Intelligent aliens in SF RPGs – the sort who can talk and build things and sell you stuff and offer you jobs and conspire to rule the galaxy, as opposed to the sort who are basically monsters – come in two different varieties, broadly corresponding to the two different flavours of intelligent aliens offered by SF as a whole. You have your humans in rubber suits, who are no different from ordinary humans in terms of the way they think or behave 99% of the time (or take one particular aspect of the human experience and crank it up to 11), or you have aliens whose designers intend them to be properly alien, and so often have decidedly unusual psychologies which don’t necessarily seem very functional.
Traditionally, Traveller has been hyped by the fans as offering excellent examples of the latter sort. Certainly, in the default Third Imperium setting the designers made a concerted effort to try and make sure this was the case: in general, the “humans in funny suits” niche was taken by actual human cultures – descendants of peoples kidnapped from Earth back in caveman times by the Ancients and transplanted to other parts of the galaxy following a certain amount of tampering – whilst the more exotic aliens like the K’kree or the Hivers had entire supplements devoted to understanding their psychological makeup and societies.
This is cool if you appreciate Traveller as an exercise in worldbuilding for the sake of worldbuilding. I think it’s markedly less useful in the context of actually playing the game. If, as a GM, I were seriously trying to roleplay your alien characters according to the writeups in the alien modules then I suspect one of two things would happen: either I would be so hesitant in thinking through how the aliens are going to behave that it would slow the game down or I would end up failing to distinguish the individuals as individuals, due to being so taken up with portraying their psychology as a species I won’t have time to make them distinct characters in their own right.
The Mongoose edition of Traveller includes basic stats for the more prominent aliens in the official Traveller universe. Whilst I am not using that galaxy I have no qualms about pinching ideas from it and mangling them to fit my own plans – and, in particular, to make my portrayal of said aliens easier. (For the moment I don’t want to include any alien PCs in the game, because I like the assumption of an all-human party in Classic Traveller and I think scarcity of aliens and the specialness of meeting them is mildly undermined if there’s an alien on your crew.
Continue reading “Traveller: Aliens and Non-Humans”