At first glance, my reasons for buying this book were tied to my questions about the fall of GDW, the saga behind DGP, and the underlying causes that led to the creation of MegaTraveller, The New Era, and Marc Miller’s Traveller (T4).
That said, this book provides a very detailed account of the successes and mishaps that made Traveller one of the most remarkable and enduring RPG franchises after D&D. However, while some passages felt a bit tedious—such as the sections on licenses, fanzines, and other fandom topics—I recognize they are necessary for understanding the creative process behind the monumental game that is Traveller.
Regarding the presentation, the choice of a landscape-oriented format is somewhat unusual but is more than compensated for by the sheer amount of content provided. Among the surprising facts I discovered, one was that Traveller was the result of a happy accident rather than a product of systematic worldbuilding. Another was the astonishing chain of events that led DGP’s IP to its current situation—something I hope will be resolved soon.
In this work, Shannon Appelcline provides an impressive amount of information, including the economic context of the time and several checklists that will delight even the most dedicated collectors. That said, I must admit a few points left me wanting more—for instance, I would have loved to learn how Marc Miller ended up buried under an avalanche of “Triplanetary.” Still, I made some delightful discoveries, such as realizing that Miller’s original vision for ending the Rebellion was closer to what I had hoped for than the post-apocalyptic take of “The New Era.”
In the end, This is Free Trader Beowulf not only answered my questions about a time when the lack of the internet meant many of GDW’s decisions seemed incomprehensible or lacked continuity, but I also thoroughly enjoyed it. I’d give it a 7.5 out of 10.
Enjoy.
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