programs have been created to more effectively model and predict starship combat. The most famous case involved Douglas Lenat applying his Eurisko heuristic learning program to the scenario in the Classic Traveller adventure Trillion Credit Squadron (TCS), which contained rules for resolving very large space battles statistically. Eurisko discovered exploitable features of the starship design system that allowed it to build an unusual fleet that won the 1981 TCS national championship. This prompted GDW to change the tournament rules, but Eurisko adapted to the changes and won again in 1982. GDW threatened to cancel the tournament if Lenat entered a fleet again, so Lenat retired from competition, and GDW gave him the title "Grand Admiral" as consolation.
Worlds represent a wide spectrum of conditions, from barren planetoid moons to large water worlds, from uncolonized territory to planets with tens of billions of people. Most worlds tend to be only modestly colonized, though some worlds may in fact be dangerously overcrowded.
The world generation system in Traveller is geared to produce a random mix of worlds. Extensions take solar system generation into account, and modify the process depending on the fecundity and history of the targeted area of space. Similar to the use of the UPP for characters, worlds are represented by an alphanumeric Universal World Profile that encodes key physical, social, and economic properties of the world.
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Adventures in Traveller tend to come from a few key themes:
- Merchant Free Traders
- The players travel the stars trading and adventuring along the way in their very own starship
- Struggle against Nature
- The players are pitted against an alien environment to survive, with or without the help of locals or others.
- People are stranded on a world, and the players are tasked with recovering them.
- The players have to recover (or steal) information or goods for someone else.
- The players have to train a local cadre, or guard an installation, or alternately assault an installation.
- Something unexplained is going on, and the players are sent to find out what it is.
||This section may contain an excessive amount of intricate detail that may only interest a specific audience. (May 2011)|
Originally, Traveller had no established setting, and was promoted as a rules system for running general science fiction role-playing games. It was published at a time when role-playing games did not typically feature a well-defined fictional universe, but instead offered rules appropriate to the conventions of a particular genre. Each role-playing group used and altered published rules to suit their setting and play style.
Within a short time, however, a default setting was crafted to take advantage of all aspects of those rules, which has come to be known as the Official Traveller Universe (OTU), also known by the primary political entity in the setting, The Third Imperium. The starting point for this appears to be the board game Imperium.
The OTU details a small piece of the galaxy, known as Charted Space. Within this space once lived a race called the Ancients, who died out in a massive war 300,000 years ago.
More recent history details the Third Imperium, which is the largest and human-dominated interstellar empire in Charted Space. Logically, it was preceded by two previous human-dominated empires. The Third Imperium is a feudalistic union of worlds. Local nobility operate largely free from oversight, restricted by convention and feudal obligations.
Most Traveller adventures take place between the Imperial years 1100 and 1125, in or near the Third Imperium. Some adventures take place in the "New Era" years of 1200 to 1248.
Despite the dominance of the human race, the Traveller universe is cosmopolitan, and is divided into a handful of major races and a large number of minor races.
A major race is defined as one that developed jump technology independently, and thus got an early start on establishing itself in interstellar society. In the setting it is generally agreed there are six major races, but how they are defined varies a little. The standard list includes the honor-bound felinoid Aslan; the winged reptilioid Droyne; the sixfold-symmetric, and manipulative Hivers; the centaur-like, vegetarian K'Kree, and uplifted wolf-hybrid Vargr. There are also various descendants of humanity.
The Ancients were a major race in the distant past; their ruins dot planets throughout charted space and their artifacts are more technically advanced than those of any existing civilization. For unknown reasons, they transplanted humans from Earth to dozens of worlds, uplifted Terran wolves to create the Vargr, and undertook many megascale engineering projects before destroying their civilization in a catastrophic war. The Droyne are actually descended from the Ancients via the cause of that war, in the Spinward Marches sector.
Any species which was contacted before they could develop Jump Drives are considered minor. Most are only hinted at, or lightly mentioned. A few have significant background material, such as the Ael Yael, which appear to resemble humanoid pterodactyls; Bawapakerwa-a-a-awapawab, (Bwaps for short) which are bipedal amphibians; and the Ithklur, an aggressive race of warm-blooded, humanoid reptilians that exist in Hiver-space.
The original Traveller gamebooks were distinctive half-size black pamphlets (the so-called "Little Black Books" or "LBBs") produced by Game Designers Workshop (GDW). The main rules were detailed in three such booklets, sold as a boxed set while the same format was used for early support material, such as the Adventures, Supplements and further Books. Currently these LBBs are available in collected reprints from Far Future Enterprises. Later supplements and updated versions of the main game system introduced full sized booklets, complete re-writes of the game system and significant changes to the Third Imperium. The second edition of the game, titled MegaTraveller, was published in 1986 and attempted to collect and collate the various rules of the system and offer new political twists in the Third Imperium, such as the assassination of the emperor and the rebellion which followed. The last GDW produced version of Traveller was the third, Traveller: The New Era, which broke completely with the previous rules system and presented a setting in which interstellar civilization had been completely destroyed by the rebellion. GDW went out of business before this iteration was completed.
Subsequently, in 1997 Imperium Games published Marc Miller's Traveller, often referred to as T4, which returned to the classic setting and game system, though not without some major alterations. For instance the default setting was "Milieu 0", set about 1200 years prior to the time period laid out in the original Traveller. It was intended that other "Milieux" would be described in following supplements, but T4 proved to be a failure both critically and financially before this could happen. The game was left briefly idle until the publication of GURPS Traveller. Once again the game system was replaced, this time with the GURPS system from Steve Jackson Games, but the setting was returned to the one laid out in the original Traveller, albeit as an alternate history in which the assassination and subsequent fall of the Third Imperium never happened. To confuse matters further there was another version of the game being published simultaneously with the GURPS edition, Traveller 20 or T20, which used the same setting but integrated into the popular D20 role-playing system and was set a century earlier than either Classic Traveller or GURPS Traveller.
Traveller (1977, GDW)
(1977–1986) Published by GDW. Nicknamed "Classic Traveller" and often shortened to CT. The core rules originally came as three distinctive "Little Black Books" (see Overview above), in a boxed set. Supplemental booklets included "advanced" character generation, capital ship design, robots, and more. Eight boxed wargames were released as tie-in products.
Most of the Classic Traveller books are available in compendium volumes from Far Future Enterprises, which is the current copyright and trademark holder of all forms of the Traveller game. Far Future Enterprises also sells a CD-ROM containing scans of all the canonical Classic Traveller material in PDF format, including the rules, counters and maps from the boxed games.
Traveller was inducted into the Origins Adventure Gaming Hall of Fame in 1997.
MegaTraveller (1987, GDW and DGP)
MegaTraveller (1987–1992), often shortened to MT, was published by GDW but designed by Digest Group Publications which published the popular Traveller's Digest (later the MegaTraveller Journal) Traveller support magazine. The game system used revised versions of the Classic Traveller mechanics with ideas first developed in the Traveller's Digest (and later also adapted to Traveller: 2300). 
The game was set during the Rebellion era which shattered the Imperium. Supplements and magazines produced during this era detailed the progression of the Rebellion from the initial assassination of the Emperor in 1116 to the collapse of large-scale interstellar trade in roughly 1124 (the beginning of the supplement Hard Times).
Digest Group Publications also produced a number of MegaTraveller supplements, including alien modules detailing the Aslan, Vargr, Vilani and Solomani for MegaTraveller and the World Builder's Handbook, which expanded greatly on the world-building system found in the main rulebooks.
Traveller: The New Era (1993, GDW)
Traveller: The New Era (often shortened to TNE) was a GDW publication from 1993 to 1995, set in the former territory of the Third Imperium after interstellar government and society had largely collapsed -- effectively "rebooting" the setting -- but leaving a pocket of the Imperium preserved to allow games with a "legacy" feel to them.
TNE introduced the AI Virus, a life form based on silicon that infected and took over alien silicon computing technologies. The game mechanics were changed to GDW's house rules system, derived from Twilight: 2000, 2nd ed. The game used a more realism-centered approach to science fiction, doing away with reactionless thrusters, shortening laser ranges to a reasonable distance, etc.
Several supplements were published for TNE covering most if not all of what the year 1201 was like, but before any of the meta-events could start to advance the timeline, GDW fell on a string of bad luck and finally was forced to close its doors, after twenty two years in which it had published one new product every 22 days on average (not counting magazines).
In 1994, Traveller: The New Era won the Origins Award for Best Roleplaying Rules of 1993.
Marc Miller's Traveller (1996, Imperium Games)
Marc Miller's Traveller (1996–1998), often referred to as T4, was published by Imperium Games after GDW dissolved and the rights to Traveller reverted to Marc Miller, the creator of the original game. It returned to a heavily modified version of the original rules and was set in the early days of the Third Imperium (Milieu 0). This edition is currently available on Marc Miller's website. Miller has stated that T4 was "plagued by rush," explaining that the books were released without enough editing. He also stated that in spite of the quality issues that resulted from this, he does not believe that T4 is the least popular or most controversial edition of the game.
GURPS Traveller (1998, SJG)
GURPS Traveller (1998–present) was "Created on a handshake with Steve Jackson of Steve Jackson Games." The game uses the GURPS (Third Edition) system and takes place in an alternate timeline in which no Rebellion occurred and the AI Virus was never released. Steve Jackson Games produced numerous supplements for the line, including details for all of the major races, many of the minor races, interstellar trade, expanded world generation, the military forces of the Third Imperium, and starships. The game is often referred to as "GT".
- GURPS Traveller: Interstellar Wars
GURPS Traveller: Interstellar Wars is the second GURPS-driven version of Traveller. It concentrates on the 22nd and 23rd centuries, much earlier than the usual Traveller setting, at the time when Earth first started to send out interstellar ships and had just encountered the Vilani Imperium. This setting book uses the 4th Edition of the GURPS rules, and hence is referred to by some as "G4T" or "GTIW." The Interstellar Wars book features extensive notes on period Earth society, Vilani culture and values, and updated spaceship construction and combat rules.
Traveller 20 (2002, QLI/RPGRealms)
Traveller 20 (2002–present) was published by Quick Link Interactive/RPG Realms Publishing. The D20 system version is set at the time of the Solomani Rim War around Imperial year 990, about a century before the era depicted in the original game. The preferred setting is the Gateway Domain region of the Imperium.
Traveller Hero was a port of the Traveller setting to the Hero System, produced under license by Comstar Games.
Mongoose Traveller (2008, Mongoose Publishing)
Mongoose Publishing produced a major revision of the original Classic Traveller game, offering it both in a traditional format and as an open-source SRD around which other games may be built. It stems from Classic Traveller and Traveller5, using a form of the 2D6 task system, and updating the careers, aliens, and technology found there.
The core rule book was released in April 2008, with a regular series of supplements following, including setting-related resources for the classic Third Imperium, Babylon 5, Hammer's Slammers, 2300 AD, Judge Dredd, Strontium Dog and others, including a Traveller version of the Prime Directive Star Trek-based role-playing game that is currently in development. Mongoose Publishing holds the license for ten years.
Traveller5 (2012, FFE)
Traveller5, or "T5", is the fifth edition of Traveller. T5 draws concepts from previous versions to produce a consistent whole. Currently released is the Core Rules Set, containing much more detail than that present in the original "Little Black Books". The intent is to account for (nearly) every situation in the Traveller setting. The core rules include integrated mechanics and several focused design systems, with enough depth to support Traveller's "OTU".
The playtest release was made available in February 2009, and revisions incorporating playtested errata are made available to playtesters on a chapter by chapter basis. The playtest open-beta phase effectively ended on May 31, 2012, when Miller launched a Traveller 5th Edition Kickstarter project. The project was funded at 1227% of its initial goal, with a final pledge level of $294,628 on Sunday 1 July 2012 and breaking Deadlands Noir's $117,648 record for most funded tabletop RPG Kickstarter). The finished T5 game went to the printers in December 2012. The Kickstarter project does not overlap with the earlier beta-test program.
Traveller5 and Mongoose Traveller
Mongoose Traveller and Traveller5 share many core concepts. There are two reasons for this: first, when Mongoose Traveller was being written, Mongoose Publishing used a 2008 draft of the Traveller5 rules to develop some of its core rules. The second reason is that rules were often vetted by people who were also directly involved in Traveller5's development.
Traveller5 in Mongoose Traveller
The careers in MGT come directly from T5. It is slightly different (adding the interesting "Drifter" career, and dropping a couple others), and the method is MGT's take, but the list is otherwise the same.
The skills come directly from T5. It is slightly shorter in MGT (48 vs 64), and folds in some concepts (e.g. persuasion) which in T5 were moved under the task system in general, but the two lists are still closer to each other than anything else.
Mongoose's starship design system stems from that draft of T5, blending in a bit of other rulesets (e.g. for armour, which wasn't written for T5 at the time) and some of their own innovations (drones). Some parts are verbatim from Early T5 -- the hull, bridge, drives, fuel, drive performance table. Some parts are simply influenced -- the sensor packages and computers are not the same, but show Early T5's influence.
MGT in T5
On the other hand, MGT has also influenced T5. One example is in the "Luxuries" section. That didn't exist in Early T5, but has been adapted into the final document. Another example is on the next page, with "Fixed" weapon mounts. In Early T5 that didn't exist, but showed up in a modified way as "Firmpoints".
T5 and MGT
Finally, MGT was vetted by people who also vetted T5. This subtly allowed both rule systems to inform each other. For example, some MGT personal armor values were vetted as Marc was also developing the armor build rules for T5. At this point, a correlation was established between MGT and T5's armor ratings, to gauge whether or not the armor ratings were reasonable (especially when they climbed into the stratosphere). This occasionally resulted in suggestions for value tweaks.
Related game systems
This GDW role-playing game is a clear rules-descendent of Twilight: 2000 and Striker, using ten-sided dice. It was a hard science fiction alternative to the looser space opera of Classic Traveller. Presented as a future extrapolation of the speculative World War III of GDW's popular military role-playing game Twilight: 2000, in which the various nations of Earth were only just beginning to explore and colonize the 50 light year sphere of surrounding space. Some buyers mistakenly thought the game was intended to depict the year 2300 in the standard Traveller universe using Traveller rules; to disambiguate it from Traveller, the 2nd edition of the game was retitled to 2300 AD and this second edition introduced some cyberpunk rules and adventures.
A third version of the setting, 2320 AD was released as a supplement to the Traveller T20 ruleset.
2300 AD has been release as a setting under the Mongoose Traveller rules.
Traveller in other media
GDW licensee Paragon produced two video games based on the Traveller universe: MegaTraveller 1: The Zhodani Conspiracy (1990) for Amiga, Atari ST and MS-DOS operating environments, and MegaTraveller 2: Quest for the Ancients (1991) for Amiga and MS-DOS.
Several novels have been specifically set in the various Traveller universes:
- Death of Wisdom Book 1 of 3 by Paul Brunette. ISBN 1-55878-181-1
- To Dream of Chaos Book 2 of 3 by Paul Brunette. ISBN 1-55878-184-6
- The Backwards Mask Book 3 of 3 by Matthew Carson. (finally published March 2011 though only for Kindle) 
- Marc Miller's Traveller: Gateway to the Stars by Pierce Askegren. ISBN 0-671-01188-X
- The Force of Destiny by Dale Kemper 
- Diaspora Phoenix by Martin J. Dougherty 
- Tales of the New Era 1: Yesterday's Hero by Martin J. Dougherty
In addition, Jefferson Swycaffer has written several novels set in the "Concordat" fictional universe he originally developed for his Traveller campaign.
Gregory P. Lee's "The Laughing Lip" series acknowledges the influence of Traveller in the development of the three novels published to date. Mr. Lee also wrote the Gamelords' supplement "Lee's Guide to Interstellar Adventure" in the early 1980s.
In March 2011 IngZ Inc announced the upcoming release of Traveller AR in Summer 2011. Traveller AR is an iPhone based port of the Traveller RPG brand.
Copyright infringement lawsuit
In 1982 Game Designers Workshop sued software publisher Edu-Ware Services for infringing upon Traveller's copyright. Edu-Ware admitted to using Traveller as the basis of its role-playing video game Space, and in an out-of-court settlement, made a cash settlement and removed the video game from the market, turning all copies over to GDW.
- DiceCast Special Holiday Interview Episode  (by Polymancer Studios). Podcast, includes interview with Marc Miller
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- Miller, Marc W. (1987). MegaTraveller Players' Manual. Game Designers' Workshop. ISBN 0-943580-38-2. OCLC 29757224.
- "Players' Guide to MegaTraveller" (PDF). Far Future Enterprises. 2005. Retrieved 2007-03-17.
- "Spotlight On: The Original Designer of the Traveller Roleplaying Game. An Interview WIth Marc Miller." Polymancer magazine, Volume 2, Issue #10. pp 37–42.
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- Miller, Marc. "Traveller 5th Edition by Marc "Traveller" Miller — Kickstarter". Kickstarter. Retrieved 2012-06-05.
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