The Premises of Traveller: 2. Space Travel is Unpleasant and Most Do Not Do It

I have done exactly one cruise, Vancouver up to Alaska and back with several stops along the way. I can't say I was a big fan.

My mother has done many cruises. She enjoys them. She took a cruise from San Francisco to Hawaii and back. You depart San Francisco at 4pm the first day. You then spend four full days at sea, arriving in Maui at 10am on the sixth day. You spend days 6, 7, 8 and 9 travelling around the Hawaiian islands doing excursions and then spend four days sailing back. My mom took this trip. She said even as a veteran cruiser, on a very large cruise ship with plenty of amenities, she said that four days at sea on the way there and four days at sea on the way back was long. If you are the type of person who just wants to put their feet up and read a book, it is fine. But for most people, the activities on the boat are very limited.

Now, imagine a jump capable liner. 25% common space seems pretty puny. I think to keep people happy and comfortable, you are going to be looking at a lot more common spaces with theatres, live shows, sports activities (like gyms), pools, casinos, shopping plazas, etc. All those amenities will require a lot more crew. Most modern cruise ships have one crew member for every 2-3 guests.

A better analogy are ocean liners. The RMS Lusitania could cross the Atlantic in just slightly over five days. She carried 552 first class, 460 second class, 1,186 third class; 2,198 total passengers with a crew of 850.

The RMS Lusitania had a Gross Register Tonnage of 31,550 Tons = a ship's total internal volume expressed in "register tons", each of which is equal to 100 cubic feet (2.83 m3). So, 31,550 x 2.83 = 89,286.5 m3 / 13.5 = 6,614 dTons.

- Kerry
If you consider the 1st class to have single staterooms, 2nd class to have double occupancy staterooms & 3rd class to be in low berths (and double occupancy for the crew), it would require at least 1 200 staterooms and 1 186 low berths : 6 593 dt. This only represent the NET Gross Register Tonnage (without any extra common space, just the usual 25%)... At least 16 000dT (and it's just an estimation) for the Gross Register Tonnage.
Compared to RMS Lusitania, a Traveller liner feels roomy & luxurious.
 
If you consider the 1st class to have single staterooms, 2nd class to have double occupancy staterooms & 3rd class to be in low berths (and double occupancy for the crew), it would require at least 1 200 staterooms and 1 186 low berths : 6 593 dt. This only represent the NET Gross Register Tonnage (without any extra common space, just the usual 25%)... At least 16 000dT (and it's just an estimation) for the Gross Register Tonnage.
Compared to RMS Lusitania, a Traveller liner feels roomy & luxurious.
cabin space might be, but on the Lusitania, you can go out on deck, breathe regular air, scan the horizon, etc. The psychological pressure of being inside a can would make a significant difference. It tends to do so for submarine travel, even when you are used to already cramped Naval quarters. And that's leaving out any woo-woo effects of jump space which occasionally make their way into the fluff.

Of course, VR type entertainments can help...
 
Something that features heavily in the Dumarest novels which were a big influence on Marc Miller is the use of fast drug - jumps in that setting take far longer than a week and all passengers are either frozen in low passage or have to take fast drug so that for them a week passes in just a couple of hours.

Not just technically quite feasible in the OTU but economically would save far more in consumables (which incidentally are ridiculously expensive in every version of Traveller - is everyone being fed imported earth caviar and drinking earth champagne?) than the 50 Cr per week dose cost while also removing the hijack problem as any hijacker will move extremely slowly.

It even IIRC features in the New Era rulebook as a way to get your 1127 character alive to 1205 or whatever - 6 doses of fast drug will get you through a year in just 6 apparent days and 480 doses all the way through the collapse and rebirth of civilisation and you'll only face one ageing roll.

So spend 50 Cr and that tedious week in jump space will be over in the same apparent time as it takes us to fly from London to Rome.
 
Something that features heavily in the Dumarest novels which were a big influence on Marc Miller is the use of fast drug - jumps in that setting take far longer than a week and all passengers are either frozen in low passage or have to take fast drug so that for them a week passes in just a couple of hours.

Not just technically quite feasible in the OTU but economically would save far more in consumables (which incidentally are ridiculously expensive in every version of Traveller - is everyone being fed imported earth caviar and drinking earth champagne?) than the 50 Cr per week dose cost while also removing the hijack problem as any hijacker will move extremely slowly.

It even IIRC features in the New Era rulebook as a way to get your 1127 character alive to 1205 or whatever - 6 doses of fast drug will get you through a year in just 6 apparent days and 480 doses all the way through the collapse and rebirth of civilisation and you'll only face one ageing roll.

So spend 50 Cr and that tedious week in jump space will be over in the same apparent time as it takes us to fly from London to Rome.
Thanks for this! You make two interesting point worth some more discussion.

1) I can't believe I never considered this Fast Drug strategy, so I reread some rules to see why. I think the answer is that in older Traveller this strategy is more expensive than you say. Up to MegaT, Fast costs Cr200 and the antidote Cr900. In the MgT CSC I have (which may not be the most current), Fast is also listed as Cr200 with no antidote listed. I think the high price of the antidote gives away the intent of the rules, which is: "no, you can't cut the pills into 8ths, if you want to use Fast for less than 60 days, you need to cancel it with antidote." Of course, It's Your Game (TM) as always.

Continuing, the cost of shipboard life support used to be Cr2000/100 per 2 weeks per person/low berth. In MgT it is now Cr1000/100 per month, so quite a bit lower. But in either case, a person on Fast is using 1/60th normal life support. So conservatively, could we not set up racked bunks in a stateroom and hold 30 passengers on IV drips for a week? I'm thinking about this from a story perspective: sure, the players might ask to use Fast this way, but I'm thinking about them encountering such a ship, likely operating illegally, for the purpose of refugee transport, mass improvised migration, and other unsavory purposes (perhaps not to every table's liking, of course). So I'm glad you pointed this out, including the low-rent "timer" strategy of trying to live through the ages!

2) The cost of living comment seemed odd to me. I use the MegaT rule of Cr250 x Soc per month for all upkeep, noting that this does not apply while in space, and that once Soc > 9, expenditures would probably be higher (at least for NPCs). So I checked my copy of MgT, and the upkeep chart is pretty close to this! Cr1500/month at Soc 7, accelerating at Soc 10, and not applying aboard ship. Finally, I looked up real World GDP per capita at PPP (which by definition is a good approximation for per capita income), and in 2019 that figure was USD $18400 = $1533/month. So it all kind of holds together, surprisingly so. What do you think would be more reasonable pricing? There's clearly no right answer here as it's all fiction and one could go full cinematic and ignore all economics, but I'm interested in different solutions.

One comment on costs and TL: I use older rules for exchange rates that set up a system where Credits have different values per TL, and for a given TL the costs of that TL's goods are same across all TLs. In other words, TL 15 Cr buying TL 15 goods have the same purchasing power as TL 8 Cr buying TL 8 goods, and so travellers carrying TL 15 Credits (the base assumption in my setting) have some additional purchasing power on lower TL worlds. This takes some judgement, but it basically means that you can use the same equipment list regardless of TL, and at a given TL all goods that TL or lower are available for the listed price. Lower TL goods on higher TL worlds are often lower, but not always. For example, a long compound bow is TL 2 and Cr125 on my lists. I just did a quick price check and a modern compound bow is USD $250-350, so Cr125 is a steal! More importantly, the point is that the cost of a good like a bow that changes marginally across TLs remains relatvely constant (i.e. implicit inflation). This all works for me, but there could be other approaches.
 
(...) while also removing the hijack problem as any hijacker will move extremely slowly.

[Flashbacks to Kaalin (Dumarest book 4)]

tenor.gif
 
I think we like harping on the Pony Express meme, because it would be the last prominent example amplified by Hollywood.

As I recall, the Incas and the Greek city states preferred runners, and I think someone had a go at seeing which would be faster, horse or human, for delivering messages over a vast network.
Ancient China also used relay runners for carrying imperial decrees
 
Thanks for this! You make two interesting point worth some more discussion.

1) I can't believe I never considered this Fast Drug strategy, so I reread some rules to see why. I think the answer is that in older Traveller this strategy is more expensive than you say. Up to MegaT, Fast costs Cr200 and the antidote Cr900. In the MgT CSC I have (which may not be the most current), Fast is also listed as Cr200 with no antidote listed. I think the high price of the antidote gives away the intent of the rules, which is: "no, you can't cut the pills into 8ths, if you want to use Fast for less than 60 days, you need to cancel it with antidote." Of course, It's Your Game (TM) as always.

Continuing, the cost of shipboard life support used to be Cr2000/100 per 2 weeks per person/low berth. In MgT it is now Cr1000/100 per month, so quite a bit lower. But in either case, a person on Fast is using 1/60th normal life support. So conservatively, could we not set up racked bunks in a stateroom and hold 30 passengers on IV drips for a week? I'm thinking about this from a story perspective: sure, the players might ask to use Fast this way, but I'm thinking about them encountering such a ship, likely operating illegally, for the purpose of refugee transport, mass improvised migration, and other unsavory purposes (perhaps not to every table's liking, of course). So I'm glad you pointed this out, including the low-rent "timer" strategy of trying to live through the ages!

2) The cost of living comment seemed odd to me. I use the MegaT rule of Cr250 x Soc per month for all upkeep, noting that this does not apply while in space, and that once Soc > 9, expenditures would probably be higher (at least for NPCs). So I checked my copy of MgT, and the upkeep chart is pretty close to this! Cr1500/month at Soc 7, accelerating at Soc 10, and not applying aboard ship. Finally, I looked up real World GDP per capita at PPP (which by definition is a good approximation for per capita income), and in 2019 that figure was USD $18400 = $1533/month. So it all kind of holds together, surprisingly so. What do you think would be more reasonable pricing? There's clearly no right answer here as it's all fiction and one could go full cinematic and ignore all economics, but I'm interested in different solutions.

One comment on costs and TL: I use older rules for exchange rates that set up a system where Credits have different values per TL, and for a given TL the costs of that TL's goods are same across all TLs. In other words, TL 15 Cr buying TL 15 goods have the same purchasing power as TL 8 Cr buying TL 8 goods, and so travellers carrying TL 15 Credits (the base assumption in my setting) have some additional purchasing power on lower TL worlds. This takes some judgement, but it basically means that you can use the same equipment list regardless of TL, and at a given TL all goods that TL or lower are available for the listed price. Lower TL goods on higher TL worlds are often lower, but not always. For example, a long compound bow is TL 2 and Cr125 on my lists. I just did a quick price check and a modern compound bow is USD $250-350, so Cr125 is a steal! More importantly, the point is that the cost of a good like a bow that changes marginally across TLs remains relatvely constant (i.e. implicit inflation). This all works for me, but there could be other approaches.
1) Looked this up and Fast Drug is certainly available in one or other MGT book in weekly doses and there is no logical reason why it wouldn't be.

2) Living costs are not a good proxy for income as workers have dependents to support and even so we know from character generation that most careers still get to save 10s or even 100s of KCrs over even a quite truncated working life.

T5 has actually quite a good section on incomes and living costs including the idea that ship crew salaries are based on ship's M, J, and PP ratings - which when you think about it makes perfect sense.
 
1) Looked this up and Fast Drug is certainly available in one or other MGT book in weekly doses and there is no logical reason why it wouldn't be.

2) Living costs are not a good proxy for income as workers have dependents to support and even so we know from character generation that most careers still get to save 10s or even 100s of KCrs over even a quite truncated working life.

T5 has actually quite a good section on incomes and living costs including the idea that ship crew salaries are based on ship's M, J, and PP ratings - which when you think about it makes perfect sense.
1) That's not how drugs actually work (dosage is complicated), but as I said, IYG (TM). I prefer my interpretation.
2) Living costs are a very good proxy for individual travellers, who are our major focus. I agree that breadwinners may have higher thresholds.
3) I use the T5 statistics for fine tuning in my setting, but MegaT already had decent income per career rules.

But none of this negates your points, as it's your game.
 
Seems to me that there are many reasons for people to travel to other systems.

1) Traders and Merchant Navy. Their quarters may not be 5 star but they do it because it's their job and they get paid.

2) the rich: example is the adventure search and rescue where people land on red zone planets.

3) Bureaucrats, the nobles etc.

4) Workers for Megacorps: you go where we tell you or get fired.

Travel might have started off being dangerous but it must be reasonable in order to make it effective.

There is a lot of variation in travel styles today: from crew bunks like in modern navy vessels, cruise liner cabins etc but I don't think cars or planes are a good analogy. I used to drive 70 miles to work. Took me 90 minutes. This is completely different to a week long journey. Similarly for a flight where the max is about a 16 hour flight.

In our games, we have to think of ways to make it a viable process e.g. low berths. Yes, some people's experience of space travel will be crap, some will find it lots of fun, for some it will just be something they have to do for their job. But, if it isn't safe then the vast majority of people won't do it. But, given that people do it, I'd say it has to be safe enough.....otherwise, think of all those insurance premiums and Health and safety departments and Government departments who would come down like a tonne of bricks on violators of the regulations :)

Regarding Low berths, annual maintenance of the ship would include maintenance of the pods including signed certificates to say they were safe to use. I never use one unless I see that certificate 😁
 
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Seems to me that there are many reasons for people to travel to other systems.

1) Traders and Merchant Navy. Their quarters may not be 5 star but they do it because it's their job and they get paid.

2) the rich: example is the adventure search and rescue where people land on red zone planets.

3) Bureaucrats, the nobles etc.

4) Workers for Megacorps: you go where we tell you or get fired.

Travel might have started off being dangerous but it must be reasonable in order to make it effective.

There is a lot of variation in travel styles today: from crew bunks like in modern navy vessels, cruise liner cabins etc but I don't think cars or planes are a good analogy. I used to drive 70 miles to work. Took me 90 minutes. This is completely different to a week long journey. Similarly for a flight where the max is about a 16 hour flight.

In our games, we have to think of ways to make it a viable process e.g. low berths. Yes, some people's experience of space travel will be crap, some will find it lots of fun, for some it will just be something they have to do for their job. But, if it isn't safe then the vast majority of people won't do it. But, given that people do it, I'd say it has to be safe enough.....otherwise, think of all those insurance premiums and Health and safety departments and Government departments who would come down like a tonne of bricks on violators of the regulations :)

Regarding Low berths, annual maintenance of the ship would include maintenance of the pods including signed certificates to say they were safe to use. I never use one unless I see that certificate 😁
These are the top of my list, too.
 
So on Fast Drug being available in lower doses than for 60 days my actual source seems to be https://wiki.travellerrpg.com/Fast_Drug

'The drug is administered via a dermal patch, attached directly to the skin of the patient. There are dosing regimens which last for shorter periods of time. In addition to the 60-day dose, there is a 30-day dose and one-week dose.'

But having checked all the sources it cites none seem to have the emboldened words - so maybe it is indeed impossible to administer a safe dose that is lower than 60/1 days - which would explain why nobody uses it to make a week in jump space less boring and claustrophobic (and to cram in many more passengers).

Having said this if as all the sources say there is an antidote that takes effect immediately I can see no reason why that antidote would not be mass-produced to be routinely administered at a cost far below the Cr 900 cited other than that Marc as a fan of the Dumarest books did not want players and GMs to use fast drug for passengers as those books do because it eliminates fun on-board shenanigans like hijack attempts and also screws with the chargen and ageing rules if you travel a lot and spend two weeks a month on fast drug.

However even with the canonical prices of Cr 200 for the fast drug and Cr 900 for the antidote these are a fraction of the cost of high and mid passage and I'd certainly be willing to pay the extra...

Edit: While almost every edition of Traveller just cuts and pastes the original fast drug description from CT book 2 GURPS Traveller adds 'at the end of it's use the user takes 1d of damage'.
 
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And in counterpoint to the whole premise there are trillions of sophonts in charted space only the tiniest fraction of whom are living on the world their species evolved on (indeed thanks to the Ancients even the Vilani and Vargr technically aren't) so almost everyone of those trillions either travelled to get somewhere else or their relatively recent ancestors did.

Also consider that a typical sector has hundreds of billions of sophonts scattered across hundreds of worlds and that of those billions many millions will be so rich that a high passage is as insignificant a cost to them as a first class plane ticket is to our modern plutocrats.

Plus thanks to the world generation rules many high pop and high tech worlds are just awful places to live - if you live all your life under a dome because the planet outside wants to kill you then spending a week or two cooped up in a stateroom and several months of your salary is a reasonable price to pay for being able to take a holiday or even maybe make a new life breathing real un-recycled air on a planet that doesn't.

So even though most interstellar travel will be on huge liners shuttling between high pop and high tech worlds and thus be outside of the scope of our games I think there will still be a lot more of it than some may be arguing for here.
 
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So even though most interstellar travel will be on huge liners shuttling between high pop and high tech worlds and thus be outside of the scope of our games I think there will still be a lot more of it than some may be arguing for here.

Not at all, plenty of adventure to be had. Murder on the Orion Express anyone?
 
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