Roleplayer #19, April 1990
The Return of Triplanetary
Reviving a Classic Space Game as a GURPS
Tactical System
by Steve Jackson
Triplanetary, released by GDW in 1973, was the first
science fiction game I ever played. It is an excellent game; its
clean, playable simulation of inertial movement, with gravity,
can't be improved on. I know; I've tried. For at least ten years,
I've played around with various space movement systems. The closer I got
to something that was both realistic and playable, the more it looked like
Triplanetary.
Time passed. Triplanetary went out of print, and
was reissued in 1981. That edition went out of print, too. At Origins 1989
1 spoke with Marc Miller, the designer of the game. Was GDW going to re-release
it? No. Would he be interested in licensing it to me? Quite possibly. A
couple of months later, we had a deal. He gets royalties. I get to revive
one of my favorite games.
Right now, we're planning to release Triplanetary
sometime in 1991. It will be in a boxed format, almost
certainly with an erasable map and a grease pencil for plotting vectors.
We may do something fancy with the counters as well; we have some ideas
for letting the planets move. (They stayed still in the original game; that
didn't hurt playability, but most people dreamed about ways to let them
move around the Sun.)
Design Goals
I've been playing with modifications and optional rules for Triplanetary
for a long time. My first published article in Space
Gamer was a Triplanetary scenario. When I
unearthed the game boxes (both editions, of course!) after my first talk
with Marc, I found rule notes so old they were handwritten . .
. they date back to before I owned a typewriter, let alone a computer.
Now that I can make "official" changes, I've got two major design
goals for the Third Edition of Triplanetary. First
and foremost, it has to remain a good, stand-alone tactical space game.
That's what it is now, and it would be a crime to injure it. I plan to leave
the movement system just as it is. The combat system will get a complete
revision; while playable, it is over-simplistic by 1990 standards. And I
would like to add a system to allow players to design their own ships.
The second goal -- and the reason this article is in Roleplayer
-- is to make Triplanetary more than
just a stand-alone game. I want to link it to GURPS, with
a link that runs both directions. Players should be able to use GURPS
rules to add a little bit of roleplaying to a Triplanetary
game. And they should also be able to set up a Triplanetary
board to play out an in-system combat in a GURPS
Space game. (Triplanetary assumes
inertial movement, and ships are affected by gravity. It probably wouldn't
be interesting for a TL12 + combat, though I admit I haven't really tried
yet -- maybe we'll come up with something.)
The Monster Game
Here's another thing I've dreamed about for years . . . and now it looks
like it's possible. I'd like to run a gigantic, big-map, long-term
Triplanetary game at a big convention like Origins
or Worldcon. The basic scenario would be Pirates / Merchants / Space Patrol,
perhaps with asteroid miners and the Fuel Cartel thrown in. The game would
run a long time . . .24 hours a day, if enough referees could be found,
for days. Each player would control one ship; some players might have no
ships of their own, but command several captains. A separate map would keep
track of the locations of the pirates, who remain unseen when they can (once
spotted, pirates would go on the big board). Actual scrip would be used
to represent money, leaving open the possibility of hidden transactions
and even bribery. There would be no roleplaying rules -- but nobody
but a dead fish could avoid roleplaying the part in a scenario
like this.
Time for Feedback
So . . . it's time to start making comments. We're not ready for playtest
-- we don't have a playtestable draft yet. But we'd like to know what everyone
out there wants in a game of interplanetary combat. We'd especially
like to hear from old Triplanetary players . .
. there must be a lot of you out there! What kind of changes would you like
to see in the game -- and what would you consider sacred? Would you enjoy
playing in, or refereeing, a monster game? What will make this the game,
both stand-alone and roleplaying, that you will like as much as
I do? Let us know.
Added Notes, Many Years Later
The above article appeared in issue #19 of Roleplayer. That
was the April 1990 issue, which also carried the story of the Secret Service raid on SJ Games. And
the way it worked out, we were a bit distracted there for a while.
We didn't get much farther. The original article drew some comments, which
were read and filed away. A playtestable draft was created, but it never
got played by anyone outside the office, except at a couple of convention
demonstrations. Mostly it sat in a corner while we fought to stay in
business, and I never got back to it.
I still think this is a good game. It's not the style that's popular these
days, but maybe that means it will count as "something different."
And I like the big-map idea as much as I ever did. With live-action
convention games becoming more popular, I think it would be easy to get a
crowd of people to be ship captains and play a lot of politics in between
shooting at each other. I'm making notes again, and talking to a couple of
conventions about actually running it.
We are not currently looking for playtesters for Triplanetary. When that
changes, we'll make a big announcement.
-- Steve Jackson
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